18 commits
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f7aa8e0eb7 | fix: complete retail parity stability pass | ||
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4e6e9bc9d9 | feat(mosstank): add VTank-style automation PoC | ||
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989f665214 |
feat(CT-GF1): port retail ancestor-clip to the retained UI tree
Fixes the CT7 gate finding: on the Titles tab, the authored divider 0x10000530 escapes the Character window above its top edge at the CT6-correct 372px mounted default (computed Y ~ -178, matching the owner's screenshot). Retail clips child rendering to the intersected ancestor clip-rect chain -- UIRegion::DrawHere @0x0069FA30 takes the element's screen Box2D plus a SmartArray<Box2D> of inherited clip rects, intersects them (the min/max clamp loop @0x0069FAA7..0x0069FB82), and draws EraseSelf/DrawChildren/DrawSelf with the intersected rect only when non-empty (the var_24 gate @0x0069FB8E). Our UiElement draw walk rendered children unclipped by default, so any authored element relying on clipping -- this divider, and the chat input row at small window sizes (the owner's earlier "text input sticks out on resize" report) -- became a visible artifact. Mechanism (element-level, reusing the existing clip-rect-stack infrastructure in UiRenderContext.PushClip/PopClip): - UiElement.ClipsChildren now defaults to TRUE for every element (was an opt-in used only by UiScrollablePanel/UiItemList). Each element's children draw AND hit-test clipped to the intersection of its own rect with the inherited ancestor clip; an element positioned outside its parent's box silently disappears, matching retail's non-empty-intersection gate. HitTest's existing early bounds check already implemented this shape for ClipsChildren=true elements -- flipping the default aligns hit-testing with the new draw-clip default in one property, per the plan's own point 4. - UiElement.ExpandsClipForPopup (default false) is the one opt-out: retail spawns a menu popup as a SEPARATE top-level region (UIElement_Menu::MakePopup), clipped only by the screen; acdream draws UiMenu's popup inline from the owning button in a second traversal (OnDrawOverlay, pre-existing -- its own doc comment already says "regardless of this element's position in the tree"). DrawOverlays now resets the accumulated clip to unbounded (UiRenderContext.PushClipUnbounded, sharing the existing clip stack) for exactly the OnDrawOverlay call of an opted-in element. UiMenu overrides ExpandsClipForPopup=>true, paired with ClipsChildren=>false so its own out-of-bounds OnHitTest union (the popup occupies ly<0 or ly>=Height depending on open direction) stays reachable through the same early-bounds gate that now defaults on for every other element. Opt-out audit (grep for OnDrawOverlay overrides + negative/overflow OnDraw coordinates across src/AcDream.App/UI): UiMenu's popup is the ONLY OnDrawOverlay override client-wide, so it is the only element needing ExpandsClipForPopup. RetailTooltipPresenter's popup and UiRoot's drag ghost both already escape structurally -- the tooltip mounts as an ordinary UiRoot CHILD (sibling of every window, clipped only by the canvas), and the drag ghost is drawn directly by UiRoot outside the tree entirely -- neither needed a code change, both are covered by new tests proving the invariant. UiResizeGrip and UiNineSlicePanel's frame/bevel draw entirely within their own [0,Width]x[0,Height] (grip flush at the window's own edges; the window's own Width/Height already represents the OUTER frame including its 5px bevel, so its ClipsChildren push already covers the frame's own content children correctly -- no negative insets found). UiScrollbar draws entirely within its own bounds (confirmed by reading OnDraw). Hit-testing: aligned with the new default via the single ClipsChildren flip (see above); UiMenu's own opt-out override keeps its popup hit-test union working, verified by the full UiMenuTests suite staying green. Divergence register: AD-113 filed for the ExpandsClipForPopup adaptation (inline popup drawing vs retail's separate top-level region). Fixed two pre-existing test-harness gaps the new default surfaced (both real bugs in the harnesses, not workarounds around the fix): - ChatLayoutConformanceTests' bottom-right-grip grow test read a STALE (pre-shrink) grip screen position because it drove two resize gestures back-to-back with no intervening Draw pass -- the only place UiElement.ApplyAnchor/LayoutPolicy.Apply run. A real frame draws every tick, so production never hits this; the test now inserts a real DrawSelfAndChildren pass between the two gestures, matching a real frame boundary. - VendorUiControllerTests' hand-built Items/Buying/Selling page containers were left at their bare 0x0 UiElement default (the harness never runs a real DAT-driven layout pass) -- harmless before ancestor clipping existed, but now hides every child of an unsized page. Sized them to the window's own content root, matching production's shape (a tab page fills the window body). Tests (all confirmed as genuine regression pins by temporarily reverting the relevant default/override and observing the exact predicted failure, then reverting back): - CharacterTitlesControllerTests.TitlesPage_Divider_ClipsAwayAtThe CT6Default_AndAppearsWhenTheWindowGrowsTaller: the literal gate repro against the real character_2100002E.json fixture through RetailWindowFrame.Mount at the CT6 372px default -- the divider renders nothing (computed Y ~ -173, matching the owner's ~-178); growing the window to 600px renders it at its authored spot. - ChatLayoutConformanceTests.ResizingTheWindowSmall_NoInputRowQuad RendersOutsideTheWindowRect: no input-row quad escapes the chat window rect at three small sizes (300x100 sanity control, 120x40/80x30 genuine pre-fix overflow -- verified failing without the fix at Y=38/55 past the window edge). - UiAncestorClipTests (new file): the core mechanism against plain synthetic elements (culled-outside / clipped-at-the-edge / hit-test parity), UiMenu's popup escaping a tiny owning window (and staying clipped while closed), and the tooltip's structural immunity (mounts as a UiRoot sibling, unaffected by a tiny ancestor window). Verification: full solution build green; hermetic suite green (--filter "Lane!=InstalledDat&Lane!=PreparedPackage&Lane!=Live& Lane!=Manual&Lane!=Timing&Lane!=Windows&Lane!=Linux& Lane!=SystemFont&Purpose!=Diagnostic&Status!=KnownFailure", 14,000+ tests across every project); InstalledDat lane green (ACDREAM_RUN_INSTALLED_DAT_TESTS=1, Status!=KnownFailure, 205+34+3+172 tests). CharacterTitlesControllerTests' existing suite and the full UiMenuTests/UiScrollbarTests suites are unaffected. src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) -- untouched by this change and deliberately left out of this commit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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67e963524b |
fix(ui): talk button keeps authored 46x17; white authored captions + font for talk/Send
Owner report (2026-08-24, post gate-pass): the chat channel button was
bigger than retail and both its caption and the Send caption were warm
gold instead of retail's near-white.
Size: retail never resizes the talk button — HandleSelection
@0x004cd540 only swaps the caption string; the authored 46x17 element
stands, and the authored SHORT captions ('Gen', 'Fell', ...) fit it —
that is why retail abbreviates. Our content-widening reflow (grow the
button to its label, shift the input) was a compensation for the
now-retired invented long captions, measured with the wrong font on
top. Deleted; the authored row layout stands.
Color + font: the button caption child (0x10000015) and the Send
button (0x10000019) both author pure white text with their OWN FontDid
0x40000002 (live-DAT probed) — different from the transcript font,
which is the other half of why 'Chat' fits 46px. UiMenu gains a
ButtonDatFont for the caption (popup rows keep the menu font);
the controller reads both elements' authored FontColor/FontDid instead
of the invented (1,.92,.72) constants.
The old widening pin is rewritten to the retail contract; a new
conformance test pins authored width, white captions, and the authored
font DID being requested for both buttons.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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c12a95b6e8 |
fix(ui): chat window retail parity — focus rails, authored captions, menu flick, drag-stable text
Four of the five owner-reported chat deltas (2026-08-24), each traced to
its retail mechanism:
1. Missing gold separator left of the input: the chat input authors two
1px Type-3 rail CHILDREN (0x10000017 at X=0, 0x10000018
right-anchored) whose only media is Normal_focussed (0x06004D67,
live-DAT probed). UiField consumes its DAT children, so the rails
were swallowed and never drawn. The factory now folds them into the
field, which draws both while focused.
2. Button says "General", retail says "Gen": the talk button's short
caption comes from per-target ID_Chat_ChatTargetMenu* strings
(HandleSelection @0x004cd540, StringTable 0x23000001 via
compute_str_hash — recovered from the raw binary after BN elided the
ids into name-hash globals). Authored set: Chat/Tell/Fell/Pat/Mon/
Vas/Alg/Gen/Trade/LFG/RP/Soc/Olt. Menu rows + squelch/tell specials
resolve from the same table (ID_Chat_TellTo*); production resolves
through DatStringResolver, fallbacks ARE the authored EoR English.
ChatStringsLiveDatTests pins the whole set against the installed DAT.
3. Channel button stayed green while the popup was open: retail's
pressed face is the momentary physical press ("flicks"); the OPEN
state drives only the arrow-cap child's StateDesc swap
(UIElement_Menu::UpdateState @0x0046cad0 writes attribute 0xe).
UiMenu now keys the face on the press, not on IsOpen.
4. Window-title/button text "vibrates" while dragging windows:
DrawStringDatPass snapped glyphs with MathF.Round — banker's
rounding. A centered label with a constant .5 fraction alternates
round-up/round-down across successive integers, double-stepping then
sticking while the background glides. Half-up Floor(v+0.5) snaps
every tie one way: uniform 1px steps in lock-step with sprites.
The fifth report (input row sticking out on window resize) did not
reproduce: a controller-bound fixture resize at 220/300/600px keeps the
whole input row inside the window (test added) — awaiting the owner's
exact gesture.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7a5f96ede5 | feat(render): implement Campaign AR and terrain fidelity | ||
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581a61ef0c |
feat(chat): the talk-focus menu's Tell-to / Squelch entries actually work
Both entries were deliberate no-ops — the code said so — and both showed a static label where retail shows the selected player's NAME. Retail builds them in gmMainChatUI::InitTalkFocusMenu @0x004CDC50 and rebuilds their labels every time the menu opens, substituting the selection through StringInfo::AddVariable_String (@0x004CD91C / @0x004CD982). So they now read "Tell to Dww" / "Squelch (ignore) Dww", rebuilt on open from a live selection provider, and grey out with nothing selected — retail arms the tell slot only for a talkable target (SetTalkFocusEnabled(2, 1) @0x004CD9B0). Picking "Tell to X" aims the chat bar at X. That needed one piece of plumbing: the parser's plain-speech fallthrough returned a null target, so a line typed under a Tell focus was dropped by the router for having no one to send to. Parse/Submit now carry an optional default tell target for exactly that case. "Squelch X" publishes the ALREADY-REGISTERED /squelch verb rather than reimplementing the request — the ModifyCharacterSquelch wire builder (CM_Communication::Event_ModifyCharacterSquelch @0x006A42D0) has been there all along; only the menu path to it was missing. UiMenu gains an OnOpen seam, because a menu whose Items are fixed at Bind can only ever say "Tell to Selected". It fires before _open flips so the rebuilt rows are measured and drawn in the same opening. Solution builds clean; 14,480 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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a9b6435f55 |
fix #385: Options dropdowns — white centered text + size-to-content popup
User gate report (Campaign OP happy-testing round, 2026-08-13): every Config-tab dropdown drew its text gold + left-aligned and its popup a fixed 6 rows regardless of item count. All three were unmeasured styling divergences — the authored data (new probe menuprobe3, live DAT) says: - button label child 0x10000355: fontColor white, hJustify=Center - row template 0x1000035A: fontColor white, hJustify=Center - popup ListBox 0x10000358: edge-docked L=T=R=B=1, the authored condition arming retail UIElement_Menu::RecalculatePopupSize @0x0046caf0 — popup resizes to the ListBox's summed content height, uncapped (0x0046e5f4..0046e66c via ResizeScrollableArea's 0x32 broadcast) UiMenu gains three opt-in properties (ButtonTextCentered, ItemTextCentered, PopupSizeToContent) plus retail Open @0x0046cc42's empty-list gate; chat + vendor keep the class defaults, so their shipped behavior is untouched. ConfigOptionsPageController.ApplyMenuChrome wires all four corrections for the 8 Config menus with the probe citation. The same probe found vendor's authored popup ListBox is ALSO docked while our vendor dropdown ships G5's fixed 6-row window — filed as #386 + register row AD-88 (UNCLEAR: the G5 retail screenshot and the decomp mechanism conflict) instead of silently reworking a user-gated surface. The "resolution change resizes the window" observation from the same report is #374's designed windowed-mode behavior (display-mode switching is #376/#377) — no change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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355c86a6f6 |
fix #374: open dropdown popups get first claim on pointer routing
Campaign OP gate 2 root cause: UiElement.HitTest walks siblings front-to-back by z-order, so an OPEN UiMenu's extended button+popup hit-test union was never consulted when a LATER sibling's rect overlapped the popup area — on the Config tab every dropdown has rows below it, so Resolution-item clicks toggled the Full Screen / VSync rows underneath (the gate session's persisted fullscreen/vsync flips were exactly those stolen clicks). Latent since UiMenu existed; vendor/chat menus only worked by z-order luck. Fix: UiMenu's open/close now registers with UiRoot (SetActivePopup / ClearActivePopup); a registered popup gets FIRST claim on mouse-down, scroll, and hover routing; a press outside a live popup dismisses it and is SWALLOWED (the dismissing click must not act on what sat underneath); hidden/detached owners self-heal the registration on the next pointer event. UiMenu gains the IsOpen seam and a single SetOpen writer. Also in this commit, from the same investigation: - SilkRuntimeDisplayWindowTarget.Apply documents the fullscreen half honestly: IViewProperties.VideoMode is READ-ONLY, so a resolution pick while fullscreen cannot switch the display mode through Silk's abstract API — split out as #376 (native glfwSetWindowMonitor port) rather than half-shipping untested native interop at a gate tail. - Gate script §OP6 step 8 re-scoped: test resolution in WINDOWED mode. Regressed by tests/AcDream.App.Tests/UI/UiMenuPopupRoutingTests.cs — 4 tests driving the real UiRoot input path on a mounted overlapping tree, with an in-test overlap CONTROL click so the popup assertions cannot pass vacuously (the #372 lesson: only mount+drive-input tests catch this class; every fixture-conformance test stayed green through this bug). Full Release suite: 13,081 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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472525b99e |
fix(ui): OP6 rework — six range captions, un-invert Sound enabled flags, five font faces
Fixes all three MUST-FIX findings from the OP6 REJECT review (docs/research/2026-08-11-op6-review.md) plus its SHOULD-FIXes and NOTEs. M1 — the "retail ships zero range captions" claim was a Binary Ninja constant-folding artifact (the same class the header-string globals a few lines above already worked around). The six SetSliderLabel call sites byte-decode to reads of runtime-filled ID_Graphics_Value_* globals, not immediate zeros (PE-byte-verified against the PDB-paired acclient.exe, independently re-derived in this session, not just re-asserted from the review). ConfigOptionsPageController.BuildSliderRow gained optional rangeLowKey/rangeHighKey parameters wired for all six idx6 sliders (Camera Stiffness Soft/Hard, Adjustment Speed Slow/Fast, FOV Narrow/Wide, Screen Brightness Dark/Bright, Graphics Performance Speed/Detail, Degrade Distance Close/Far) via the same SetRangeLabel mechanism OP5's Chat opacity sliders already established. Mouse Look Sensitivity (idx3) correctly stays uncaptioned — the one genuine SetSliderLabel omission. Class doc corrected; gate-script lines 535/653-equivalent corrected in place. M2 — the three Sound "Disabled" toggles were semantically inverted: SoundManager::effect_sounds_enabled/ambient_sounds_enabled/ interface_sounds_enabled are all compiled = 1 in .data, and UserPreferences::RegisterPreference binds the checkbox's boolean value DIRECTLY onto those enabled-sense statics — checked-by-default means enabled-by-default, not disabled. AudioSettings.SfxDisabled/AmbientDisabled/ InterfaceDisabled renamed to SfxEnabled/AmbientEnabled/InterfaceEnabled (fresh JSON keys — the rejected slice's keys never shipped in an accepted build); RuntimeSettingsStartupTargets.ApplyAudio now computes effective volume through the extracted, independently-unit-tested pure function ComputeEffectiveCategoryVolumes (enabled ? slider : 0f). This closes the blast radius the review flagged: a missing key in an EXISTING settings.json now falls back to AudioSettings.Default, which is enabled=true, so a fresh launch is audible, not muted. AP-199's wording and gate-script step 6 corrected; the enshrined-inversion test rewritten to assert the correct default and a new SettingsStore test pins the legacy-file fallback path. M3 — UI_ChatFontFace now ships all five of retail's authored choices (Arial, CourierNew, PalatinoLinotype, Tahoma, TimesNewRoman — a fixed compile-time array at gmClient::InitUIPreferences, PE-byte-verified present verbatim in .rdata, not a per-machine runtime enumeration as the rejected slice's comment claimed). Default index 2 (PalatinoLinotype) now indexes a real entry. S1 — Bind() now emits the sixth trailing AddSeperator retail's own InitOptions ends with (0x0049E80D), matching retail's 39-item ListBox (6 headers + 6 separators + 27 option-widget-rows) instead of 38. S2 — Screen Brightness gets its own DisplaySettings.ScreenBrightness field ([-1,1], default 0) instead of overloading Gamma, which has a different unit system (default 1.0, legacy [0.5,2.0] slider) and its own live Settings-panel consumer. S3 — UiScrollbar and UiMenu gained a settable TooltipText surfaced through GetTooltipText (UiButton's existing pattern). Every slider and menu row's own interactive widget (not just toggle/trio rows) now carries retail's "<label>_Help" tooltip, verified as a universal suffix convention across every AttachPreference site touched by this tab. S4 — "800x600" added to DisplaySettings.AvailableResolutions: a genuine retail display mode (Device::ForceDisplayResolution(1,0x320,0x258) at startup) and the Config tab's own byte-verified Resolution row default, not an invented preset. Defaults now lands on a highlighted, re-selectable dropdown entry instead of an orphaned value. S5 — four new/extended tests: ComputeEffectiveCategoryVolumes gets a dedicated pure-function value assertion (Theory + a default-profile-is- audible Fact) in RuntimeSettingsControllerTests, closing the "only event order was asserted" gap that let M2 ship; a label/choice-key conformance table in ConfigOptionsPageControllerTests enumerates every key this tab queries (traced directly from the fixed code paths, not guessed) and fails on an invented OR a dropped key; a per-row DefaultValue pin asserts every row's default against the retail literal directly, independent of the underlying settings-record defaults; and the S1 separator fix gets its own 39-item stacked-ListBox count pin. NOTEs — AP-198's row count was always ten (its own enumeration never said nine); the commit-message inconsistency N1 flagged is reconciled in both the row and the section-summary line, and its Screen Brightness sub-clause now matches S2. N2: Bind() now reads the scrollbar id from UiTemplateListBox.ScrollbarElementId (dat property 0x72) instead of a hardcoded constant. N3 (batch Defaults writes) and N4 (AfterApply on Config-tab entry, needs no action) are left as recorded — out of this rework's scope per the review's own disposition. Full Release suite: 13,125 passed / 4 skipped / 0 failed (baseline 13,117/4/0 — net +8 tests added, 0 regressions, 0 removed). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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aa6635aebf |
fix(ui): round-5 review polish — S1 block outline pass, S2 non-UiText outline paths, S3 citation fix
Collects the post-gate polish left uncommitted by the killed round-5 agent (S1/S3 + review fixes N1/N3/N4) and completes the missing S2 half: - S1: UiText multi-line transcript + colored-run label now submit EVERY line/run's outline pass before ANY fill pass, matching retail's UIElement_Text::DrawSelf @0x00467aa0 whole-block walk. DrawStringDatPass is exposed for block-level batching; single lines keep DrawStringDat. - S2 (completed this commit): authored outline 0x21/0x22 now reaches every text-bearing widget — UiButton, UiDatElement, UiField, UiMeter, UiMenu, UiCatalogSlot — seeded from the element's effective-default state exactly like UiText (BuildButton lifts the label-bearing Text child's authored value first, same chain as the label color). Per-STATE outline switching (dialog/character/combat buttons author 0x21 in state 0x3 only) is NOT ported — filed as register row AP-192 in this commit. - S3: ChatWindowController reconciliation comment corrects the misread indicator action ids 0x10000514-17 -> 0x10000114-17 and re-attributes the id-coincidence to the pagination widget's m_prevButton/m_nextButton, not gmFriendsUI; register + window-shell research doc corrected to match. - N1: LayoutImporter's duplicate per-state any-state-first-wins 0x21 read is deleted — ElementReader.ApplyCanonicalLegacyProjection's DirectState-then- effective-default resolution is the single source (the duplicate would have lit state-0x3-only outlines permanently once S2 widened consumption). - N3: the outline pass tints with the outline color's OWN alpha, not the fill's (retail tints m_curOutlineColor and m_curTextColor independently). - N4: the outline-inflated glyph SOURCE rect is clamped to the atlas bounds with matching dest shrink, porting CreateCharRectPair @0x00441480's edge behavior — edge glyphs crop instead of sampling a neighbour's texels. Full Release suite: 12,610 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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33b45ee581 |
fix(ui): vendor dropdown polish — authored arrow-cap with open/closed flip, downward popup, left-aligned rows
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
Three gate findings, each settled by authored data rather than invention: the button face is retail's two-piece assembly and the 17x19 arrow-cap 0x1000034E now renders with its authored Normal(closed)/Highlight(open) states; the popup direction is an AUTHORED attribute (UIElement_Menu::Open pc:120210-120252 — bool attr 5, chat authors upward=true, the vendor menu authors nothing and defaults downward), so both menus are now byte-faithful with no special case; and the 19/20px text indents were chat-specific checkbox/LED clearances the vendor rows don't author — measured against the live retail font, "Spell Components" overflowed by 11px and now fits with 8px to spare. Chat's menu defaults are bit-identical and its tests untouched. AP-161's arrow-cap note closes. #351 files the pre-existing FarLoad Debug flake (three sightings today, never in clean-room Release). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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5224e43890 |
fix(vendor): gate-findings pass — the X button HIDES like retail, clicks return, the dropdown scrolls, pyreal suffix, staged-tab slots
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
The user's connected gate found five issues; each fixed at the root: G4 (the discovery): retail's vendor X button calls only SetVisible(0) (pc:204147-204182) — the SESSION stays open and re-using the vendor lands on the same-session refresh; the range watcher remains the sole real close. Our port invented a full teardown on X, which is exactly why reopening died. The Runtime fixture proves the wire dispatch was never the problem; ACE has no already-open short-circuit. G3 (regression from the drag-suppression fix): denying IsDragSource also dropped press capture, so clicks fell through to window-drag. UiItemSlot.HandlesClick now claims presses for any occupied cell independent of drag eligibility — clickable and draggable are separate concerns. G5: the authored popup 0x21000043 is ONE scrollable column with a real scrollbar subtree (live-dat scan: ListBox 0x10000350 + scrollbar 0x10000351), not a 3x6 grid. UiMenu gains an authored-driven Scrollable mode (wheel, thumb drag, track paging, up/down buttons); chat's menu is untouched and its ten tests prove it. G1: retail's cost format is "%s %hsp (you have %hsp)" — the p after each %hs is a LITERAL pyreal suffix the port swallowed as part of the specifier. Restored. G2: the Buying/Selling pages' authored lists (same cell template as Items) get the empty-slot fill, presentation-only until staging. Clean-room complete solution: 11,390 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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9aaf97e785 |
Revert "Campaign V slice V4a" - it lost world multisampling
This reverts
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ceec3bc440 |
feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent
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d7002552bc |
fix(D.2b): behavioral widgets are leaf — ConsumesDatChildren (chat menu open)
The generalized channel menu wouldn't open: the factory recursed the Type-6 menu element's dat children, building its invisible Type-12 label child as a UiText. Hit-testing is children-first and UiText consumes MouseDown (selection), so the label child swallowed the menu button click and the dropdown never opened. The transcript similarly gained an invisible Ghosted-button child (a 16x16 selection dead-zone). The old hand-made build never had these — it skipped Type 12 and hand-placed the widgets with no children. Fix: behavioral widgets (Meter/Menu/Button/Scrollbar/Text/Field) draw their full appearance and reproduce their dat sub-elements procedurally, so they are LEAF — the importer must not build their dat children as separate (click-stealing) widgets. Add UiElement.ConsumesDatChildren (default false; the 6 behavioral widgets override true) and gate LayoutImporter recursion on it (replacing the UiMeter-only special case). Only generic containers (UiDatElement, panels) recurse. Visually confirmed in the live client (channel menu opens; General/Trade selected and sent). Vitals unchanged (UiMeter was already leaf). Full suite: 404 passed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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67e5b8cff2 |
fix(D.2b): UiMenu — controller owns Selected (review fix for Task 4)
Review caught a behavior divergence: the generic UiMenu auto-set its own Selected on any enabled pick, while the controller's EnabledProvider keeps the null-payload specials (Squelch / Tell-to-Selected) enabled/white like retail. So a special-item click set Selected=null and shifted the highlight onto the deferred placeholders — and the menu tests masked it by using a different (specials-disabled) gate than the controller ships. Fix: clean MVC contract mirroring retail UIElement_Menu::NewSelection — the widget REPORTS the pick via OnSelect; the controller OWNS Selected (it sets it only for talk-channel payloads). A special-item click now fires OnSelect(null), the controller ignores it, and the active channel + highlight stay put — observably identical to the pre-generalization widget, and extensible for when Squelch lands. Tests realigned to the controller's gate (specials white) and to the controller-owns-Selected contract. Full suite: 403 passed, 2 skipped, 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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955f7a69a8 |
feat(D.2b): UiMenu (Type 6) — generic dropdown; channel knowledge moves to controller (widget-generalization Task 4)
UiChannelMenu → UiMenu: removed ChatChannelKind, the 14-item array, the button-text map, and the availability default. Generic surface: MenuItem (label + object? Payload), Selected (object?), OnSelect, EnabledProvider, ButtonLabelProvider, RowsPerColumn/RowHeight/ColumnWidth (all settable). All draw/event mechanics unchanged — same popup geometry, same click coordinates, same 8-piece bevel, same 3-slice button face. ChatWindowController gains ChannelItems[], ChannelButtonLabel(), and ChannelAvailable() (verbatim from old widget), and populates the factory-built Type-6 UiMenu via find-by-id rather than constructing a replacement widget. The Menu property type is now UiMenu. OnChannelChanged wrap replaced with the generic OnSelect wrap for the ReflowInputRow hook. DatWidgetFactory registers Type 6 → new UiMenu(). Tests: UiChannelMenuTests → UiMenuTests (10 tests, all green); factory Type6 test added; ChatWindowControllerTests updated to use OnSelect. Divergence register: AP-42 added (flat item model vs retail nested-submenu MakePopup @0x46d310 — latent, unreachable through the chat menu). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
Renamed from src/AcDream.App/UI/UiChannelMenu.cs (Browse further)