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12 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
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
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
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
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