feat(D.2b): data-driven channel menu chrome + greying + scroll-arrow fix
Investigation found the menu popup is fully dat-driven (UIElement_Menu::MakePopup
@0x46d310 reads LayoutDesc 0x21000006 elements 0x1000001C/1D/1E — the "stray" top-level
elements). Render the popup from the real sprites instead of a flat rect:
- panel 0x0600124C, item row 0x0600124E, selected row 0x0600124D; 191x17 rows, 2 cols.
- drawing rows as SPRITES also fixes the z-order (a DrawRect bg composited OVER the
labels; sprites share the labels submission bucket so text lands on top).
- item greying: available channels white, unavailable salmon (colorPink) — static
approximation (Say/General/Trade/LFG) with an AvailabilityProvider hook for live
TurbineChat state; unavailable items are inert on click. Ports ResetAllTalkFocusMenuButtons.
- scroll arrows: both dat sprites point down (export-confirmed); V-flip the top button
so it points up.
Tabs confirmed to have NO digits in retail (blank gold frames) — acdream already matches.
Build + 392 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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feat(D.2b): chat polish — typing fix, opacity, scrollbar 3-slice, retail channel menu
Visual-iteration batch (decomp-grounded), each fix verified against the retail screenshots:
- typing: UiElement.HitTest aborted on ClickThrough BEFORE walking children, so the
ClickThrough UiDatElement panels blocked hit-testing to the input/transcript inside
them. Check ClickThrough AFTER the child walk (it only gates whether THIS element
claims the hit). Restores input focus + typing.
- opacity: UiElement.Opacity + a UiRenderContext alpha stack applied to sprite/rect
draws (text bypasses it, stays sharp); chat frame Opacity=0.75 → translucent chat.
- brown sliver: grow the transcript panel up 9px to cover the dropped resize-bar strip.
- scrollbar: real 3-slice thumb (caps 0x06004C60/66 + tiled mid) + tiled track.
- max/min: shifted one button-width left of the scrollbar (dat right-anchors collide).
- system text now green (retail ChatMessageType 5; was yellow).
- word-wrap: transcript lines wrap to the panel width (greedy, ports GlyphList::Recalculate).
- channel menu reworked to retail gmMainChatUI::InitTalkFocusMenu: "Chat" button + a
TWO-COLUMN popup of the 14 talk-focus items (Squelch, Tell to Selected, Chat to All,
Tell to Fellows, ...) on a tan panel; channel items set the active outbound channel.
Build + 392 App tests green. Visual confirmation in progress.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Port of retail gmMainChatUI::InitTalkFocusMenu @0x4cdc50 + HandleSelection
@0x4cd540 → SetTalkFocus. Button shows active channel label; click opens a
12-item popup that extends UPWARD (chat sits at screen bottom); selecting an
entry calls OnChannelChanged and updates Selected. BitmapFont? Font uses the
fully-qualified type name to match UiChatInput convention. Includes 6 xunit
tests covering channel table shape, default selection, and popup-pick routing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>