Replaces the 15-LOC C2 forward-stub with the full PayloadHandler
skeleton. Class header flips to `internal sealed` per §4.1; ctor takes
7 DI-registered services (ThemeRegistry, IpcManager, GameFunctions,
InputBar, MainWindow, ChunkRenderer, ILogger) per Flo decision
2026-05-27 (ChunkRenderer was added to the ctor list to satisfy the
§4.2 _chunkRenderer.DrawChunks references in HoverStatus/HoverItem/
DrawItemPopup paths — those land in E2-E5).
Draw() per-frame popup tick is a 1:1 port from v1.5.6 PayloadHandler.
DrawPopups() call is stubbed as TODO(E2) since that method lands in E2.
Hover/Click signatures remain empty (E5 fills the bodies, but the
signatures must compile so ChunkRenderer + ImGuiUtil callers stay live).
Skeleton-only — DrawPopups/Integrations (E2), DrawPlayerPopup (E3),
DrawItemPopup/DrawStatusPopup (E4), Hover/Click bodies (E5),
MoveTooltip (E6) all defer to their respective sub-sub-tasks.
Completes the ChunkRenderer pipeline. DrawIcon is a 1:1 port of v1.5.6
ChatLogWindow.DrawIcon (GFD-icon font-relative rendering via
Plugin.TextureProvider + ImGuiUtil.PostPayload). C2's TODO(C3) stub in
DrawChunk's IconChunk branch is replaced with the real dispatch.
EmotePayload special-case wired via EmoteCache.GetEmote (static helper
per §6.8).
Also adds a one-line rationale comment for the surviving _logger discard
(C2 code-quality-review polish — discard kept because _logger is not yet
consumed; E-task wiring will likely add call-sites later).
Resurrects v1.5.6 ChatLogWindow's DrawChunks/DrawChunk text-rendering
pipeline into the new ChunkRenderer Components-Layer class. Text-chunk
path is the full v1.5.6 migration (Plugin.Config.ScreenshotMode,
_themes.Active.Colors.TextPrimary, _fonts.ItalicFont/_fonts.AxisItalic
substitutions applied per §4.2/§4.5); icon-chunk dispatch in DrawChunk
is stubbed pending C3 (EmoteCache + DrawIcon path).
ImGuiUtil.WrapText is forward-stubbed in Util/ImGuiUtil.cs as a no-op
TextUnformatted wrapper — Sub-Task D will replace the body with the
full ~220-LOC word-wrap pipeline. ImGuiUtil.PostPayload is also
forward-stubbed (payload hover/click routing belongs to Sub-Task E).
Both stubs are the cleanest cut to keep DrawChunk's body faithful to
v1.5.6 and avoid temporary fallback paths inside ChunkRenderer.
PayloadHandler.cs is a minimal forward-stub class (Hover + Click stubs
only) required by the DrawChunks/DrawChunk and PostPayload signatures.
Sub-Task E will replace this stub with the full implementation.
Discard pattern from C1 removed for _themes/_fonts (now genuinely
consumed by DrawChunks/DrawChunk); _logger discard kept — not yet
consumed in C2, deferred to E-task wiring.
Extracts v1.5.6's `ChatLogWindow.HidePlayerInString` / `HashPlayer` into
a standalone `Ui/Components/ChunkRenderer` class. C1 lands the skeleton
(ctor + DI-deps + salt + two pure helpers); C2 will add DrawChunks/DrawChunk
text-path; C3 will add DrawIcon + EmoteCache integration.
Salt is per-ctor random matching v1.5.6 session-random behavior — hashed
player names change every plugin reload to avoid stable cross-session
linkage (Spec §6.5 decision).
GameFunctions injected via ctor (not static Plugin.Functions) because
Plugin.Functions is a non-static internal property — injection is the
correct Components-layer pattern for this dependency.
Not yet DI-registered (Sub-Task F) and not yet consumed by MessageList
(Sub-Task H) — class compiles standalone.
Replaces the v1.5.6 `LogWindow.LastViewport/LastWindowPos/LastWindowSize`
window-instance state with public/internal MainWindow surfaces refreshed
at the top of Draw() each frame. PayloadHandler.MoveTooltip in Phase 2
will read these to filter cross-viewport AddonLifecycle events and to
reposition the native item tooltip away from the chat window.
LastViewport is `internal unsafe` (not public) — the only consumer is
PayloadHandler.MoveTooltip in the same assembly; keeping the raw pointer
out of the public surface is the safer default.
Split from Sub-Task A — Lender injection lives in A2 (after F's DI-reg).
Replaces v1.5.6's direct LogWindow.Chat mutation pattern with typed mutators
that LogWarning + clip/drop on BufferCapacity overflow (silent-overwrite
semantics preserved, but overflow is now observable via /xllog).
Plumbing for v1.7.1 PayloadHandler resurrection — DrawPlayerPopup (tell-
prefix) and DrawStatusPopup (status-link append) will call these mutators
instead of mutating a public field.
Adds persisted ScreenshotMode flag to Configuration (was previously a
ChatLogWindow-instance field in v1.5.6). Schema bump is additive — no
breaking change. SelfTest renamed V20→V21 with matching version-gate
flip and new touch-test for the new field.
Pre-flight for v1.7.1 PayloadHandler-Pipeline Resurrection.
Same shadowing-via-instance-property as Plugin.CurrentTab above. Comments
trimmed to default 1-3 line density; security/threading WHY-blocks earn
their lines when they document non-obvious invariants, not standard C#
name resolution.
Three review-pass fixes on SaveEditingBuffer:
- Wrap File.Move in try/catch that deletes the .tmp sibling on failure
(AV-scanner lock, EXDEV, share-violation) then rethrows so the outer
IOException catch still owns the error path. Avoids accumulating
'<slug>.json.tmp' litter in the themes dir on retry storms.
- Reduce PII in the five new LogWarning calls that previously included
full paths containing the user's home directory. Filename-only via
Path.GetFileName is sufficient for triage; the two forensics-critical
path-escape log calls keep full paths because diagnosing the escape
needs the resolved target. WHY-comment anchors the v1.8.0 PII
re-audit roadmap.
- Replace seven hardcoded 'ThemeRegistry.cs:<line>' references in
comments with method-name + symbol descriptions so future Switch/
RefreshCustomCache refactors do not bit-rot the comments.
Build 0/0, csharpier clean.
DrawRow asserted on a zero-width InvisibleButton when the window was
dragged below the pop-out hit threshold — the row now drops out cleanly
under 2px of remaining sidebar width, and the pop-out button only
splits off when there's room for both hit areas. The trailing pop-out
icon is hidden too when its strip is collapsed, so the row stays as a
single selectable strip on extreme drags.
System icon path: ResolveTabIcon used to look only at the first key in
SelectedChannels, so a System tab whose first filter happened to be a
generic ChatType slipped through to Comment. The resolve now walks
every key and keeps the first non-Comment match, and a final
case-insensitive name match flips the icon to fa-cog when the user's
filter set falls completely outside the channel-type table.
Three smoke bugs from the second in-game test:
1. The channel pill was draw-list only, so it didn't react to clicks
and there was no way to switch channels inside a tab. The pill now
has a hit area on top and opens a popup that lists every ChatType
in tab.SelectedChannels with a ToInputChannel mapping; selecting
one writes through CurrentChannel.SetChannel.
2. Switching to Allgemein / Gruppe / Linkshell still showed "—"
because tab.CurrentChannel.Channel stayed at Invalid until somebody
set it. The sidebar now seeds CurrentChannel on tab activation by
walking SelectedChannels for the first key with a valid mapping,
so every tab opens with its own real channel instead of inheriting
the FC default.
3. MainWindow still surfaced an outer scrollbar next to the message
list's own scroll. Adding NoScrollbar + NoScrollWithMouse to the
window flags strips the second bar — the body child owns scroll on
its own.
Plus the system-icon path: System / BattleSystem / GatheringSystem /
Error / Notice / LootNotice all map to fa-cog now, so the System tab
renders the gear instead of falling back to the generic comment.
Five smoke bugs from the first in-game test:
1. Sidebar showed fa-comment for every tab because the resolve path
only honoured tab.Icon. Channel-type fallback restored — auto-tell
tabs render the envelope, the rest map their first SelectedChannels
key onto FontAwesome (Linkshells → link, FC → users, Party →
user-friends, System/Echo → cog, emotes → comments).
2. InputBar's channel pill read from tab.Channel (the saved default),
which is null on most non-FC tabs and rendered as "—". The pill now
reads tab.CurrentChannel.Channel first so the runtime input state
surfaces on every tab, with the saved default as a second fallback.
3. MessageList was making its own ImRaii.Child inside the main-area
child MainWindow already owns. That nested scroll created the second
scrollbar on the outer window. The component now lays out directly
into the parent's scroll region.
4. The input field reserved 90px for the three FontAwesome buttons,
which clipped them on standard frame padding. Reserve raised to
130px so the trailing buttons fully render.
5. Pressing Enter dropped the buffer — there was no send wiring. The
field now uses ImGuiInputTextFlags.EnterReturnsTrue and routes the
pending message through GameFunctions.ChatBox.SendMessage. Lines
that don't start with a slash get the active channel's prefix
prepended so typing in /fc lands on the FC channel instead of the
current game-side default.
InputBar gains an ILogger<InputBar> for the send-failure path; the
DI registration in PluginHostFactory is updated to match.
Six new ISelfTestStep entries register with the Dalamud SelfTestRegistry:
SidebarModeAutoSwitch probes the width threshold both above and below the
exact boundary so the >= contract stays pinned; ColorEditorBuffer is a
placeholder until the picker arrives; ConfigMigrationV20 asserts the
schema stamp and the five v20 field defaults; HoverSheenAlloc drives 100
hovered frames against three constant keys and a final un-hover sweep to
exercise the cleanup branch; HonorificHeaderRender runs one Draw call on
the live component to catch IPC fallback crashes; PerformanceBaseline
prints a JSON line of the IO counters so the cycle notes can pick up a
snapshot. MainWindow gets internal accessors so the probes can reach the
sidebar and honorific header without widening the public surface.
The legacy ChatLogWindow.cs and its tightly coupled neighbours are gone:
PayloadHandler, Popout, ChatInputBar, AutoCompleteInfo, AutoTellTabTint,
the three tab-icon helpers, the old Ui/StatusBar and Ui/SymbolPicker
behind the components-layer replacements, HellionStyle + helpers, the
CompactInputSubmitter test mirror and the QuickPickerSelfTestStep. The
new component layer (MainWindow + the five components + GlobalStyleScope)
now drives the whole chat surface.
InputPreview, CommandHelpWindow and Debugger lose their ChatLogWindow
backref. The first two are skeleton windows for now — DrawConditions
always returns false until the new chat layer exposes equivalent state.
Debugger keeps the current-tab and vanilla-chat blocks; the payload
counters are explicitly marked offline. DbViewer renders Sender/Content
columns as plain TextValue strings instead of the removed DrawChunks.
GameFunctions.Chat and GameFunctions.KeybindManager keep the hook
plumbing intact but mark every ChatLogWindow.Activated /
ChangeTabDelta / TellSpecial site as offline so the FFXIV-side
integration still compiles and runs without an Activated entry point.
TypingIpc.BuildState reports the IPC state as not-typing / not-focused
until the new chat layer surfaces real focus and buffer state again.
Plugin.cs Draw uses StyleEngine.GlobalStyleScope.Push for the per-frame
theme push and stops calling BeginFrame / FinalizeFrame / HideStateCheck
/ DefaultText through the dead window. ImGuiUtil drops PostPayload +
WrapText + the surrounding word-wrap pipeline. PluginHostFactory and
PluginLifecycle drop the legacy DI singletons and AddWindow entries.
Build is clean and csharpier is clean across the trimmed 131-file tree.
The seven settings tabs and the overview helper are removed. The new
settings UI lands in a later cycle and will be rebuilt from scratch on
the v2.x component layer; keeping the v1.5.6 tab classes around in the
meantime would only carry dead dependencies through the rest of this
cycle. The window stays registered so /hellion settings, the slash
command path, and the UiBuilder open handlers all still resolve.
/hellion routes through one handler with three subcommands: empty arg
toggles the main window, "settings" toggles the settings stub (full
settings UI lands later), "reset" calls ThemeRegistry.SwitchSilent on the
default slug so a broken custom theme can be unloaded without a settings
UI. /clearhellion now lives next to /hellion instead of inside the chat
window. ChatLogWindow loses its old register/unregister pair so the two
slash-commands stop double-binding.
Top-level chat window composes HonorificHeader, Sidebar, MessageList,
InputBar and StatusBar in the layout from the master spec: header row,
horizontal body (sidebar + main area with messages + input), status
strip pinned to the bottom. Component types are fully qualified through
the Ui.Components prefix so the v1.5.6 Ui.StatusBar type cannot shadow
the new layer through parent-namespace resolution before it is removed.
Toggle is a new-shadow on Window.Toggle so the open path also writes
Config.MainWindowOpen; OnClose covers the close path through the base
behaviour. InputBar.Height is now public so the layout math can reach
it from outside the components folder.
Same 1Hz-cached slot layout (channel indicator, privacy badge, counts,
tells, version + brand) but ThemeRegistry and FontManager arrive via
constructor injection rather than the Plugin static bridge, and Draw
takes the active tab directly so the component does not have to reach
back through Plugin.CurrentTab. Pure helpers (FormatCounts, FormatTells,
AggregateForStatusBar) stay static so the build suite can pin them
without an ImGui frame. The v1.5.6 Ui/StatusBar.cs stays in place until
the cleanup block removes it.
Channel pill picks Token.AccentEmber when the tab is a tell (matched by
IsTempTab + a set TellTarget) and Token.AccentPrimary otherwise, so the
tinted background reads as the channel type at a glance. SymbolPicker
runs as an overlay popup — the inserted fragment splices straight into
the pending buffer up to a 500-char cap. Send wiring and the settings
button arrive when the main window assembles the components.
Lifted out of Ui/ into Ui/Components and registered as a DI singleton so
the new InputBar can consume it via constructor injection. PUA tab still
sources from SeIconChar, BMP tab keeps the server-verified whitelist
verbatim. The old Ui/SymbolPicker.cs stays in place until the cleanup
block removes the v1.5.6 file.
Compact mode reuses ImGuiListClipper because rows are a constant line
height; card mode falls back to a linear render with a per-message height
cache and an IsItemVisible skip path so off-screen rows place a Dummy of
the cached height instead of running the full render. Bottom-lock detects
whether the user was pinned to the bottom before the layout pass and
re-pins after new rows land. Renders text-only via SeString.TextValue for
this cycle — full chunk and payload rendering re-attaches later, so the
component shape stays correct without dragging the v1.5.6 chunk pipeline
into the new layer.
Channel-list panel for the chat window's left side. Auto-switches between
icon-only (38px) and expanded (150px) based on
Config.SidebarAutoSwitchThresholdPx. Each row renders a FontAwesome tab
icon, an expanded-mode name label, a hover-sheen sweep keyed on the tab
identifier, and a pop-out affordance — both the trailing hover button and
the right-click context menu route through a log stub until the channel
popout pool comes online. Glyph table is inlined so the Ui layer carries
its own lookup after the standalone mapping file is removed.
30px header row pinned to the top of the chat window. Crown always renders
as a brand anchor — even with the Honorific IPC down — while the bracketed
title only appears when CurrentTitle has content. First-frame guard reads
FontManager.FontsReady so layout math never runs against placeholder font
metrics.
Skeleton for the upcoming auto-open routing. Subscribes to
ChatGui.ChatMessageUnhandled and Dispose unsubscribes — when the routing
logic lands, it drops into OnChatMessage without touching the DI graph or
Plugin.cs registration.
Returns true once every required atlas-owned handle reports Available.
Components will gate their first-frame draw on this so the layout math
runs against the real atlas rather than placeholder metrics. ItalicFont
null counts as ready because that means italics are disabled in config.
Adds MainWindowOpen, SettingsWindowOpen, MaxParallelPopouts (channel popout
pool size), TellAutoOpenMode (Off/Sidebar/TopTab/Popout) and
SidebarAutoSwitchThresholdPx. Migration is additive — field initializers
fill defaults for v19 configs, the Plugin.cs schema gate bumps the version
stamp after load. UpdateFrom gets explicit sync statements for all five so
settings-save edits do not drop them.
Loader returns Theme? — null is the silent hard-cut skip for v1 files so
the v2.x refactor stays free of legacy-mapping code. v2 adds an optional
typography{} block with overrideGlobalFontSizePt and overrideSymbolsFontSizePt
slots, both nullable. ThemeRegistry.RefreshCustomCache gets a null guard
so the yield path drops skipped files cleanly. Writer emits typography{}
with explicit nulls so hand-edited files show the available knobs.
Custom-drawing primitives consumed by upcoming components: DrawHoverSheen
with sweep tracking via a static dictionary scoped to constant element-id
keys, DrawGlowBorder using squared-fade layer rects, DrawSlipPolygon as
unsafe stackalloc six-point chamfered polygon, and DrawHonorificHeader for
the crown plus bracketed title. BuildSlipPolygon is internal so the build
suite can pin the geometry without spinning up an ImGui frame.
DI-singleton that pairs Token lookups with ImRaii's tracked push/pop
machinery. Begin() returns a disposable PushScope with fluent Color, Style
(float/Vector2) and Font methods; reverse-order dispose runs through the
collected IDisposables. Counter-symmetry and exception-safety come from
ImRaii, this layer just handles the token → ImGuiCol resolution and the
RGBA → ABGR conversion at the ImGui boundary.
Semantic token layer between code and ThemeColors slots. 41 tokens in three
categories: 24 ImGui-slot tokens with TokenMap mapping to ImGuiCol, 11
custom-drawing tokens that throw on ToImGuiCol, 6 derived surface/text
tokens that lerp from base slots so user picks propagate without inflating
the persisted slot count. Resolver values are RGBA; callers convert at the
ImGui boundary.
Both the DE and EN embed carried the same release url, which makes
Discord merge url-identical embeds and render only the first embed's
description. The EN block was posted and stored but never shown, so
every auto-announce from v1.4.6 onward displayed German only.
Drop the url from the EN embed so Discord stacks both as separate
cards with both descriptions visible.
Adds three embedded WAV files as additional notification sound choices
(ids 17-19) alongside the existing 16 game sounds. Playback via NAudio
WaveOutEvent/WinMM, which works correctly on Wine/Linux.
AgentMap.Instance() and AgentChatLog.Instance() can return null during
zone transitions. Capture pointers into locals and short-circuit the
FlagMarkerCount/LinkedItem deref when null so the entries are correctly
greyed out without faulting. Add Activate/ActivatePos after each append
so the input box regains focus and the caret lands after the token,
matching the SymbolPicker and AutoComplete insert paths.
Guard _childScrolledUp writes behind updateScrollState param so pop-out
windows no longer contaminate the main window's scroll state. Widen the
honorific title slot budget when the scroll button is visible, fix stale
comment, and apply csharpier formatting.
Drop the three-attempt floating overlay entirely. The button now lives in
the chat header toolbar (DrawScrollToBottomToolbarButton), visible only when
the user is scrolled above the live end. Toolbar layout: honorific slot,
scroll button, pop-out button flush-right -- pop-out position unchanged.
Button drawn in the parent window over the ##chat2-messages child was never
clickable: ImGui resolves g.HoveredWindow to the child for that screen rect, so
ItemHoverable rejects any item submitted in the parent. A top-level Begin/End
window is a sibling in the window list and wins the hit-test for its own rect.
ownerId parameter keeps the window name distinct between the main window and
each pop-out, preventing Begin/End collisions when both render in the same frame.