User finding 3 (retail screenshot): hovering a town on the Map tab turns
its marker GREEN and shows the name on a special-font tooltip — clearly
not our generic 0x10000395 popup skin, and we had no hover highlight at
all.
Re-derivation (live-DAT probe + raw ElementDesc dump + surface
byte-decode; MapNoteLiveDatTests pins all of it):
- m_pMap (0x100001EC)'s P0x47/P0x48 = 0x100001F0 @ 0x21000026 are the
note CONSTRUCTION template (AddMapNote @0x004a1bb0's
CreateChildElement args) — that part we had right.
- The TEMPLATE's own DirectState authors the note's tooltip popup
locator P0x47=0x10000398/P0x48=0x21000041 — the FOURTH popup skin,
whose incorporated text child 0x10000396 fonts 0x40000015 where the
other three skins font 0x40000002 (the user's "special font") — plus
P0x50=0.0 (zero per-element tooltip delay: town tooltips fire the
instant the dwell arms; UiRoot already honors it), P0x4B TooltipOn,
and P0x13 RolloverEnabled. Batch C's "the template authors no locator
of its own" claim was WRONG, and BuildTownMarkers' hardcoded
shared-skin override was clobbering the authored values — removed.
- The hover highlight: the template's Normal/Normal_rollover states are
PassToChildren descriptors driving the swallowed highlight child
0x100001F1 (base 0x100002B7@0x21000042 — a four-piece frame all
drawing 0x06004CC9, byte-decoded PURE GREEN A=FF R=00 G=FF B=00) via
per-state P0x3B (Invisible): hidden at rest, green on rollover.
Port:
- UiButton.CascadeStateToChildren — retail UIElement::SetState
@0x00464E70's PassToChildren cascade, keyed off the REQUESTED state id
(properties commit unconditionally; only the sprite draw is art-gated,
the existing #382/AP-222 distinction).
- UiDatElement.TrySetRetailState honors per-state P0x3B for NAMED states
(OnSetAttribute @0x00462d80 case 8: SetVisible(value==0)). The
unnamed-DirectState case is explicitly excluded — honoring it would
un-gate ISSUES #408 (1,083 authored-invisible elements) through
BuildWidget's post-children state reapply; measured breaking the
spell-favorite drag tests before the scoping (note added to #408).
- MapPageController.BuildTownMarkers rebuilds the button-swallowed
highlight child per marker through the AD-108 IconBuilder seam
(Bindings.TemplateInfoResolver, backed by
RowTemplateResolver.ResolveInfo — same cache) and arms it with the
initial Normal cascade.
Register TS-85's Batch C paragraph corrected; RetailTooltipPresenter's
F10 shared-skin remark updated (MapPageController no longer a consumer).
Tests: 3 installed-DAT pins (locator/delay/rollover; per-state P0x3B +
green frame; the four-skin font sweep), UiButton cascade + UiDatElement
P0x3B units, MapHousePanel marker no-clobber + hover-highlight fixture.
App suite 5487 passed / 3 skips (5490 total, +11 over baseline);
Runtime 1744/1744.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four visual residuals from the lead's own live-client captures of
1.0.2-cc.m, all root-caused via decomp + live-DAT evidence:
- R4-1: Skills credits value overlapped mid-caption again. Root cause
was a missing UiLayoutPolicy raw-edge reflow on UiButton's value-child
rect (the child is base-inherited across four sibling buttons of
differing widths, so its baked-in OriginalParentWidth diverges from
the actual 231px-wide Skills credits button) plus an HJustify.Right
value child mapped to Center instead of a real far-edge Right.
- R4-2: the single-sprite scrollbar thumb tiled (GL_REPEAT) instead of
drawing once — DrawTiled was reused for a small fixed marker graphic
whose native size is far smaller than the track-proportional thumb
rect. New DrawThumbMarker draws exactly one native-size instance.
- R4-3: the skills info-box formula line clipped past the surrounding
gold frame's own authored bottom edge (the pane's own raw box is 20px
taller than the frame that visually contains it) — clamp the pane's
Height to the frame's bottom (register AD-105, since retail's
ShowSkillsText has no code relationship to the frame to cite).
- R4-4: the Appearance help text started mid-sentence — the box was
never touched by its page controller, so it kept UiText's chat-style
PreserveEndOnLayout=true default; the scroll model's wasAtEnd check is
vacuously true on its first-ever overflow transition, pinning the
first render to the bottom. Set PreserveEndOnLayout=false (a static
top-oriented report, not a transcript) and wired the box's own nested
authored scrollbar, never wired before.
App suite live-DAT env 5372/3 -> 5379/3 (+7, zero regressions). Runtime
1735/0 unchanged. Full solution 14585/4 skips/1 failure (the documented
Core.Net NakEmission full-solution-only flake, confirmed standalone-pass).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Batch E's UiButton.DrawBlockLabel/WrapBlockLines auto-wrapped any caption
that didn't fit its box width — decomp-wrong. UIElement_Text::
CalcJustification @0x00467260 (shared by GlyphList::Recalculate's
horizontal/vertical branches) shows retail's real per-glyph break decision
(both the width-triggered wrap AND the explicit-newline break) sits behind
ONE gate keyed on the OneLine flag; nothing in the decomp confines a
caption's wrap width to a sibling element's rect (Batch E's own ValueBox
confinement for the coexisting-value-label shape).
Live-DAT evidence: the Coordination attribute-slider label (0x100002ed)
authors OneLine=true (should never wrap); the Skills credits button's
"Available Skill Credits" caption measures 193px against its own full
231px button width (fits comfortably) — the 113px confined width Batch E
fed the wrap decision was never a real retail quantity.
Fixed: WrapBlockLines now splits ONLY on the explicit (already-normalized)
'\n' — never width-based. Strict superset of the pre-Batch-E single-line
draw for every already-correct caption; "Attribute\n Credits" still works.
The ValueBox confinement computation stays in OnDraw (still feeds the
Center-alignment tx formula) but no longer gates the wrap decision.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
R2-1/R2-6 (description-box text clipped left of the frame, regressed from
Batch C's frame un-consume): root cause was never the un-consume change
itself — the Heritage/Profession/Town/Summary description boxes
(0x100003C4/0x100003E0/0x10000409/0x10000404) all author retail's four
independent text-inset margins (dat properties 0x23-0x26,
UIElement_Text::OnSetAttribute cases 0xf-0x12: margL=9/margR=26/margU=15/
margD=15), which this codebase never read at all, before or after Batch C.
Un-consuming the gold-frame children just made the pre-existing missing-
margin bug visible for the first time (the frame's own left border now
draws around the same x=0 origin text always used). Fixed end to end:
ElementInfo.MarginLeft/Right/Top/Bottom (read in
ApplyCanonicalLegacyProjection, propagated in Merge), UiText.MarginLeft/
Right/Top/Bottom (additive with the pre-existing Padding), a new pure
UiText.ContentOffsetX static consumed by the multi-line draw path's
per-line placement, and matching wrap-width shrinkage in
DatRichText.Compose and BuildText's own authored-multiline path. Scoped to
the multi-line (non-OneLine) path only.
R2-2/R2-3 (Attribute\n Credits renders the literal backslash-n; the live
credit value overlaps mid-caption): two stacked gaps. (1) UiButton
captions never escape-normalized the DAT's literal "\n" — centralized the
normalize into DatWidgetFactory's ResolveAuthoredString (the one choke
point every P0x17 resolution already shares) plus a NormalizeEscapes
helper for the per-state caption loop, so every caller normalizes
identically. (2) UiButton.Label only ever drew one line — retail's
UIElement_Button IS a UIElement_Text with OneLine=false on these buttons,
so a caption should word-wrap/stack like any other Type-12 box. Added
UiButton.DrawBlockLabel + the pure, unit-tested WrapBlockLines. The
value-overlap itself: ValueBox was never wrong (live-DAT-measured correct
child rects) — the caption was drawing unconfined across the button's
full width ("Available Skill Credits" measures 193px in a 231px button
whose value box starts at x=116). Fixed by confining the caption's own
drawable width to stop before ValueBox.X whenever a ValueLabel coexists.
R2-7a (Summary overview listbox missing its scrollbar): pure wiring gap —
the listbox authors a linked scrollbar via dat property 0x72
(ScrollbarElementId=0x10000401) that CharacterCreationSummaryPage's
constructor never resolved, unlike every other UiTemplateListBox owner in
the codebase. Fixed with the same resolve-and-wire pattern.
R2-7b (how-to box scrollbar overlaps text, no thumb): traced to a
downstream symptom of R2-1, not an independent bug — UiScrollbar only
paints its thumb when the linked model has overflow, and the pre-fix wrap
width (un-inset) produced fewer/shorter lines than fit the view. Pinned
directly against the real installed strings/font (Aluvian's how-to text)
that the margin-correct width overflows. No UiScrollbar code changed.
R2-8 (name field should show "[ Name ]"): re-checked the one hypothesis
Batch A's GF-15 closure left open — an authored initial-text string on
the field's own P0x17. Confirmed absent on every state in the installed
DAT. No code change; Batch A's closure stands, now pinned as a live-DAT
regression test.
App suite 5334/3 (was 5321/3, +13, zero regressions). Runtime 1735/0
unchanged. Full solution Release build green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Commit 1/3: chargen-scoped, low blast-radius fixes.
- New DatRichText helper: escape-normalize + word-wrap + per-segment
palette color, porting UIElement_Text::SetStringInfoWithFont /
AppendStringInfoWithFont's composition model. Routes the Heritage
(GF-2), Town (GF-11a), and Profession (GF-3) description boxes
through it instead of a raw unwrapped single-Line LinesProvider.
Heritage headers use font-color palette index 1 (green), bodies
index 0 (white), matching AppendStringInfoWithFont's own font-index
argument. Town's diagnosed GF-11a root cause: a single un-wrapped
line meant the town-specific suffix rendered past the clipped
viewport, so switching towns looked like "text never changes" even
though the underlying composed string genuinely differed.
- GF-3: bind the Profession page's description textbox (0x100003e0,
gmCGProfessionPage::InitializePage @0x00483068) and compose its
per-template text (UpdateProfession @0x004821b0's CustomText/
BowText/SwashText/LifeText/WarText/WayText/SoldierText, plain
SetStringInfo — no palette).
- GF-4: UiButton gains a coexisting ValueLabel/ValueBox/ValueFont/
ValueColor slot alongside Label. Retail's chargen display buttons
(avail/health/stamina/mana credits, 0x100003e2-e5/0x100003f9)
author their caption directly on P0x17 AND carry a separate,
media-less Type-12 value child that UiButton.ConsumesDatChildren
used to drop entirely — pages substituted the button's own Label,
destroying the caption. DatWidgetFactory.BuildButton now surfaces
that child (gated on ReferenceEquals(labelInfo, info) — own-caption
buttons only) instead. The six Profession slider name labels
(0x100002ed, CharGenState::GetAttributeName @0x005C3A20's six
hardcoded literals) resolve as UiButton in this port (live-DAT-
measured Type 1 — retail's UIElement_Button is DynamicCast(0xc)-
compatible with UIElement_Text) and are written once at
construction, matching retail's own single InitializePage write.
- GF-6/AP-218: gmCGAppearancePage::Update writes a heritage-flavored
STATIC caption to the Hair/Eyes/Skin spins (plain / GearText_* /
OlthoiText_* variants) — never an index. Removed the prior 1-based-
ordinal/gear-name substitution entirely; the other six spins keep
their DAT-authored caption untouched, matching retail exactly.
- Root 1d: wire the Heritage (0x100003be, 13 states) and Profession
(0x100003d8, 7 states) backdrop SetState cascades
(gmCGHeritagePage::Update / gmCGProfessionPage::UpdateProfession).
- AP-216/AP-217 (partial, register updated honestly): swatches beyond
the current part's real color count now hide (DoColorSpots' blank-
blit half); the GradCircle now blanks for Eyes (DoGradDisk's blank-
plug half). The "paint with the actual represented/current color"
halves stay open — they need a PalSet/Palette-id -> RGB pipeline no
chargen page reads at runtime yet, judged disproportionate to add
alongside this batch's other ~10 fixes.
Register: AP-215 rewritten (item 2's "ordinal" framing is stale after
GF-6; restated as the icon-thumbnail gap), AP-216/AP-217 rewritten
(partially closed), AP-218 retired, AD-103 retired (the swallowed-
child Label substitution AD-103 tracked is replaced by ValueLabel's
own-geometry surfacing).
22 new tests (DatRichText unit tests, UiButton/DatWidgetFactory
ValueLabel tests, live-DAT structural pins, controller behavioral
tests) — all green. Full App suite (Release, live-DAT):
5300 passed / 1 pre-existing unrelated flake (PortalProjectionTests
allocation test, passes in isolation) / 3 skipped, up from the
baseline 5282/3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GF-1/GF-8: UiButton now recognizes retail's custom Unselected/Selected
radio-pair (0x10000016/0x10000017), bypassing the standard Normal/
Highlight machine that never admitted those state names — .Selected now
lights the heritage/template/gender/Face-Clothes rows it was always a
no-op for.
AP-222/GF-11b: per-state label color/outline (dat 0x1B/0x21) now applies
off the REQUESTED retail state id, not the art-gated committed
ActiveState — resolves the Appearance spins' current-part highlight
(text recolors even though no Highlight art exists on either client) and
the Town caption's Normal-to-white swap.
GF-11c: UiButton.LabelBox lets a lifted caption with its own authored
rect draw there instead of the face-relative offset that's only correct
when the label is authored directly on the button (heritage/template
family, unchanged).
GF-9: wires the real nine companion overlay elements (SetColor's
SetVisible mechanism) that swatch clicks were always meant to drive,
retiring AP-215 item 1 (the swatch.Selected substitution was a permanent
no-op — swatches author no Highlight media at all).
GF-10: zoom buttons now set the retail-mirrored mutual-exclusive
Highlight/Normal pair on click; InitializePage carries no initial
SetState for either button, so both stay at "Normal" until first click.
Register: AP-222 retired (mechanism identified and ported), AP-215
narrowed (item 1 retired, item 2 unrelated and unchanged), row count
recount corrected 164 (was already one high before this batch).
App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Fixture + live-
DAT tests only — no graphical client launch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (found via reference-identity-verified live-DAT probing, not
a guess): the four main-chat-window indicator buttons (0x10000522-
0x10000525) resolve their own correct ActiveState="Normal" at
construction, then get blanked to "" moments later in the SAME
LayoutImporter.Build call. The indicator column's backing panel
(0x10000600) authors PassToChildren=true on its own empty DirectState
(confirmed live: States[0xFFFFFFFF].PassToChildren == true); when
LayoutImporter.BuildWidget's post-attach state reapply runs for that
panel, UiDatElement.TrySetRetailState cascades its DirectStateId to
every IUiDatStateful child, including the already-correctly-resolved
buttons. UiButton.TrySetRetailState's DirectStateId branch used to
accept that cascade because every button structurally carries a
DirectStateId entry in its States dict as a property bag (ToggleBehavior/
RolloverEnabled/etc), independent of whether it authors any blank
sprite, so TryFindState(DirectStateId) found that entry and blanked
ActiveState even with no "" media. A hover "fixed" it only because
UiButtonStateMachine.RequestedState resolves to the same canonical
Normal id regardless of PointerOver when RolloverEnabled is false.
Retail's own decompiled UIElement::SetState @0x00464e70 does the exact
same unconditional-commit-plus-cascade; retail avoids this specific bug
purely through construction timing (UIElement::Initialize's SetState
call precedes child-tree construction, so a cascade fired during import
always iterates zero children). Our port's LayoutImporter.BuildWidget
deliberately reapplies in the opposite order to give retained
PassToChildren tabs their authored child media, so this literal
state-machine port needed a compensating guard.
Fix: UiButton.TrySetRetailState's DirectStateId branch now requires
REAL "" media (HasStateMedia("")) before accepting the transition.
Scoped to UiButton only; UiDatElement's parallel branch and the cascade
mechanism are unchanged, so CharacterStatController's own
PassToChildren-driven chrome children are unaffected. Register row
AP-206 records the divergence from retail's literal unconditional-
commit semantics. Regressed by two fast unit tests in UiButtonTests.cs
(DirectStateCascade_WithoutRealMedia_DoesNotBlankAnAlreadyResolvedState,
DirectStateTransition_WithRealMedia_StillSucceeds) plus a live-mount
probe confirming all four buttons resolve ActiveState="Normal"
immediately after import against the real installed DAT.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit b4edee97 (docs/research/2026-08-11-op8-review.md).
M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.
M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.
M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.
SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
conflict (retail's own order), and ALL conflicting rows are collected
(N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
lands on display index 2, not index 0 — ReplaceSlotValue trims only
TRAILING empty slots instead of stripping every default(KeyChord).
Right-click on an already-empty slot is now a no-op instead of
shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
parent) when no handler is set, disabled or not — matching the
pre-existing behavior the class doc already claimed.
Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).
19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc
0x21000009) — its own separate full-screen window, not a fifth Options-
panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure
Keyboard button (0x10000204).
DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the
ActionMap singleton (DID 0x26000000, empirically the only one — not
0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both
MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002
"DefaultMap"), union-merged per (InputMapId, ActionId) — proven order-
independent since the two maps' one shared context (0x5) has disjoint
action-id sets. Empirically resolved three lane-D unknowns against the
live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI,
4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that
the six unnamed InputMaps are 100% non-bindable (render nothing, not an
unlabeled group), and that the enum-to-DID pairing for the two master
maps is inconsequential to the merge result.
Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs):
maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a
live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/
Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87
Emotes and none of 48 CharacterSettings hotkeys, since acdream has no
general emote player or hotkey-to-option-toggle dispatcher yet). Every
entry cross-verified by label match AND a DAT-default-vs-
KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests),
which caught a real off-by-one in the Quickslot 13-18 block before it
shipped and found three genuine pre-existing RetailDefaults() gaps
(walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key
alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none
introduced by this slice, all documented rather than silently patched.
KeyboardConfigController: six ActionClass list boxes built from the
DAT, merged with live KeyBindings for mapped rows (rebind applies
immediately through the same InputDispatcher every other input path
uses) and a new sibling RetailUnmappedKeyBindings store for rows with
no InputAction yet. Left-click a key button opens real InputDispatcher
modal capture; right-click erases that slot. N-way conflict detection
scans every other row plus the live KeyBindings table for acdream-only
actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal
analogue, using retail's own byte-verified "Could not overwrite "
string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the
OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow.
Persistence is keybinds.json only (D4 — no .keymap file interchange).
Five register rows: AP-202 (.keymap interchange narrowing), AP-203
(store-only rows with no live consumer), AP-204 (silent auto-reassign
instead of retail's confirm dialog; OK/Cancel ported as left-click not
right-click-release).
Small supporting additions: UiButton.OnRightClick (additive, no
existing behavior changed), InputDispatcher.Bindings getter (the
screen's single live-truth read seam), RetailScanCodeMap (DIK scan
code <-> Silk.NET Key, keyboard + the one mouse-device row).
19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/
label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller
behavior tests against the committed keyboard_config_21000009.json
fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed
(baseline 13,128/4/0, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and
OP3's per-page OptionPage model: the General Options header + two
DualHash-linked opacity sliders (Option_DefaultOpacity_Property
0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on
drag through RetailWindowOpacityController, defaults read from the
installed DAT's DBProperties collection at DID 0x78000001 via
ChatOptionsDatDefaults), and the five per-window text-filter blocks
(main window 12 rows minus Gameplay, four floaties 13 rows each — the
byte-verified authored order cross-checked against the raw
gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not
just the research doc's own table) writing AcDream.Core.Chat.
ChatWindowState directly, the same state CH6's chat windows already
read.
AP-195 retired: ported both halves left open at the OP2 re-review —
the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by
the block-level P0x10000082/P0x10000083 sprites now threaded through
ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail
(UiCheckboxBitfield64.Height grows with its stacked row content; the
enclosing ListBox reflows around the block's FINAL height via the new
UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking
rather than a third stacking path). AP-187 broadened to cover the main
window's own filter (previously only the four floaties) and the new
live-editing write path.
The main chat window's filter (retail window id 8, ChatWindowState id
0) gains its own settings.json persistence (ChatSettings.
ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields;
opacity persistence is now wired on every live slider change, not only
through the old dev-scaffold Settings panel.
Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the
new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all
19 committed layout fixtures — purely additive, confirmed against the
live installed DAT (0x10000520's own 0x82/0x83 properties resolve to
0x06004D17/0x06004D19 exactly as AP-195 documented).
Conformance: FilterRows/FilterBlocks pinned against the byte-verified
authored order and ChatWindowState's own default constants; the AP-195
LED swap and self-sizing behavior; the DAT opacity-default extraction
against the live installed DAT; live filter/opacity writes reaching
ChatWindowState/RetailWindowOpacityController; OnShown re-seed and
Reset/Defaults ghosting per the OP4 binding-pattern discipline.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closes the mechanism lens's REOPEN (one MUST-FIX) and both lenses' small
residuals on the OP2 rework (b236a442); the blast lens re-review was
CLOSED outright. Fable-direct per the two-failure escalation rule.
- AP-195 filed: UIOption_CheckboxBitfield64 ports HALF of Refresh
@0x004859C0 — the ANY-set checkbox predicate is exact, but the ALL-set
LED media swap (P0x10000082=0x06004D17 / P0x10000083=0x06004D19) and
the ListBox self-sizing tail (ResizeTo/CalculatePaperSize — the block
IS a UIElement_ListBox in retail) are unported, and the block's row
stacking is a second divergent implementation beside UiTemplateListBox.
All due at OP5 before the Chat tab's connected gate; the IsSet doc
comment now names both halves instead of quoting only the ported one.
- Row tooltips: UiButton gains settable TooltipText surfaced through the
shared GetTooltipText hover pipeline (UiCatalogSlot's pattern);
UiCheckboxBitfield64.AddChild applies the row tooltip retail stamps in
CreateChildren @0x00485DF0, and documents that the 0x10000084 row-index
attribute stamp is deliberately replaced by the typed mask closure.
- AD-73 addendum: UiTemplateListBox.ConsumesDatChildren=true is inert
only while no authored Type-5 element carries children — that premise
is now conformance-PINNED across all 32 fixtures (a future DAT
regeneration surfacing an authored child fails the build instead of
silently dropping it).
- Plan doc: OP2's contract names UiTabPanel.cs (retail UIElement_Panel),
not the fictional-class-named UiTabControl.cs; ledger records OP1 and
OP2 both CLOSED.
Full Release suite: 12,871 passed / 4 skipped / 0 failed.
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>
Item 3 (#364): every honesty marker is now gone from user-visible /help
text. AllegianceOverview/HouseOverview's "[IMPLEMENTED]" tags and trailing
"Subcommands NOT marked..." sentences, and Day/Log/Render/Motd's appended
"NOT YET IMPLEMENTED in acdream" tails, are removed; the underlying retail
text is corrected/completed against the pseudo-C's own pristine
consolidated data dumps (Log and Motd had been silently truncated; Render
was entirely acdream-authored and is replaced with the real retail usage
string). The three PARTIAL /help group topics (channels/chatting/commands)
are now COMPLETE verbatim listings: HelpStupidChannelHack's three
"vtable slot" operands, previously believed undecodable, are the same
pooled/mislabeled-data artifact this campaign has hit before (AP-113's
precedent) — reading the function's own disassembly for the push imm32
preceding each constructor call resolves all three directly. messagetypes
is now a real ported construction (IsLegalChannel's 14-id whitelist +
LogTextTypeToString's name table + the exact join/wrap format) instead of
an acdream summary. Register row AP-184 retired.
Item 5: the main window's 1/2/3/4 indicator buttons now toggle their
floating chat window on click, per the user's retail memory overruling
the earlier decomp-only reading. UIElement_Button::HandleButtonClick has
its own generic click-driven action dispatch (property 0x12) reaching the
same DoVisibilityToggleAction the Alt+1..4 keybinds use; the button
fixture confirms this half is genuinely armed, but the floating-window
fixture authors no matching listener-registration property, so the
generic mechanism has no proven target in the data on hand. Per
CLAUDE.md, the user's retail memory is the axiom regardless:
ChatWindowController.BindIndicatorClicks wires each indicator's click
through the same ToggleFloatingChatWindow chokepoint the keybinds use,
as explicit user-directed retail behavior. SetIndicatorOpen stays the
sole writer of the Selected mirror so the visual stays consistent
through the click round trip.
Full reconciliation in docs/research/2026-08-09-chat-retail-window-shell.md
§1.4. Campaign plan gets the round-4 findings section; items 1+2
(text-style) are under parallel research, item 4 passed, item 6 deferred
to the settings track.
Suite: 12,579 passed / 4 skipped / 0 failed (Release, complete solution),
up from baseline 12,553/4/0 — net +26 tests, zero regressions.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:
- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
draws its own authored DirectState media (a synthetic parameterless
grip still draws nothing, preserving existing resize-drag tests).
DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
live grips on the main chat window now resolve a non-zero sprite,
restoring the visible borders/corners CH6a silently dropped.
- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
distinct from every real window id (0-4), fixing the bug where the
main window's explicit-addressing branch coincided with the broadcast
check (both were literal 0). SetFilter's main-window no-op is dropped
— the main window's filter is now genuinely settable. ChatWindowController
.Bind takes a ChatWindowState (the same canonical instance the floating
windows already share) and GetTranscriptLines builds a real accept
predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
never reaches ChatLog (AddText routes it to the SpewBox and returns),
so nothing observable regresses.
- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
indicator buttons (DAT property 0x0B=true, no retail click handler)
from flipping their own Selected mirror on a stray click.
- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
the real installed dats; added the permanent RetailLayoutFixtureGenerator
entry. All three flagged FloatingChatWindowController assumptions
(input field, title bar, close button) are confirmed correct against
real data — no controller code changes needed. New finding: unlike the
main window, ALL EIGHT floaty border/corner elements are live Type-9
grips (the floaty's own title bar is its move handle), so a floaty
window resizes from every edge and corner.
- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
200-line-tail vs retail's per-window 10,000-line scrollback depth gap.
- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
asymmetry and the reconnect-preserves-filters intent; corrected the
research doc's modifier-mask mislabel and the "ONLY function" false
superlative; moved WrapText off ChatWindowController onto
ChatTranscriptRenderer, closing the circular dependency.
Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at 22020ef2; net +28 tests, zero regressions).
Co-Authored-By: Claude Opus 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>
Port the retail horizontal ItemList empty-slot padding and share UIItem shortcut-number graphics with the status toolbar. Preserve all authored face children on compound DAT buttons so the three-piece Cast control reflows and renders as one complete button.
Co-authored-by: OpenAI Codex <codex@openai.com>
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.
Co-Authored-By: Codex <codex@openai.com>
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.
Co-Authored-By: Codex <codex@openai.com>
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.
Co-Authored-By: Codex <codex@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>
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.
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>
User gate: the "Slots" toggle caption was gold (should be white) and centered
(should sit at the left, before the slots). UiButton gains a LabelAlignment
(Center default / Left); the paperdoll caption is set white + Left-aligned.
The retail checkbox box (green-checked / circle-unchecked) + the exact pose
are the two remaining pieces, done next.
Build + full App suite green (596).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 2 (user): the "Slots" toggle caption was visible but unclickable.
Root cause (UiRoot.OnMouseDown/OnMouseUp): a left-press on a non-drag-source
widget inside a whole-window-Draggable frame (the inventory window's IA-12
drag) set _windowDragTarget; OnMouseUp then early-returned before emitting the
Click. So the paperdoll Slots button (the first plain button inside the
draggable inventory frame) never received its click. Chat/toolbar buttons
escape this — their frames aren't whole-window-draggable.
Fix (toolkit, root cause not band-aid): add UiElement.HandlesClick (a virtual
opt-out parallel to IsDragSource); UiButton overrides it true; OnMouseDown
routes a HandlesClick press to the widget (like CapturesPointerDrag) instead of
the window-drag, so OnMouseUp emits the Click. 2 regression tests lock it
(HandlesClick widget in a Draggable frame emits Click; a plain one doesn't).
Build + full App suite green (596, +2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Introduces UiButton: a dedicated dat-widget button that ports UIElement_Button
(RegisterElementClass(1,...) @ acclient_2013_pseudo_c.txt:125828). State selection,
tiled DrawSprite, and label rendering mirror UiDatElement exactly so the chat Send
and Max/Min buttons have zero behavioral change.
DatWidgetFactory now maps Type 1 → UiButton (beside Type 7 → UiMeter, Type 11 →
UiScrollbar). ChatWindowController's Send and Max/Min bind blocks updated from
UiDatElement casts to UiButton casts; ClickThrough=false lines dropped (UiButton
is interactive by construction).
The old UiPanel.cs UiButton (a plain dev-scaffold rect+text button with no dat
sprites) is renamed UiSimpleButton to free the name — no production code
instantiated it.
Full suite: 402 passed, 2 skipped, 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>