fix(inventory): correct drag overlay priority
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does. Co-Authored-By: Codex <codex@openai.com>
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6 changed files with 63 additions and 19 deletions
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@ -202,13 +202,16 @@ public class DragDropSpineTests
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{
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var (root, _, cell) = RootWithBoundSlot(0x5001u);
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cell.SourceKind = ItemDragSource.Inventory;
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cell.Selected = true;
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root.OnMouseDown(UiMouseButton.Left, 10, 10);
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root.OnMouseMove(20, 10);
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Assert.True(cell.WaitingVisual);
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Assert.True(cell.Selected); // selected indicator remains active above the waiting mesh
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root.OnMouseUp(UiMouseButton.Left, 600, 500);
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Assert.False(cell.WaitingVisual);
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Assert.True(cell.Selected);
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}
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[Fact]
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@ -340,7 +340,7 @@ public class InventoryControllerTests
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}
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[Fact]
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public void Empty_sprites_are_applied_to_the_three_lists()
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public void Empty_sprites_and_drop_feedback_are_applied_per_list_role()
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{
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var (layout, grid, containers, top, _, _, _, _) = BuildLayout();
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InventoryController.Bind(layout, new ClientObjectTable(), () => Player,
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@ -351,6 +351,9 @@ public class InventoryControllerTests
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Assert.Equal(0x06004D20u, grid.GetItem(0)!.EmptySprite); // a padded empty contents cell
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Assert.Equal(0x06005D9Cu, containers.GetItem(0)!.EmptySprite); // a padded empty side-bag cell
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Assert.Equal(0x06005D9Cu, top.GetItem(0)!.EmptySprite); // the main-pack cell
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Assert.Equal(0x060011F9u, grid.GetItem(0)!.DragAcceptSprite); // normal slot accept = green circle
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Assert.Equal(0x060011F7u, containers.GetItem(0)!.DragAcceptSprite); // container drop-in = green arrow
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Assert.Equal(0x060011F7u, top.GetItem(0)!.DragAcceptSprite); // main container drop-in = green arrow
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}
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[Fact]
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