acdream/docs/architecture
Erik 71bf24fb6f fix(ui): Campaign LA gate round 2 — character-select root background stretches, never tiles
The LA8 char-select root (0x1000039A) authors LeftEdge=TopEdge=RightEdge=
BottomEdge=0 ("no anchor") in the installed DAT — confirmed via the new
CharacterManagementLiveDatTests.RootAuthorsNoEdgeAnchors_RetailNeverResizesItSelf
gate — so retail's own UIElement::UpdateForParentSizeChange (0x00462640) never
resizes this element; it stays a fixed 800x600 rect in retail's own tree.
Retail's generic UI sprite blit, Graphic::Draw (0x00693b20) dispatching to
Graphic::PutImage (0x00693a30) for an exact/undersized destination or a
modulo-wrapped tile loop otherwise, has no third "stretch" mode — confirmed
against BlitMode (acclient.h ~3135) and MD_Data_Image::m_drawMode/DrawModeType,
both COLOR-blend selectors, not tile-vs-stretch geometry modes. The prior
"Normal -> tile, matching ImgTex::TileCSI" citation in UiDatElement was a
mis-attribution: ImgTex::TileCSI (0x0053e740) is called exclusively from
TexMerge::CopyAndTile/ImgTex::CopyCSI for LAND-SURFACE terrain texture
compositing, never from the UI element system.

Given the dat authors zero resize anchors and the blitter can only copy or
tile, the only way retail's whole pre-world scene (background + buttons +
listbox together) fills an arbitrary window resolution is that these
fixed-canvas "flow" screens render at 800x600 and the WHOLE FRAME is
stretched once at presentation — outside the UI sprite system entirely.
acdream has no offscreen fixed-resolution UI render target / present-time
scale pass; CharacterManagementUiController's constructor instead resizes
the MOUNTED ROOT element itself to the live viewport, which is why its own
background tiled (Width/tw > 1 at any resolution above 800x600, wrapped by
GL_REPEAT).

Fix: UiDatElement gains StretchOwnBackgroundToFill (default false, every
ordinary chrome/container element keeps tiling) — when set, the element's
own DirectState background draws as one UV-0..1 quad instead of the native
tile formula. CharacterManagementUiController sets it on Root right where
Root is resized to the host viewport, reaching the same visual result as
retail's present-time stretch (no tiling, no aspect-preserving letterbox)
through a different mechanism. Divergence register row AD-98 records the
substitution.

Tests: three new UiDatElementTests pin the UV-span mechanism generically
(tile past 1.0 when unset and rect exceeds native size; clamped to 1.0 when
set; byte-identical to the old tile formula when rect equals native size,
so every unaffected panel is untouched). CharacterManagementUiControllerTests
pins Root.StretchOwnBackgroundToFill == true post-construction. The live-DAT
gate confirms the root's zero edge-anchors and Type=3 against the installed
DAT. AcDream.App.Tests: 5084 passed / 3 skipped with ACDREAM_PROBE_LIVE_MOUNT=1
(5081/6 skipped without it — the 3 live-DAT-gated tests skip).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 09:42:53 +02:00
..
acdream-architecture.md merge: Campaign LA LA11 - automated closeout review-closed 2026-08-15 02:07:39 +02:00
code-structure.md feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
retail-divergence-register.md fix(ui): Campaign LA gate round 2 — character-select root background stretches, never tiles 2026-08-15 09:42:53 +02:00
worldbuilder-inventory.md fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00