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>
- 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>
- 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>
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>
- 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>
Windows-like selection in the retail chat window: left-click-drag selects
characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a
translucent highlight behind the text.
- UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is
delivered to the widget (text selection) instead of moving/resizing the host
window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window
is still resizable from its frame) and BEFORE window-move.
- UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the
OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local
point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a
multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when
non-empty, so an empty copy never clobbers the clipboard).
- UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state).
Adversarial-review fix (the 99 tests would have stayed green without it): a
coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown
dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child,
while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at
(8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now
delivers target-LOCAL coords like the other mouse events. Added a UiRoot
regression test asserting MouseDown and MouseMove share the target-local frame
for a nested child.
Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET
IKeyboard.ClipboardText. Built with the chat-select-copy implement->review
workflow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).
This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).
Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>