Commit graph

1127 commits

Author SHA1 Message Date
Erik
cb082b59e4 feat(D.2b): UiText (Type 12) -- generic text + Type-12 flip; transcript factory-built (widget-generalization Task 5)
Rename UiChatView -> UiText (the retail UIElement_Text class,
RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655).

Factory changes (DatWidgetFactory.cs):
- Remove the Type-12 skip (was: no-media -> null, with-media -> UiDatElement).
- Add Type 12 -> BuildText() -> UiText in the switch.
- BuildText extracts the element's Direct/Normal sprite as BackgroundSprite
  so any dat-media the element carried keeps rendering under the text.

UiText changes (renamed from UiChatView.cs):
- BackgroundColor default: (0,0,0,0.35) -> (0,0,0,0) (transparent).
  An unbound UiText draws nothing; the controller opts in to the translucent bg.
- New BackgroundSprite + SpriteResolve: optional dat state-sprite background
  drawn UNDER DrawFill+text (faithful UIElement_Text media support).

ChatWindowController.cs (Task 5 Step 8):
- Transcript property: UiChatView -> UiText.
- Bind() now uses layout.FindElement(TranscriptId) as UiText (factory-built)
  instead of manually constructing + AddChild-ing a new UiChatView.
- Sets BackgroundColor = (0,0,0,0.35) on the found widget (retail translucent bg).
- Removes the tInfo null-check from the early guard (transcript is factory-built;
  iInfo lookup kept for the input widget which is still manually constructed).
- BuildLines: UiChatView.Line -> UiText.Line throughout.

Vitals frozen: the Type-12 vitals number elements are meter children and are
never recursed by BuildWidget (the `if (w is not UiMeter)` gate), so they are
not built as widgets and keep rendering via UiMeter.Label. Vitals fixture
vitals_2100006C.json unchanged; LayoutConformanceTests + VitalsBindingTests green.

Tests:
- UiChatViewTests.cs -> UiTextTests.cs (class: UiTextTests, all UiChatView.* -> UiText.*)
- UiChatViewDatFontTests.cs -> UiTextDatFontTests.cs (same)
- DatWidgetFactoryTests: delete Type12_StylePrototype_ReturnsNull +
  DatWidgetFactory_Type12WithMedia_Renders; add Type12_Text_MakesUiText +
  DatWidgetFactory_Type12_AlwaysMakesUiText.
- LayoutImporterTests: BuildFromInfos_Type12Child_IsSkipped_Type3Present updated
  to assert IsType<UiText> (element is now in tree, transparent, not skipped).

Divergence register: AP-37 amended -- removed the "standalone Type-0 text
elements skipped / dat-text widget is Plan 2" clause (now shipped as UiText);
kept the meter-collapse clause and the vitals-numbers-via-UiMeter.Label clause.
AP-38/AP-39/AD-28 file references updated UiChatView.cs -> UiText.cs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:39:02 +02:00
Erik
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>
2026-06-16 17:27:30 +02:00
Erik
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>
2026-06-16 17:18:27 +02:00
Erik
805ab5f40b feat(D.2b): UiButton (Type 1) — Send + Max/Min as generic buttons (widget-generalization Task 3)
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>
2026-06-16 17:07:58 +02:00
Erik
3593d6623d feat(D.2b): UiScrollbar (Type 11) — promote the generic chat scrollbar (widget-generalization Task 2)
- git mv UiChatScrollbar.cs → UiScrollbar.cs; rename class + update doc summary to
  "Generic scrollbar. Ports retail UIElement_Scrollbar (RegisterElementClass(0xb) @
  acclient_2013_pseudo_c.txt:124137); thumb size = trackLen * ThumbRatio (min 8px); step ±1 line."
- git mv UiChatScrollbarTests.cs → UiScrollbarTests.cs; rename test class + replace
  every UiChatScrollbar reference with UiScrollbar (bodies unchanged).
- DatWidgetFactory: register Type 11 → new UiScrollbar() before the _ fallback case.
- ChatWindowController: change Scrollbar property type to UiScrollbar; replace the old
  "construct-remove-add" block with a "find factory-built UiScrollbar and bind in place"
  block (no RemoveChild/AddChild); keep `var track` assignment in scope so the Max/Min
  block's track.Left/track.Width reads still compile against UiElement?.
- AP-41 divergence register: update file:line to UiScrollbar.cs:35; narrow wording to
  "fallback only — single-tile drawn only when cap ids are unset; the chat controller
  passes all three cap ids so the 3-slice path is the active code path."
- Update inline UiChatScrollbar doc-comment references in UiScrollable.cs + UiChatView.cs.
- Full suite: 399 passed, 2 skipped (dat/tower fixture skips), 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:02:49 +02:00
Erik
d1b13a7dbf test(D.2b): chat golden fixture + resolved-Type conformance (widget-generalization Task 1)
- Add ChatLayoutFixtureGenerator.cs (Skip-by-default) to regenerate
  chat_21000006.json from the live portal.dat via LayoutImporter.ImportInfos
- Commit generated fixture chat_21000006.json (13 KB, 400 lines) — dat-free,
  auto-copied to test output via existing *.json csproj glob
- Refactor FixtureLoader: extract shared LoadInfos(fileName) helper; add
  LoadChat() + LoadChatInfos() mirroring the vitals pattern; LoadVitalsInfos()
  now delegates to the shared loader (behavior unchanged, vitals tests green)
- Add ChatLayoutConformanceTests: ResolvesKnownElements + ResolvedTypes_MatchRetailRegistry

Confirmed resolved Types from live dat:
  0x10000011 (transcript) → Type 12 (style-prototype, skipped by factory)
  0x10000016 (input)      → Type 12 (style-prototype, skipped by factory)
  0x10000014 (menu)       → Type 6
  0x10000012 (scrollbar)  → Type 11
  0x10000019 (send)       → Type 1
  0x1000046F (max/min)    → Type 1

Also fix pre-existing build break: UiChatInput.MoveCaret(int delta) was made
private in ce848c1 but UiChatInputTests.Backspace_DeletesBeforeCaret called it
as public. Expose a public MoveCaret(int) overload (no-shift) alongside the
private MoveCaret(int,bool) — restores the intended test surface.

Full suite: 398 passed, 2 skipped (generator + pre-existing), 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 16:55:51 +02:00
Erik
fed838847b chore(cli): dump-font-atlas tool for headless font inspection
A `dump-font-atlas` subcommand renders a dat Font's fg/bg atlases (alpha as
luminance) plus a sample string composited exactly the way DrawStringDat does
it (outline + fill, integer-snapped). Used to reproduce the glyph-baseline
jitter offline (fractional-origin bug vs the fix) without launching the client.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:24:37 +02:00
Erik
ce848c154d feat(D.2b): chat wiring — menu/input sprites, button reflow, char-wrap, panel wash fix
- ChatWindowController: wires the menu chrome (popup bevel, row/checkbox
  sprites), the input focused-field sprite + keyboard, and autosizes the channel
  button + reflows the input field to start after it (anchor re-capture so the
  per-frame layout doesn't fight it). DefaultTextInput / write-mode focus hooked
  up.
- WrapText now breaks an over-long UNBROKEN token at character boundaries (no
  hyphen), packed onto the current line first — so a spaceless token wraps
  instead of overflowing, and a "You say," prefix stays on the same row as the
  start of the message.
- UiChatView: transcript background + selection highlight use DrawFill (sprite
  bucket) so the transcript text draws ON TOP instead of being dimmed by its own
  translucent rect background.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:24:30 +02:00
Erik
2284a376ae feat(D.2b): write-mode movement gate that preserves autorun
In chat write mode the keyboard belongs to the input — typing "swd" must not
walk the character — but AUTORUN must keep going (the user can chat while
running).

- InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is
  set (a focused chat input), the polling-path twin of the existing gate on
  Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which
  also killed autorun. Gating here instead lets the movement block keep running,
  so autorun — a separate latched bool ORed into Forward at the call site, not a
  polled key — survives. Test updated to encode the new contract.
- GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the
  retail write mode no longer early-returns); wires DefaultTextInput = the chat
  input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the
  one-shot UI-scale diagnostic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:24:19 +02:00
Erik
367a752078 feat(D.2b): chat input — write mode, selection, clipboard, key-repeat, scroll-clip
Port the retail UIElement_Text editable single-line field:

- Focused = "write mode": draws the gold lit field sprite (0x060011AB, the
  Normal_focussed state) instead of the flat translucent rect; Enter submits
  AND blurs (exits write mode).
- Single-line SELECTION: click-drag, Shift+Arrows, Shift+Home/End, Ctrl+A;
  translucent-blue highlight behind the span; typing/Backspace/Delete/Paste
  replace the selection first.
- CLIPBOARD: Ctrl+C copy, Ctrl+X cut, Ctrl+V paste at the caret (control chars
  stripped — single-line). Wired to the keyboard device for clipboard + Ctrl/
  Shift state.
- Held-key AUTO-REPEAT (Silk delivers one KeyDown per press): Backspace /
  Delete / Left / Right repeat via a 0.4s-delay, ~25/s OnTick timer.
- Horizontal SCROLL + clip: keeps the caret in the field and draws only the
  glyph window that fits inside it, so long input scrolls within the box
  instead of spilling past Send into the 3D world.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:24:09 +02:00
Erik
260507e33c feat(D.2b): channel menu — retail colors, 8-piece border, checkbox align, autosize button
Match the talk-focus menu + button to retail (decomp-verified):

- Menu item text is FILL-ONLY (retail UIElement_Text outlines only when
  SetOutline(true); the talk-focus items don't) — kills the grey halo. Available
  items render white; UNAVAILABLE items render grey (not the salmon colorPink,
  which is a chat-MESSAGE color we'd misapplied). Special items (Squelch /
  Tell-to-Selected) render white. Labels indent past the baked checkbox in the
  row sprite (0600124E empty box / 0600124D white checkmark) instead of
  overlapping it.
- The popup is wrapped in the universal 8-piece window bevel (the menu sprite
  family has no border) and draws in OnDrawOverlay so the translucent chat
  panel no longer greys its right column.
- The button face (0600124D/66, a fixed 46px LED+arrow sprite) is now 3-sliced
  (LED cap / stretch / arrow cap) and autosizes to its label via
  NaturalButtonWidth, so "Chat" fits in the body instead of running into the
  arrow. The status LED (red Normal / green Pressed) is no longer overdrawn.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:23:59 +02:00
Erik
ebfeaff840 feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus
The retail-look render + focus primitives this chat pass builds on:

- TextRenderer: an OVERLAY layer (sprite/rect/text buckets flushed AFTER the
  normal layer) so an open popup composites on top of everything incl. rect
  panel backgrounds; a DrawFill primitive (solid quad via a 1x1 white texture)
  routed through the SPRITE bucket so a panel background draws UNDER its text
  instead of being washed by the later rect bucket; and the text pass now
  disables SampleAlphaToCoverage + Multisample so glyph alpha edges aren't
  dithered into MSAA coverage (the "fuzzy text") — self-contained GL state
  per feedback_render_self_contained_gl_state.
- UiRenderContext.DrawStringDat: snap the line baseline to a whole pixel ONCE
  then add the integer per-glyph offset (retail DrawCharacter takes an int
  pen-Y + schar m_VerticalOffsetBefore) — fixes the "letters dip down" jitter
  at a fractional line origin. Outline pass is now opt-in (retail gates it per
  element via SetOutline; default off = crisp fill-only). Adds DrawFill +
  Begin/EndOverlayLayer.
- UiElement: OnDrawOverlay + DrawOverlays (second traversal), FindRoot (blur
  self), ResetAnchorCapture (re-baseline an anchored element after reflow).
- UiRoot: runs the overlay pass after the main tree; Tab/Enter focuses the
  DefaultTextInput (write-mode activation); a left click on a non-edit target
  blurs the focused input (exit write mode without submitting).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 15:23:48 +02:00
Erik
828bec5fb5 @
fix(D.2b): point-sample the dat-font atlas so UI text is pixel-crisp

The font glyph atlas was uploaded with bilinear (Linear) min/mag filtering, which
softens the small dat-font glyphs (the menu/button text "blur"). Add a nearest-filter
path to UploadRgba8/GetOrUploadRenderSurface and use it for the font atlases only
(world + other UI surfaces keep bilinear). Combined with the existing per-glyph
pixel-snap, glyph texels now map 1:1 to screen pixels. Sharpens all dat-font text
(transcript, menu, Send/Chat buttons, vitals numbers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-16 12:02:07 +02:00
Erik
621a4ab468 @
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>
@
2026-06-16 11:56:07 +02:00
Erik
bb983ae850 @
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>
@
2026-06-16 11:33:38 +02:00
Erik
7094a1c847 @
fix(D.2b): channel menu popup opaque + button label tracks selected target

- the popup inherited the chat window 0.75 opacity so the transcript bled through;
  add UiRenderContext.PushAlphaAbsolute and draw the popup at absolute opacity.
- the "Chat" button was hardcoded; it now shows the active talk target (retail
  updates it on selection). Exact textured menu-panel sprite is a follow-up (the
  popup is a keystone UIElement_Menu construct, not in the chat LayoutDesc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-16 10:38:56 +02:00
Erik
ccaf188e41 @
feat(D.2b): exact retail chat colors from a live cdb dump

Attached cdb to a live retail acclient (PDB-matched) and read the named RGBAColor
constants at acclient 0x81c4a8+ (colorWhite/colorBrightPurple/colorLightBlue/
colorGreen/colorLightRed/colorGrey), used by ChatInterface::BuildChatColorLookupTable
@0x4f31c0. Replaced the approximated RetailChatColor palette with the ground-truth
values: speech=white, tell=colorBrightPurple(1,.498,1), channel=colorLightBlue
(.247,.749,1), system/popup=colorGreen(.5,1,.498), combat=colorLightRed, emote=colorGrey.
Capture scripts saved under tools/cdb/.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-16 10:08:42 +02:00
Erik
1da697ec2a @
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>
@
2026-06-16 09:37:40 +02:00
Erik
0ec36f6197 fix(D.2b): chat input resolves the live command bus lazily (was bound to null) + register thumb-3-slice row
The live session + its LiveCommandBus are created after the retail-UI block in
OnLoad, so binding the bus by value captured NullCommandBus and silently dropped
outbound chat. Pass a Func<ICommandBus> resolved at submit time (mirrors how the
ImGui ChatPanel re-reads the bus each frame).

AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of
retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37,
registered per the divergence-register rule.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:24:44 +02:00
Erik
12ab9663d2 feat(D.2b): cut GameWindow over to the data-driven chat window
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window.  The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome.  The dead local statics are deleted.

Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward.  Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.

Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.

Build: 0 errors/warnings.  Tests: 392 passed, 1 skipped (expected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:15:04 +02:00
Erik
9d9e036e4c feat(D.2b): ChatWindowController — bind chat LayoutDesc, place widgets, route chat
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>
2026-06-15 23:04:57 +02:00
Erik
6e6339b026 feat(D.2b): importer renders Type-12-with-sprites + carries DefaultState
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>
2026-06-15 22:54:37 +02:00
Erik
c2170ab18f feat(D.2b): UiChannelMenu — channel selector popup (UIElement_Menu port)
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>
2026-06-15 22:42:22 +02:00
Erik
bcc45d668e feat(D.2b): UiChatInput — editable field, caret, 100-entry history (UIElement_Text port)
Ports retail UIElement_Text editable one-line mode (caret = glyph index;
caret pixel-X = sum of glyph advances via UiDatFont) and ChatInterface's
100-entry command history (up/down arrow; sentinel -1 = live line).
Submit (Enter/KeypadEnter) fires OnSubmit callback, clears, pushes history.
Draws via DrawStringDat (dat font) or DrawString (BitmapFont) fallback.
AcceptsFocus=true + IsEditControl=true so UiRoot routes Char/KeyDown to it
and suppresses global hotkeys while typing. 6 new tests, all green.

Decomp refs: UIElement_Text::MoveCursor @0x468d00,
             UIElement_Text::FindPixelsFromPos @0x472b40,
             ChatInterface::ProcessCommand @0x4f5100

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:36:44 +02:00
Erik
2940b4e3b2 feat(D.2b): UiChatScrollbar — track/thumb/buttons driving UiScrollable
Implements the right-side chat scrollbar widget. Ports retail
UIElement_Scrollbar::UpdateLayout @0x4710d0 (thumb sizing + placement)
and HandleButtonClick @0x470e90 (step ±1 line, page on track click).

Dat element ids sourced from chat LayoutDesc 0x21000006 (base layout
0x2100003E): up-button sprite 0x06004C69, down-button 0x06004C6C, track
0x06004C5F, thumb middle 0x06004C63. Up/down buttons occupy the top and
bottom ButtonH (16px) regions of the widget height, matching element
positions Y=0 and Y=32 in the base scrollbar template.

Adds 6 pure ThumbRect tests (no GL): sizing, clamping to MinThumb,
position at start/mid/end, no-overflow full-fill.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:31:12 +02:00
Erik
0eaef67b9d feat(D.2b): UiChatView drives the shared UiScrollable model
Replace the ad-hoc _scroll float with a public UiScrollable instance.
OnDraw feeds ContentHeight/ViewHeight/LineHeight into the model each
frame and reads baseY = bottom - contentH + (MaxScroll - ScrollY) —
the (MaxScroll-ScrollY) inversion reconciles UiScrollable's top-origin
convention (0=oldest, MaxScroll=newest) with the visual layout (newest
at bottom). The wheel handler routes through ScrollByLines with a sign
flip so wheel-up still reveals older lines. _pinBottom tracks whether
the view is at the end and calls ScrollToEnd() each draw to auto-scroll
new messages. ClampScroll static method kept — referenced by existing
tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:23:17 +02:00
Erik
9f273c9343 feat(D.2b): UiScrollable — pixel scroll model (UIElement_Scrollable port)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:19:29 +02:00
Erik
7552dcba39 feat(D.2b): UiChatView dat-font transcript + 1-line wheel quantum
- Add `DatFont` property (UiDatFont?): when set, OnDraw uses
  ctx.DrawStringDat + datFont.MeasureWidth for all transcript lines;
  BitmapFont path unchanged as fallback when DatFont is null.
- Cache `_lastDatFont` alongside `_lastFont` so HitChar hit-tests the
  same advance source that drew the last frame.
- HitChar prefers `_lastDatFont` (via UiDatFont.GlyphAdvance) over
  `_lastFont` (via bf.Advance) for column resolution, keeping
  drag-select and Ctrl+C accurate with the dat font.
- Scroll event handler uses DatFont?.LineHeight first, so the wheel
  quantum stays correct when the dat font has a different line height.
- WheelLines 3f → 1f: retail UIElement_Text::HandleMouseWheel
  (@0x471450) advances one line per notch; our 3-line quantum was
  wrong.
- Add UiChatViewDatFontTests: pins GlyphAdvance formula
  (Before+Width+After = 10) and CharIndexAt dat-advance integration.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:14:56 +02:00
Erik
50883e445b feat(D.2b): extract ChatCommandRouter — shared chat submit pipeline
Both the ImGui devtools ChatPanel and the upcoming retail chat window
now route through ChatCommandRouter.Submit so command handling lives in
one place. The ChatPanel inline block (TryHandleClientCommand / EqAny /
BuildHelpText) is deleted; ChatCommandRouter carries the same logic
verbatim. ChatPanel.Render becomes a 2-line delegate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:09:27 +02:00
Erik
26cb34f126 @
docs(D.2b): chat-window re-drive design spec + list-ui-layouts research tool

Plan-2 chat piece of the LayoutDesc importer. Identifies the chat window as
LayoutDesc 0x21000006 (gmMainChatUI, element class 0x10000041) and grounds a
faithful, data-driven re-drive in the named retail decomp (ChatInterface +
gmMainChatUI + UIElement_Text/_Scrollable/_Scrollbar/_Menu) plus a user-provided
retail screenshot.

Design (full-faithful scope, user-approved):
- transcript = UIElement_Text 0x10000011 (dat font, bottom-pinned, 10k behead cap,
  pixel scroll, 1 line/wheel-notch)
- scrollbar = right-side track 0x10000012 + thumb 0x1000048c + up/down
- input = editable UIElement_Text 0x10000016 (caret, 100-entry history, Enter/Send)
- channel menu = UIElement_Menu 0x10000014 ("Chat" selector -> active channel)
- shared ChatCommandRouter extracted from ChatPanel
- screenshot correction: the four 0x10000522-525 left-edge elements are the
  numbered CHAT TABS (1-4), not scroll buttons (a research-agent inference the
  retail screenshot refutes)
- deferred (need non-UI plumbing, each gets a divergence row): tab switching/
  filtering, squelch, clickable name-tags, in-element word-wrap, styled runs,
  font config, opacity transition

Tooling: AcDream.Cli `list-ui-layouts <datdir> [0xRootType]` — read-only index of
every UI LayoutDesc by root element class + size + element-Type histogram; how the
chat layout was located (root type 0x10000041). Reusable for future panel re-drives.

Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-15 19:38:27 +02:00
Erik
34243f2c26 fix(D.2b): pixel-snap dat-font glyphs so vitals numbers stay sharp on resize
DrawStringDat placed each glyph quad at the raw (often fractional) pen/origin.
When a bar resizes to a fractional width, the centered cur/max number lands on a
sub-pixel x and the glyph atlas (linear-filtered) smears — the 'unsharp at certain
sizes' artifact. Round each glyph's destination to whole pixels (the pen keeps its
true fractional advance, so spacing is unaffected) — matches retail blitting glyphs
to integer dest. User-confirmed sharp across resize widths.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:31:58 +02:00
Erik
43064bab09 fix(D.2b): draw UI sprites in submission order so stamina/mana numbers render
TextRenderer batched sprites per-texture and drew each texture's whole buffer at
its FIRST-insertion point. The dat-font glyph atlas is one shared texture used by
all three vital numbers; it first appeared at the health bar, so all three numbers
were emitted right after the health bars — then the stamina + mana bar sprites
painted over their own numbers (only health survived). Replaced the per-texture
dictionary with submission-ordered segments (consecutive same-texture quads still
batch); each meter's number now draws after its own bars. The renderer's own
comment had predicted this break once bars became sprites (importer did that).
Removed the temporary UiMeter label diagnostic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:27:13 +02:00
Erik
8aa643f3e0 fix(D.2b): correct edge-anchor mapping (RightEdge==1=stretch) + enable vitals horizontal resize
ToAnchors was inverted vs retail UIElement::UpdateForParentSizeChange @0x00462640:
stretch is RightEdge==1 (not ==2/==4), LeftEdge==2 = track-right. Verified against
all 19 vitals fixture pieces. Enables Resizable/ResizeX on the importer vitals root
(the prior 'dat is fixed-size' conclusion was wrong). At-rest render unchanged
(anchors only fire on resize). Added a 160->200 resize conformance test.
Also fixed DatWidgetFactoryTests.RectAndAnchors_SetFromElementInfo which encoded
the old inverted model (Right=2 expecting Right anchor; corrected to Right=1).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 17:05:04 +02:00
Erik
bf77a23ad3 feat(D.2b): flip vitals to the LayoutDesc importer; retire hand-authored vitals.xml
The importer (proven pixel-identical at the 2026-06-15 A/B gate) is now the
default vitals window when ACDREAM_RETAIL_UI=1 — data-driven from LayoutDesc
0x2100006C. Removed: the hand-authored vitals.xml build path, the asset file
(recoverable from git history), and the now-obsolete ACDREAM_RETAIL_UI_IMPORTER
flag (RuntimeOptions param + parse + 2 tests). The window is user-positioned at
(10,30) and movable; resize stays off — the dat stacked-vitals layout is fixed-
size (chrome edges near-pinned), faithful grip/dragbar resize is Plan 2.
MarkupDocument/UiNineSlicePanel remain for the chat window + plugin panels.

AcDream.App builds 0/0; AcDream.App.Tests 352 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:30:24 +02:00
Erik
5ac9d8c19c merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:19:15 +02:00
Erik
4dcc90cb51 docs(D.2b): register AP-32 + IA-15 amend for importer; doc/test review fixes (N1/N4)
Process/quality items from the LayoutDesc-importer final review — no runtime
behavior change.

I1a — amend IA-15: the 8-piece chrome edge/corner→position mapping is no longer
a guess.  The LayoutImporter (ACDREAM_RETAIL_UI_IMPORTER) reads real LayoutDesc
dat data and resolves positions + sprite ids directly; locked by the conformance
fixture vitals_2100006C.json.  Residual risk trimmed to anchor resolution at
non-800×600 + controls.ini cascade.  Pointers added to LayoutImporter.cs and the
format-doc.

I1b — add AP-32: the importer collapses the dat's nested meter structure
(Type-7 → two Type-3 containers → three image-slice grandchildren each) into
UiMeter's programmatic 3-slice fields instead of building those nodes generically
and porting UIElement_Meter::DrawChildren.  Standalone Type-0 text elements are
also skipped (Plan 2).  Retail oracles: UIElement_Meter::DrawChildren @0x46fbd0,
UIElement_Text::DrawSelf @0x467aa0.

I1c — AP section header 31 → 32.

N1 — ElementReader.cs: comment at the Type-merge line explaining that a derived
Type 0 (text element) inherits the base's Type 12 (style prototype), which
DatWidgetFactory skips; safe for Plan 1 because vitals numbers render via
UiMeter.Label.  Format-doc §10: correct the "render as UiDatElement" sentence to
"skipped entirely" (Type-0 → inherits Type-12 via Merge → factory returns null).

N4 — new conformance test VitalsTree_TextLabel_InheritsFontDidFromBaseLayout:
walks the raw ElementInfo tree from the fixture and asserts at least one element
carries FontDid==0x40000000, proving Resolve()'s inheritance merge fired against
real dat data.  FixtureLoader gains LoadVitalsInfos() that returns the raw tree
without calling Build.

Tests: 36 pass (was 35), 0 errors, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:55:01 +02:00
Erik
2b653b8fc0 test(D.2b): conformance polish — table-driven slice asserts + BOM-safe loader
Fix 1: replace 3 copy-paste meter blocks in VitalsTree_MetersHaveExpectedSliceIds
with a single table-driven loop — a 4th meter is now a one-liner and failures
name the failing meter id directly.

Fix 2: FixtureLoader now reads the fixture as bytes and strips the UTF-8 BOM
(EF BB BF) before passing the span to JsonSerializer, so a BOM-bearing fixture
file never causes a spurious JsonReaderException.

Fix 3: add [Trait("Category", "Conformance")] at the class level so conformance
tests are selectable by category filter.

Fix 4: add missing <param name="layoutId"> doc tag to LayoutImporter.ImportInfos.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:38:55 +02:00
Erik
3567135a04 test(D.2b): vitals importer conformance — golden fixture + tree/slice/chrome checks
Job 1: extract LayoutImporter.ImportInfos() (public dat-shell half that returns the
resolved ElementInfo tree without building widgets) so fixture generation and
conformance tests can call it directly. Import() now delegates to ImportInfos() +
Build() — existing 32 Layout tests stay green.

Job 2: generate tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json
from the real portal.dat via a throwaway [Fact] generator (deleted, not committed).
System.Text.Json with IncludeFields=true — ValueTuple serializes as Item1/Item2.
Pre-write validation confirmed health meter BackLeft=0x0600747E FrontRight=0x06007483
rect (5,5,150,16). Round-trip deserialization re-validated before writing.

Job 3: FixtureLoader.LoadVitals() deserializes the fixture from the test output
directory (CopyToOutputDirectory item in csproj) and returns ImportedLayout via
LayoutImporter.Build(root, _ => (0,0,0), null) — no dats, no GL.

Job 4: LayoutConformanceTests — 3 golden tests (35 asserts total):
  - VitalsTree_HasThreeMetersAtExpectedRects: 3 meters at x=5, w=150, h=16, y=5/21/37
  - VitalsTree_MetersHaveExpectedSliceIds: all 18 back+front slice ids health/stamina/mana
  - VitalsTree_ChromeCornerHasExpectedSprite: TL corner 0x10000633 → sprite 0x060074C3

Full App suite: 326 pass / 1 skip (pre-existing) / 0 fail. Build: 0 errors, 0 warnings.
Throwaway generator not committed (confirmed via git status).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:29:30 +02:00
Erik
25be30b1a7 style(D.2b): split two-statement line in importer wiring (review nit)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 14:23:01 +02:00
Erik
ab3ab79380 feat(D.2b): run importer-built vitals window under ACDREAM_RETAIL_UI_IMPORTER (A/B)
Adds RuntimeOptions.RetailUiImporter (ACDREAM_RETAIL_UI_IMPORTER=1) — a new
opt-in flag that runs the LayoutImporter-built vitals window ALONGSIDE the
hand-authored vitals panel for pixel-for-pixel A/B comparison. The importer
window is placed at x=200, y=30 so both render simultaneously within the same
ACDREAM_RETAIL_UI=1 session. The hand-authored path is entirely untouched and
remains the default; the importer path is the eventual switch-over target.

Also adds two RuntimeOptionsRetailUiTests covering the new flag: value "1" →
true, unset/other → false.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:18:16 +02:00
Erik
e8ddb68801 feat(D.2b): factory propagates ReadOrder→ZOrder for faithful draw layering
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:14:28 +02:00
Erik
7e56eff884 refactor(D.2b): VitalsController review fixes — cite format doc + use consts in test
Fix 1: Added a <para> to the VitalsController class summary citing
docs/research/2026-06-15-layoutdesc-format.md §11 as the source of the
three dat element ids, giving a paper trail back to the evidence per
the project's cite-in-comments rule.

Fix 2: Changed FakeLayout in VitalsBindingTests to accept (uint id,
UiElement e) tuples instead of (string idHex, UiElement e), and updated
all three call sites to pass VitalsController.Health/.Stamina/.Mana.
Tests now follow the constants automatically if they ever change rather
than silently passing with stale hex literals.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:10:17 +02:00
Erik
9d2527d9c8 feat(D.2b): VitalsController — bind live vitals data by element id
Mirrors retail gmVitalsUI::PostInit: grab Health/Stamina/Mana meters from
the imported layout by their dat element ids (0x100000E6 / EC / EE) and
wire Func<float> fill + Func<string> label providers. Missing ids are
silently skipped (no throw). Slice sprites + dat font already set by the
factory — this is pure data wiring, not graphics.

3 TDD tests: single-meter fill+label, all-three distinct providers, missing-id no-throw.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:06:14 +02:00
Erik
9a55a688ca refactor(D.2b): LayoutImporter review fixes — root-fallback trace + cursor-discard note
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:03:24 +02:00
Erik
bd01a29eb2 feat(D.2b): LayoutImporter — read layout + resolve inheritance + build tree
Implements Task 5 of the LayoutDesc Importer (Plan 1 — vitals conformance).

Pure layer (BuildFromInfos / Build):
- ImportedLayout result type: UiElement root + O(1) FindElement(uint id) lookup
- BuildWidget dispatches via DatWidgetFactory.Create; skips Type-12 prototypes (null)
- Meters consume their children (DatWidgetFactory already extracted slice ids —
  adding the dat children as UiElement nodes would duplicate geometry)
- All other element types recurse children generically via AddChild

Dat shell (Import):
- Loads LayoutDesc from dats; null-safe if layout is absent
- Resolves each top-level ElementDesc to ElementInfo via Resolve():
  BaseElement/BaseLayoutId chain with (layoutId,elementId) cycle guard
- ToInfo(): reads ElementDesc scalar fields (uint → float cast) + DirectState +
  named States (UIStateId.ToString() as key)
- ReadState(): extracts first MediaDescImage (File + DrawMode) per state +
  font DID from Properties[0x1A] → ArrayBaseProperty → DataIdBaseProperty.Value
- Each sibling element gets a fresh base-chain set (siblings don't share guards)

DRW API: all members confirmed from VitalsLayoutDump.cs usings — no
adjustments needed: LayoutDesc in DBObjs; ElementDesc/StateDesc/MediaDescImage/
ArrayBaseProperty/DataIdBaseProperty in Types; DrawModeType/UIStateId in Enums.

Tests (3/3 green):
- BuildFromInfos_HealthMeter_IsUiMeterAtRect — Type-7 child → UiMeter, Left=5, Width=150
- BuildFromInfos_Type12Child_IsSkipped_Type3Present — prototype absent, container present
- BuildFromInfos_MeterWithChildren_MeterPresent_ChildrenNotInTree — meter findable,
  both dat-children absent, UiMeter.Children empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:52:50 +02:00
Erik
fc79fd519d refactor(D.2b): DatWidgetFactory review fixes — single lookup + malformed-meter trace
Fix 1: SliceIds now projects the File id during Select rather than calling
TryGetValue twice (once in Where, once in the local File() helper). Added a
comment noting that OrderBy is stable so X-tie order follows insertion order.

Fix 2: BuildMeter emits a [D.2b] Console.WriteLine when the Type-3 container
count is not exactly 2, surfacing malformed or non-vitals meter elements during
Task 8 conformance testing without disturbing the existing solid-color fallback.

Fix 3: Test 5 adds two explicit NotEqual assertions confirming the
ShowDetail-only overlay sprite (OverlayFile = 0x06007490) did not leak into
FrontRight or FrontTile.

5/5 tests pass, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:45:38 +02:00
Erik
38855e7a7b feat(D.2b): DatWidgetFactory — Type→widget hybrid + meter slice extraction
Hybrid factory mapping ElementInfo.Type to a behavioral widget or the
UiDatElement generic fallback.  Type 7 (UIElement_Meter) → UiMeter with
back/front 3-slice ids populated from grandchild image elements; Type 12
(style prototypes / BaseElement stores) → null so the importer skips
them; all other types → UiDatElement.  Rect + anchors are set on every
returned widget via ElementReader.ToAnchors.

BuildMeter walks two levels of the element tree: the two Type-3 slice
containers ordered by ReadOrder (back behind, front on top), then within
each container the image children that carry a DirectState ("" key)
ordered by X for left-cap/center-tile/right-cap.  The expand-detail
overlay (present in the front container with only named ShowDetail/
HideDetail states and no "" entry) is excluded by the TryGetValue("")
filter automatically — no name-matching needed.

Fill/Label providers are intentionally NOT set here; Task 6
(VitalsController) binds them to live stat data.

5 TDD tests: Type7→UiMeter, UnknownType→UiDatElement, Type12→null,
rect+anchors propagation, and meter slice extraction with overlay exclusion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:39:31 +02:00
Erik
70dc391c41 test(D.2b): UiDatElement — cover DrawMode passthrough + media fallbacks
- Assert DrawMode values (not just File) in the existing named-vs-direct test
- Add ActiveMedia_NoMedia_ReturnsZero: empty StateMedia → (0,0)
- Add ActiveMedia_MissingNamedState_FallsBackToDirect: absent named key → DirectState
- OnDraw: replace `var (file, drawMode) = ...; _ = drawMode;` with idiomatic `var (file, _) = ...`
- Add `// exposed for unit testing` comment above ActiveMedia()

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:34:50 +02:00
Erik
cc4de3ef77 feat(D.2b): UiDatElement — generic per-drawmode element renderer
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>
2026-06-15 13:29:16 +02:00
Erik
55239575e6 refactor(D.2b): ElementReader review fixes — defensive Children copy + sentinel doc
- Merge: defensive copy `new List<ElementInfo>(derived.Children)` so a
  later mutation of the merged result or the input can't corrupt the other
- Merge: add comment on Width/Height 0-sentinel (Plan-1 safe; Plan-2
  limitation and float?-upgrade path documented inline)
- Test: replace mid-sentence "Wait —" authoring trace in
  EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft with a clean
  conclusion-first summary of the value-3 mapping rule

9/9 ElementReaderTests pass; 0 build errors.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:25:44 +02:00