fix(ui): match retail spell bar controls

Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 07:01:01 +02:00
parent 02c29e67c8
commit 0134122c28
17 changed files with 424 additions and 59 deletions

View file

@ -157,6 +157,47 @@ public class UiScrollbarTests
Assert.Equal(64, model.ScrollY);
}
[Fact]
public void HorizontalModel_UsesIndependentRolloverAndPressedArrowMedia()
{
var root = new UiRoot { Width = 300f, Height = 100f };
var model = new UiScrollable
{
ContentHeight = 640,
ViewHeight = 320,
LineHeight = 32,
};
var bar = new UiScrollbar
{
Width = 160f,
Height = 36f,
Horizontal = true,
Model = model,
UpSprite = 1u,
UpRolloverSprite = 2u,
UpPressedSprite = 3u,
DownSprite = 4u,
DownRolloverSprite = 5u,
DownPressedSprite = 6u,
};
root.AddChild(bar);
root.OnMouseMove(5, 10);
Assert.Equal(2u, bar.ActiveStartSpriteForTest);
Assert.Equal(4u, bar.ActiveEndSpriteForTest);
// Moving between two regions of the same procedural scrollbar must
// refresh its sub-control hover, not wait for a whole-widget leave.
root.OnMouseMove(155, 10);
Assert.Equal(1u, bar.ActiveStartSpriteForTest);
Assert.Equal(5u, bar.ActiveEndSpriteForTest);
root.OnMouseDown(UiMouseButton.Left, 155, 10);
Assert.Equal(6u, bar.ActiveEndSpriteForTest);
root.OnMouseUp(UiMouseButton.Left, 155, 10);
Assert.Equal(5u, bar.ActiveEndSpriteForTest);
}
[Fact]
public void ModelWithoutOverflow_IsDisabledAndHideDisabledSuppressesPresentation()
{