Lands Batch G's two STOPPED items, making the real palette-color swatch
wheel visually live instead of inert:
- UiButton and UiDatElement gain a per-instance Tint property threaded
into every existing DrawSprite call (defaults to Vector4.One, so every
pre-existing button/element is byte-identical unless a caller sets a
non-identity tint).
- CharacterCreationAppearancePage now sets Tint directly on each color
swatch button and the GradCircle element, replacing the Batch G
flat-fill ChargenSwatchColorTile overlay outright — an opaque
rectangle drawn on top can never reproduce retail's actual
SurfaceWindow::BlitAndColor(..., Blit_Multiply, color) multiply blend,
only a genuine per-instance sprite tint can, so the overlay approach is
deleted rather than layered under the new mechanism.
- CharacterCreationUiController and RetailUiRuntime grow pass-through
properties (AppearancePalSetSource/AppearanceClothingTableSource/
AppearancePaletteColorSource) mirroring the existing PreviewControl
seam, so LivePresentationComposition can wire a DAT-backed
ChargenAppearanceCatalog into the Appearance page (wiring itself lands
with the Group 3 commit, since it shares a file with an unrelated F16
fix).
Register: AP-216/AP-217 RETIRED (161 -> now further reduced in later
commits) — both rows' remaining gaps are closed, not merely narrowed.
CharacterCreationAppearancePageSwatchColorTests updated for the new
Tint-based assertions (two pre-existing assertions were carried over
incorrectly from the old overlay-visibility model and are corrected).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Third iteration on the screen, completing AD-98. The previous substitution
stretched only the root BACKGROUND while the child widgets stayed at their
authored 800x600 pixel positions - and the background painting carries
visual anchors (the World/Characters captions are art), so the user gate
showed captions overlapping the listbox and every widget misaligned
against the stretched art.
Retail model (established at 71bf24fb): fixed-canvas pre-world screens
render at authored 800x600 and the whole composed frame stretches once at
presentation; the blitter has no stretch mode. Our equivalent now does the
same one stage earlier:
- UiRoot.FixedCanvasSize: while the char-select screen is active, the
retained tree lays out in its authored canvas and Draw scopes a uniform
scale onto TextRenderer.CanvasScale; the mouse entry points apply the
exact inverse so MouseX/MouseY and every hit test live in canvas space.
- TextRenderer.AppendQuad is the single emission chokepoint - sprites,
rects, AND glyphs scale together, including retail-authentic non-uniform
aspect distortion and stretched text. World-space HUD stays native (the
scale resets outside UiRoot.Draw).
- CharacterManagementUiController stops resizing Root to the viewport;
activate/deactivate/dispose set and clear the host canvas.
- UiDatElement returns to retail-pure copy-or-tile; the interim
StretchOwnBackgroundToFill flag is deleted.
- AD-98 updated to describe the completed substitution.
Tests: canvas-scale quad math, inverse input mapping (window click lands
on the canvas-space widget), degenerate-size guards, controller keeps
authored extent + sets/clears the canvas. App suite 5085/6 skips; live-DAT
char-select probes 3/3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The LA8 char-select root (0x1000039A) authors LeftEdge=TopEdge=RightEdge=
BottomEdge=0 ("no anchor") in the installed DAT — confirmed via the new
CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf
gate — so retail's own UIElement::UpdateForParentSizeChange (0x00462640) never
resizes this element; it stays a fixed 800x600 rect in retail's own tree.
Retail's generic UI sprite blit, Graphic::Draw (0x00693b20) dispatching to
Graphic::PutImage (0x00693a30) for an exact/undersized destination or a
modulo-wrapped tile loop otherwise, has no third "stretch" mode — confirmed
against BlitMode (acclient.h ~3135) and MD_Data_Image::m_drawMode/DrawModeType,
both COLOR-blend selectors, not tile-vs-stretch geometry modes. The prior
"Normal -> tile, matching ImgTex::TileCSI" citation in UiDatElement was a
mis-attribution: ImgTex::TileCSI (0x0053e740) is called exclusively from
TexMerge::CopyAndTile/ImgTex::CopyCSI for LAND-SURFACE terrain texture
compositing, never from the UI element system.
Given the dat authors zero resize anchors and the blitter can only copy or
tile, the only way retail's whole pre-world scene (background + buttons +
listbox together) fills an arbitrary window resolution is that these
fixed-canvas "flow" screens render at 800x600 and the WHOLE FRAME is
stretched once at presentation — outside the UI sprite system entirely.
acdream has no offscreen fixed-resolution UI render target / present-time
scale pass; CharacterManagementUiController's constructor instead resizes
the MOUNTED ROOT element itself to the live viewport, which is why its own
background tiled (Width/tw > 1 at any resolution above 800x600, wrapped by
GL_REPEAT).
Fix: UiDatElement gains StretchOwnBackgroundToFill (default false, every
ordinary chrome/container element keeps tiling) — when set, the element's
own DirectState background draws as one UV-0..1 quad instead of the native
tile formula. CharacterManagementUiController sets it on Root right where
Root is resized to the host viewport, reaching the same visual result as
retail's present-time stretch (no tiling, no aspect-preserving letterbox)
through a different mechanism. Divergence register row AD-98 records the
substitution.
Tests: three new UiDatElementTests pin the UV-span mechanism generically
(tile past 1.0 when unset and rect exceeds native size; clamped to 1.0 when
set; byte-identical to the old tile formula when rect equals native size,
so every unaffected panel is untouched). CharacterManagementUiControllerTests
pins Root.StretchOwnBackgroundToFill == true post-construction. The live-DAT
gate confirms the root's zero edge-anchors and Type=3 against the installed
DAT. AcDream.App.Tests: 5084 passed / 3 skipped with ACDREAM_PROBE_LIVE_MOUNT=1
(5081/6 skipped without it — the 3 live-DAT-gated tests skip).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
OP2 (df9c7a35) was double-REJECTed: an unconditional Type-8/Type-5 factory
mapping silently re-classed 15 elements across 7 shipped panels (vendor
backdrop lost its fill, character/spellbook roots stopped passing clicks
through, combat gained a phantom import-time tab takeover, ten ListBoxes
gained a spurious hit-testable viewport) because the stale 27 pre-existing
fixtures never exercised the new fields — and the mechanism itself cited a
nonexistent "UIElement_TabControl" class, inverted UiCheckboxBitfield64's
checked-state predicate, and synthesized fake per-row geometry instead of
using the widget's own authored template.
Shape change: UiTabPanel (renamed from UiTabControl) and UiTemplateListBox
now derive from UiDatElement (unsealed) and stay DORMANT by default — an
imported Type-8/Type-5 element gets authored-media drawing, ClickThrough
generic-decoration default, and IUiDatStateful propagation identical to the
pre-OP2 UiDatElement fallback, with zero import-time side effects. The
factory's Type-8/Type-5 arms are unconditional again (no more guard whose
premise the blast-radius sweep proved false), because dormancy makes an
unactivated instance behaviorally indistinguishable from the old fallback.
UiTabPanel.ActivateTabBehavior() and UiTemplateListBox's lazy viewport
creation are the explicit, controller-driven opt-ins Campaign OP slice OP3+
will call; today nothing does, so the four pre-existing shipped Type-8
hosts (character/spellbook/vendor/combat) and ten pre-existing Type-5
ListBoxes keep their pre-OP2 behavior exactly. Filed AD-73 for this
dormant-vs-retail's-unconditional-activation adaptation.
Mechanism fixes (docs/research/2026-08-11-op2-review-mechanism.md):
- UiTabPanel cites UIElement_Panel (Type 8 is UIElement_Panel; no
UIElement_TabControl exists in the PDB), resolves buttons/pages via a
GetChildRecursive-equivalent descendant search (not direct-children-only),
performs no switch when no entry authors 0x32 (deleted the _tabs[0]
fallback), and surfaces unresolved tab-table entries via UnresolvedEntries
+ a diagnostic line instead of a silent no-op.
- ElementReader.ReadTabTable skips entries missing 0x30/0x31, matching
retail's SetupTabPageHash @0x0046C2E0 entry filter.
- UiCheckboxBitfield64 now builds every row from its OWN authored template
(property 0x64 -> {0x2100002B, 0x10000521}) via AddItemFromTemplateList,
deleting the synthesized ElementInfo + invented RowHeight=14 — matching
retail's CreateChildren @0x00485DF0, which is itself a UIElement_ListBox
call. IsSet is now retail's ANY-bit-set predicate (Refresh @0x004859C0),
not all-bits-set. TS-72 retired: the click-toggle bit math is now fully
decomp-confirmed (SetBitsOnOrOff via ListenToElementMessage @0x00485AE0).
Regenerated all 32 UI fixtures against real DAT (ACDREAM_REGENERATE_UI_FIXTURES=1)
and committed them — 27 pre-existing fixtures now carry Outline/OutlineColor/
TabTable/TemplateList/ScrollbarElementId; the 5 Options fixtures were already
current. Updated EffectsUiControllerTests' now-correct UiTemplateListBox
class-identity assertion. Added: 6 built-widget behavior pins for all five
pre-existing Type-8 elements + a representative Type-5 element the dormancy
model protects (OP2ReworkBlastRadiusConformanceTests.cs); 5 reader-level
tests driving ReadTabTable/ReadTemplateList/the 0x72 reader from raw
property bags (ElementReaderTests.cs); a multi-bit-mask UiCheckboxBitfield64
test proving the any-bit predicate (the prior single-bit test couldn't
distinguish it from all-bits); an activation-idempotency test and a
before-activation click-is-inert test for UiTabPanel.
Full Release suite: 12,868 passed / 4 skipped / 0 failed (baseline 12,853/4/0
post-OP1-fixes; +15 net new tests, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Install examination formula icons as the template root UIRegion image, matching retail ClearImage/SetImage behavior while retaining the authored missing-component overlay. Add the real DAT template fixture and conformance coverage.
Co-authored-by: Codex <codex@openai.com>
Port the separate creature rating list, layer the animated preview between authored row chrome and text, and follow selection while the examination floaty is visible. Preserve the remaining item-preview and font-state gaps in AP-110.
Co-authored-by: Codex <codex@openai.com>
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.
Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.
Co-Authored-By: Codex <noreply@openai.com>
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.
Co-Authored-By: Codex <codex@openai.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.
BUG 2 (footer): Three root causes, all fixed.
(a) _byId stores LAST registered copy per id: stateA (0x10000240) was
the Titles-page copy, hidden by the page-visibility pass. Fixed by
walking root.Children to find the Attributes page (contains NameId)
then FindInSubtree for stateA within that subtree.
(b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
Visible=True, drawing over stateA line-1/line-2. Fixed with
HideAllById walking the Attributes page subtree for ids 241/247.
(c) Footer label elements (H=17-18px, Padding=4f) were routed through
UiTexts scroll path: bottom-pinned baseY ended above the top clip
boundary, silently blanking all text. Fixed: LabelProvider sets
Padding=0f for directly-bound footer single-line labels.
UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
fix(D.2b): arrow swap, centered menu text, scrollbar-to-top, Send caption
- scroll arrows: native sprites are opposite (0x06004C6C up / 0x06004C69 down) per live
visual — swap the assignment, drop the V-flip.
- menu labels centered vertically in each 17px row (was top-aligned, looked corrupt).
- scrollbar pulled up to the panel top so the top arrow meets the window border and the
max/min button lines up with it (the 6px dat offset left a gap after the resize-bar reclaim).
- Send button: the dat sprite 0x06001915 is a blank gold frame (export-confirmed), so add a
generic optional Label/LabelFont to UiDatElement and draw "Send" centered on it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
Implements Task G2: binds the imported chat LayoutDesc (0x21000006) to live
behavior, the acdream analogue of retail ChatInterface + gmMainChatUI::PostInit.
- UiDatElement: add OnClick hook + OnEvent override so Send/max-min buttons
can be wired by a controller without needing a dedicated widget type.
- ChatWindowController.Bind: reads transcript (0x10000011) and input
(0x10000016) rects from the raw ElementInfo tree (factory skips them as
Type-12/no-media), places UiChatView under the transcript panel and
UiChatInput under the input bar; replaces the imported scrollbar track
(0x10000012) with UiChatScrollbar driving UiChatView.Scroll; replaces
the channel menu placeholder (0x10000014) with UiChannelMenu; wires
Send button and max/min toggle via the new OnClick hook.
ChatCommandRouter.Submit routes all input through the existing pipeline.
- 6 smoke tests: Bind returns non-null, Transcript is child of panel,
Input is child of bar, Input.OnSubmit publishes SendChatCmd, channel
change updates submit channel, returns null when panels missing.
Build: 0 errors. Test suite: 392 passed / 1 skipped / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task G1: two gaps blocked chat window static sprite elements from rendering.
Change 1 — DatWidgetFactory: only skip Type-12 elements that have no own
state media (pure style prototypes). A Type-12 element that carries sprites
(e.g. a chat Send button whose derived Type-0 element inherited Type 12 from
its base prototype) now renders as a UiDatElement.
Change 2 — ElementInfo: add DefaultStateName field (string, default "").
Change 3 — LayoutImporter.ToInfo: read ElementDesc.DefaultState.ToString()
into DefaultStateName; normalize Undef/Undefined/0 sentinels to "".
Change 4 — ElementReader.Merge: inherit DefaultStateName (derived wins if
non-empty, else base).
Change 5 — UiDatElement ctor: initialize ActiveState to DefaultStateName
when set; else "Normal" when a Normal-state sprite is present (retail's
implicit default for buttons/tabs); else "" (DirectState). This makes the
Send button, max/min button, and numbered tabs render their default sprite
without requiring explicit state assignment at runtime.
Vitals neutrality: all vitals chrome/grip elements carry DirectState-only
sprites with no "Normal" named state and DefaultStateName="" (Undef in dat),
so their ActiveState stays "" and their existing conformance tests are
unaffected. Vitals text labels (Type 0→12 via Merge, no StateMedia) are
still skipped by the refined Type-12 guard (StateMedia.Count==0).
Tests: 4 new tests (2 in DatWidgetFactoryTests, 3 in UiDatElementTests).
All 386 pass; 387 total (1 pre-existing skip).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Generic fallback widget for every LayoutDesc element type without a
dedicated behavioral widget (chrome corners/edges, drag bars, resize grips).
Holds an ElementInfo + active-state name; draws that state's media by tiling
(UV-repeat on both S+T axes, matching ImgTex::TileCSI). DrawMode constants
documented per format spec §6 (Undefined=0, Normal=1, Overlay=2,
Alphablend=3 — no Stretch mode). Plan 1: all modes render as the same
alpha-blended tiled quad; per-mode branches deferred to Plan 2.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>