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Author SHA1 Message Date
Erik
0baebce262 fix(ui,runtime): Campaign LA gate-round-2 batch-review fixes F1,F3-F8; file #401
F1 (MUST-FIX): RetailWaitDialogView was the ONE dialog view the 0a7dc7d6
EffectiveCanvasSize sweep missed - the Entering World wait dialog (fires
on ENTER, the char screen primary action) still centered against the raw
window and landed off the visible canvas. Same three-line fix as its three
siblings; the enter-wait test now grows the window over the fixed canvas
and asserts canvas-space centering.

F3/F4: two stale assertions about the DELETED first AD-98 substitution
(the register section-2 header line and the live-DAT oracle test doc) now
describe the completed FixedCanvasSize mechanism - the C4-closeout failure
mode, caught before it cost anything.

F5: RetailDialogData.Confirmation sets ElementAttribute40 itself (retail
MakeConfirmExitDialog writes 0x8E=1, 0xAC=1, 0xC5); the manual set in
GameplayConfirmationController is gone.

F6: MapWindowToCanvas truncates instead of rounding - rounding mapped the
window far edge one past the canvas last valid coordinate, a 1px dead
hit-test band; test updated to truncation semantics + far-edge case.

F7: AD-98 records that the no-letterbox aspect claim has no decomp
citation and is confirmed by the user live gate pass 2026-08-15.

F8: the durable world-name read in StartCore is IsCurrent-gated like every
neighbouring step.

F2 filed as #401 (invert RetailUi to opt-out - product-default decision,
not a gate fix).

App 5100+6 skips, Runtime 1666, green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 12:28:06 +02:00
Erik
73041d7015 fix(ui): Campaign LA gate round 2 — character-select scales as one authored canvas
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>
2026-08-15 10:39:19 +02:00