From 9d26ecc6237798621db55c0fd671aaa965e67ea9 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 11 Aug 2026 02:14:40 +0200 Subject: [PATCH] =?UTF-8?q?feat(ui):=20Campaign=20OP=20slice=20OP3=20?= =?UTF-8?q?=E2=80=94=20Options=20panel=20shell,=20open=20paths,=20Gameplay?= =?UTF-8?q?=20tab?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Mounts retail's Options panel (LayoutDesc 0x2100002B resolved through host 0x2100006E slot 0x1000018D, gmPanelUI key 10) via the same catalog-import pattern CharacterController already validates, registered through RetailPanelUiController so it shares retail's "one active gmPanelUI child" mutual exclusion with every other sibling panel for free. F11 and the toolbar's options button (0x1000019B, already authoring panel id 10) both now open it; the close button fires the same ToggleOptionsPanel action. OptionPageModel (OptionPage/BoolOptionRow) ports retail's exact Apply/Reset/Defaults/visibility semantics from UIOption_Checkbox/PlayerOptionPage — LED clicks apply live immediately, Apply commits every row unconditionally + flushes the batched blob, Reset reverts only Changed rows, Defaults restores without committing, and tab-switch/window-hide revert uncommitted edits. Wired for all four tabs; this slice registers real rows on none of them (Gameplay authentically has none — a pure button list). UiTabPanel gains an ActivePageChanged event so the page model can hook every tab transition, including the initial default-tab activation. The seven Gameplay-tab buttons: Exit Game reuses the existing graceful window-close path; Exit to Character Selection gets retail's confirmation dialog and byte-verified mid-air refusal but still behaves as Exit Game (AD-74 — no pre-world character-select flow exists); Configure Keyboard and In-Game Help Files are inert this slice (AD-76 for Help — the plugin retail depends on doesn't exist); Urgent Assistance/Report Abuse short-circuit to their own byte-verified failure text through the interface-text seam instead of ShellExecute against a dead URL (AD-75); Use Mouse Turning Settings runs the pure MouseTurningSettingsMacro port, persisting five new CameraTurningSettings preferences and sending PlayerOption.UseMouseTurning — TS-74 records that acdream has no persistent mouse-turning camera mode for the bit to drive yet. Full Release suite: 12,918 passed / 4 skipped / 0 failed (baseline 12,871/4/0 — only new tests added). Co-Authored-By: Claude Fable 5 --- .../retail-divergence-register.md | 8 +- .../2026-08-11-campaign-op-test-script.md | 114 + .../InteractionRetainedUiComposition.cs | 19 + .../Input/GameplayInputCommandController.cs | 22 +- .../Settings/RuntimeSettingsController.cs | 38 + .../UI/Layout/MouseTurningSettingsMacro.cs | 106 + src/AcDream.App/UI/Layout/OptionPageModel.cs | 214 + .../UI/Layout/OptionsPanelController.cs | 235 + src/AcDream.App/UI/RetailPanelCatalog.cs | 13 + src/AcDream.App/UI/RetailUiRuntime.cs | 198 +- src/AcDream.App/UI/UiTabPanel.cs | 15 + src/AcDream.App/UI/WindowNames.cs | 1 + src/AcDream.Core/Chat/ClientTextRefusals.cs | 14 + src/AcDream.Core/Chat/OptionsPanelText.cs | 119 + .../Panels/Settings/CameraTurningSettings.cs | 52 + .../Panels/Settings/SettingsStore.cs | 47 + .../GameplayInputCommandControllerTests.cs | 7 +- .../RuntimeSettingsControllerTests.cs | 11 + .../UI/Layout/FixtureLoader.cs | 15 + .../Layout/MouseTurningSettingsMacroTests.cs | 113 + .../UI/Layout/OptionPageModelTests.cs | 234 + .../UI/Layout/OptionsPanelControllerTests.cs | 269 + .../OptionsPanelLayoutConformanceTests.cs | 44 + .../UI/Layout/RetailLayoutFixtureGenerator.cs | 2 + .../options_panel_2100006E_1000018D.json | 23727 ++++++++++++++++ .../UI/RetailPanelCatalogTests.cs | 49 + .../Input/KeyBindingsRetailTests.cs | 18 + 27 files changed, 25696 insertions(+), 8 deletions(-) create mode 100644 docs/research/2026-08-11-campaign-op-test-script.md create mode 100644 src/AcDream.App/UI/Layout/MouseTurningSettingsMacro.cs create mode 100644 src/AcDream.App/UI/Layout/OptionPageModel.cs create mode 100644 src/AcDream.App/UI/Layout/OptionsPanelController.cs create mode 100644 src/AcDream.Core/Chat/OptionsPanelText.cs create mode 100644 src/AcDream.UI.Abstractions/Panels/Settings/CameraTurningSettings.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/MouseTurningSettingsMacroTests.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/OptionPageModelTests.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/OptionsPanelControllerTests.cs create mode 100644 tests/AcDream.App.Tests/UI/Layout/fixtures/options_panel_2100006E_1000018D.json create mode 100644 tests/AcDream.App.Tests/UI/RetailPanelCatalogTests.cs diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 53c72bea..2b928397 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 2. Adaptation (AD) — 53 active rows (AD-73 filed 2026-08-11 at the Campaign OP OP2 rework — `UiTabPanel`'s dormant-until-`ActivateTabBehavior()` activation model, replacing retail's unconditional per-instance tab-table wiring, so the four already-shipped Type-8 hosts keep their existing controller-owned switching without a double-driver race; AD-72 filed 2026-08-08 at the Slice 5.3 review corrections — `VendorPricing`'s double-precision narrowing versus retail's x87 extended precision, same class as AD-33; AD-65 RETIRED and AD-69 FILED 2026-08-07 at Campaign S S4 — the away-arm now snaps per retail @0x00509c50, while AD-66's byte-confirmed sibling landing is WITHHELD pending #341's measurement-anomaly apparatus, and AD-69 records the seam-frame dist gap the same pass discovered; AD-56 RESTORED 2026-08-07 — the a8a7d64b revert had collaterally DELETED it, the inverse of the AD-55 zombie it also created; its plumb-fall-freeze condition is live again since TS-4’s real retirement at Slice 2B; AD-55 RE-RETIRED 2026-08-07 — its 2026-07-30 retirement at 252e8068 was collaterally resurrected by the a8a7d64b revert of the unrelated TS-4 commit; the code kept the cos(10°) fix throughout; AD-68 filed 2026-08-07 at the #338 closure — the async-residency placeholder mover shape (0.4/0.4 steps + capsule) has no retail counterpart because retail loads synchronously; AD-67 filed 2026-08-07 at the #32 closeout — the narrowed `SetContactPlane` keeps its per-write `ContactPlaneCellId`, which retail writes only at `init_contact_plane`; AD-49 filed 2026-08-06 at the #334 fix — the BSP part-array flood runs its outdoor cell rectangle at seed time rather than only from retail’s residency-gated walk, keeping both registration floods on one residency rule; AD-64 filed 2026-08-05 at the C5b architecture review's D1 fix — AD-60's W2 wire-cell REACHABILITY decision is expressed once per host because the two hosts run parallel non-shared inbound routes; the committed VALUE is single-sourced at `RuntimeEntityObjectLifetime.CommitWireCellRebucket`, and unification is filed as #324; AD-60 CORRECTED the same day — its surviving-channel enumeration presented "the local force path, the missile arm" as exhaustive when the entire no-window host belonged in it; AD-1 RETIRED 2026-08-05, C5a deletion sweep — the legacy outdoor demote/restore lift this row described was `PhysicsEngine.Resolve`'s own body, deleted with zero production callers; AD-42 DELETED 2026-08-04, C4 route 3 — its last surviving citation, the headless portal-arrival resync's two-call Resolve/ResolvePlacement split, was retired by the canonical `RuntimeAcceptedPositionDriveController` portal arm; AD-2 amended same route with the deferred-place timing adaptation, the T8 tolerated-overwrite note, and the leash-anchor nuance; AD-63 filed 2026-08-04, cancelled-park presentation rollback — the rollback restores every presentation registration the park's Withdraw removed EXCEPT the player's selection, which is user intent rather than a projection; AD-62 filed 2026-08-03, C4 route 2 round 2 — a deferred ForcePosition retired without committing is not re-applied and its ack is not sent; AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-59/AD-60 filed 2026-08-02, continuation-executor slice) +## 2. Adaptation (AD) — 56 active rows (AD-76/AD-75/AD-74 filed 2026-08-11 at Campaign OP slice OP3 — the Options panel's Exit to Character Selection "behaves as Exit Game" adaptation (D6), the Urgent Assistance/Report Abuse dead-URL interface-text short-circuit (D5), and In-Game Help Files' asset-missing inert button (D5); AD-73 filed 2026-08-11 at the Campaign OP OP2 rework — `UiTabPanel`'s dormant-until-`ActivateTabBehavior()` activation model, replacing retail's unconditional per-instance tab-table wiring, so the four already-shipped Type-8 hosts keep their existing controller-owned switching without a double-driver race; AD-72 filed 2026-08-08 at the Slice 5.3 review corrections — `VendorPricing`'s double-precision narrowing versus retail's x87 extended precision, same class as AD-33; AD-65 RETIRED and AD-69 FILED 2026-08-07 at Campaign S S4 — the away-arm now snaps per retail @0x00509c50, while AD-66's byte-confirmed sibling landing is WITHHELD pending #341's measurement-anomaly apparatus, and AD-69 records the seam-frame dist gap the same pass discovered; AD-56 RESTORED 2026-08-07 — the a8a7d64b revert had collaterally DELETED it, the inverse of the AD-55 zombie it also created; its plumb-fall-freeze condition is live again since TS-4’s real retirement at Slice 2B; AD-55 RE-RETIRED 2026-08-07 — its 2026-07-30 retirement at 252e8068 was collaterally resurrected by the a8a7d64b revert of the unrelated TS-4 commit; the code kept the cos(10°) fix throughout; AD-68 filed 2026-08-07 at the #338 closure — the async-residency placeholder mover shape (0.4/0.4 steps + capsule) has no retail counterpart because retail loads synchronously; AD-67 filed 2026-08-07 at the #32 closeout — the narrowed `SetContactPlane` keeps its per-write `ContactPlaneCellId`, which retail writes only at `init_contact_plane`; AD-49 filed 2026-08-06 at the #334 fix — the BSP part-array flood runs its outdoor cell rectangle at seed time rather than only from retail’s residency-gated walk, keeping both registration floods on one residency rule; AD-64 filed 2026-08-05 at the C5b architecture review's D1 fix — AD-60's W2 wire-cell REACHABILITY decision is expressed once per host because the two hosts run parallel non-shared inbound routes; the committed VALUE is single-sourced at `RuntimeEntityObjectLifetime.CommitWireCellRebucket`, and unification is filed as #324; AD-60 CORRECTED the same day — its surviving-channel enumeration presented "the local force path, the missile arm" as exhaustive when the entire no-window host belonged in it; AD-1 RETIRED 2026-08-05, C5a deletion sweep — the legacy outdoor demote/restore lift this row described was `PhysicsEngine.Resolve`'s own body, deleted with zero production callers; AD-42 DELETED 2026-08-04, C4 route 3 — its last surviving citation, the headless portal-arrival resync's two-call Resolve/ResolvePlacement split, was retired by the canonical `RuntimeAcceptedPositionDriveController` portal arm; AD-2 amended same route with the deferred-place timing adaptation, the T8 tolerated-overwrite note, and the leash-anchor nuance; AD-63 filed 2026-08-04, cancelled-park presentation rollback — the rollback restores every presentation registration the park's Withdraw removed EXCEPT the player's selection, which is user intent rather than a projection; AD-62 filed 2026-08-03, C4 route 2 round 2 — a deferred ForcePosition retired without committing is not re-applied and its ack is not sent; AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-59/AD-60 filed 2026-08-02, continuation-executor slice) Recent retirements: AD-3/AD-4 retired 2026-07-31 by exact active/per-candidate visible-cell availability, full-catalog containment-root validation, and the @@ -168,6 +168,9 @@ readiness/requeue adaptation. See | ~~AD-70~~ | **RETIRED 2026-08-08 (same day, round-2 cdb capture): the row described retail behavior, not a divergence.** Retail's glide alternates exactly as ours does — the capture measured ~1.5 edge_slide entries per find_transitional_position during the glide (the alternation's exact signature: 3 on the arming tick, 0 on the moving tick), lockstep cliff_slide, step_down at 2.5x, and identical stack paths; cliff_slide's bytes match our port and ACE's. The 'retail redirects within the tick' inference misread round-1's set_sliding_normal cadence (per-event, not per-tick). Issue #347 closed without a code change. **Filed 2026-08-08 with the #345 fix.** Our steep-slope glide alternates: the edge-family arming tick absorbs the request (zero yield) and only the next tick's `AdjustOffset` pre-projection moves, then the clean move clears the sliding normal — a strict two-tick cycle. Retail redirects WITHIN the tick (`edge_slide`/`cliff_slide` 594 each over a ~15 s live glide — every 30 Hz tick, lockstep with `set_sliding_normal` 538) and yields motion every tick. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`EdgeSlideAfterStepDownFailed` + the insert's post-constraint continuation) | The #345 landing deliberately touched only `validate_walkable`'s return scoping; the response bodies were freshly user-gated (Campaign S) and AD-66 had just relanded in the same block. | Gliding along a too-steep face at ~half retail's lateral speed; direction and angle-scaling correct. Visible as "slides but slower than retail" in a side-by-side. | `345-retail-glide.cdb.log` counters; `Issue345SteepSlopeGlideTests` tick trace; issue #347 | | AD-71 | **Filed 2026-08-08 (reviewer finding on the #345 fix).** `ValidateWalkable`'s walkable test uses the MUTABLE `sp.WalkableAllowance` where retail's `validate_walkable` calls `CPhysicsObj::is_valid_walkable` @0x0050f530 — a FIXED global threshold (N.z >= [0x8ede5c], the walkable constant; the function reads no object state). Several code paths write `WalkableAllowance = LandingZ` (0.0871557 — TransitionTypes.cs:1688,2264, BSPQuery.cs:2330, FlatBspQuery.cs:2085) and `ClearWalkable()` does not restore it, so a stale-permissive value entering a grounded `!StepDown && OnWalkable` validate makes the guard PASS where retail's fails. Every override is permissive, so the #345 fix cannot REGRESS through this path — but for planes with N.z in (0.0872, 0.6642) a stale allowance leaves the old Adjusted-without-push dead loop reachable. The #345 landing GREW this row's blast radius: the operand now gates the return value (OK vs Adjusted), not merely the push (reviewer B, 2026-08-08). Also folds in: our `FloorZ = 0.6642f` vs ACE's 0.66417414f flips OK/Adjusted in a ~0.002-degree band. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateWalkable`, the `walkable` guard operand) | Deliberately not folded into the #345 landing: the allowance plumbing is shared with the step-down family and needs its own conformance pass over every WalkableAllowance write/restore site. | A too-steep plane between LandingZ and FloorZ validated right after a placement/landing path that left the allowance permissive: the guard pushes+Adjusts where retail returns OK — the #345 stop, in a narrower band. | capstone decode of 0x0050f530 (reviewer A, 2026-08-08); `docs/research/2026-08-08-345-d0-branch-pin.md` flagged-secondary section | | AD-72 | **Filed 2026-08-07, Slice 5.3 review corrections (fix 6).** `VendorPricing.BuyPrice`/`SellPrice` compute `rate * perUnitValue * quantity` at C# `double` (64-bit); retail's `ShopSystem::BuyPrice`/`SellPrice` (`0x006B6120`/`0x006B6180`) run the same multiply at x87 `long double` (80-bit extended) — the same narrowing class AD-33 already recorded for `CSequence.FrameNumber`. | `src/AcDream.Core/Items/VendorPricing.cs` (`BuyPrice`/`SellPrice`, the `double raw = (double)rate * perUnitValue * quantity;` line) | `double` is the widest floating-point type available in C# (no 80-bit extended type exists in .NET). The port keeps retail's literal `± 0.1` margin ahead of the floor()/ceil() (see the type's own doc comment) — many orders of magnitude larger than any float/double precision gap at realistic AC item-value magnitudes (rate/value/quantity products in the tens-of-thousands range at most), so the margin absorbs the narrowing before it can move the floor()/ceil() result. | A price computed at a pathological value/rate/quantity combination landing within a double-ULP of the 0.1 margin boundary could floor/ceil to a different integer than retail's 80-bit compute would. No known installed vendor data approaches this boundary. | `ShopSystem::BuyPrice`/`SellPrice` `docs/research/named-retail/acclient_2013_pseudo_c.txt:702082-702128`, `0x006B6120`/`0x006B6180`; AD-33 (same narrowing class, `CSequence.FrameNumber`) | +| AD-74 | **Filed 2026-08-11 at Campaign OP slice OP3 (D6).** The Options panel's "Exit to Character Selection" button (element `0x10000203`) behaves exactly like "Exit Game" (element `0x10000617`) after its own confirmation dialog + mid-air refusal, instead of retail's real behavior — logging the character off and returning to a pre-world character-select screen while keeping the login connection alive. | `src/AcDream.App/UI/RetailUiRuntime.cs` (`RequestExitToCharacterSelection`) | acdream has no pre-world character-select UI and `WorldSession` has no path back to `InCharacterSelect` from in-world — `Dispose()` tears down the entire session/socket (research doc `2026-08-10-keyboard-config-and-gameplay-tab.md` §2.4). Retail's own confirmation dialog (`ID_Client_EndCharacterSessionConfirm`) and mid-air refusal (`ClientTextRefusals.CantLogOffMidAir`) DO port exactly — only the post-confirmation destination differs. | A user clicking "Exit to Character Selection" expecting to pick a different character instead exits the client entirely, same as Exit Game. | `CM_UI::SendNotice_EndCharacterSession`; `gmGamePlayUI::RecvNotice_EndCharacterSession @0x004EBEA0`; `gmGamePlayUI::UseTime @0x004EA3A0` | +| AD-75 | **Filed 2026-08-11 at Campaign OP slice OP3 (D5).** Urgent Assistance (`0x10000206`) and Report Abuse (`0x10000207`) never call `ShellExecuteA` against `http://support.turbine.com/ics/support/ticketnewwizard.asp?style=classic` — the endpoint is dead in 2026. Each button instead ALWAYS emits its own byte-verified retail failure body (the `ShellExecuteA`-failure `MessageBoxA` text, `(Error code %d)` dropped since no real Win32 error ever occurs, the URL kept verbatim) through the interface-text seam (`RetailLogTextType.ClientLocal`) instead of a native `MessageBoxA` popup. | `src/AcDream.Core/Chat/OptionsPanelText.cs` (`UrgentAssistanceUnavailable`/`ReportAbuseUnavailable`); `src/AcDream.App/UI/Layout/OptionsPanelController.cs` (button wiring) | The URL genuinely does not resolve to a live Turbine support endpoint; attempting `ShellExecuteA` would open a browser to a dead page rather than usefully fail. The retained failure TEXT is retail's own (byte-verified), just always shown instead of conditionally on a real launch failure, and routed to acdream's existing interface-text channel rather than a modal OS dialog (retail's own EoR-era mechanism has no acdream analogue for a one-off native `MessageBoxA`). | If Turbine ever revives the endpoint, both buttons would still short-circuit instead of opening it — a silent staleness, not a crash. | `gmGameplayOptionsUI::ListenToElementMessage @0x0049E110`; `ShellExecuteA` call sites `0x0049E154`/`0x0049E1F0`; research doc `2026-08-10-keyboard-config-and-gameplay-tab.md` §4.1/§4.2 | +| AD-76 | **Filed 2026-08-11 at Campaign OP slice OP3 (D5).** In-Game Help Files (`0x10000205`) is authored and clickable but has no handler — clicking it does nothing visible. | `src/AcDream.App/UI/Layout/OptionsPanelController.cs` (button wiring — no callback bound) | Retail's own `KeyStone::OpenHelp` loads a third-party embedded help viewer (`plugins\ACHelpPlugin.dll` via `keystone.dll`) that acdream does not have and cannot port (no DAT-resident help content, no source). Retail ITSELF fails silently with the plugin absent (`KeyStone::m_fnAC2HelpPluginExecute` unresolved) — mirroring that as an inert button is the faithful behavior for "the asset is missing", not an invented stub screen. | A user clicking In-Game Help Files gets no feedback at all, same as retail with the plugin missing — indistinguishable from a dead button unless they already expect the asset-missing case. | `KeyStone::OpenHelp @0x00557010`; `KeyStone::Init @0x00556CF0` (the unresolved plugin function pointer); research doc `2026-08-10-keyboard-config-and-gameplay-tab.md` §4.5 | --- @@ -348,7 +351,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps. | AP-191 | **Filed 2026-08-10 (Campaign CH round 4, user-gate items 1+2 — retail two-plane glyph outline + authored SpewBox/chat text style, `docs/research/2026-08-10-retail-ui-text-style.md`).** The chat transcript's authored BASE STYLE (`0x10000372` in layout `0x2100003F`) carries a `0x1C`/`0x1D` pair alongside its `0x1A`/`0x1B` — `0x1D` (`TagFontColor[]`) is confirmed authored `ARGB(255,0,178,0)` (green), and `0x1C` is UNVERIFIED but most likely `TagFontDID` by symmetry with `0x1D` (both are pull-based, no `OnSetAttribute` case, unlike `0x1A`/`0x1B`/`0x21`/`0x22` which this round's commit DOES import). Retail's `AppendTextWithFont` selects a font/colour PAIR per appended run via `SetFontDIDNum`/`SetFontColorNum`, so a message's `[General]`-style channel tag can render in a distinct colour/font from the rest of the line — a capability `UiText.Line` does not have (one `Color` per whole line, no sub-line run concept). Landing this needs a per-run tag boundary threaded from `ChatTranscriptRenderer.BuildLines` through `UiText`'s line model into `UiRenderContext.DrawStringDat`, deliberately out of this round's scope (Fix 5 only changed the DEFAULT/uncolored-run seed, not the run model). `src/AcDream.App/UI/Layout/ChatTranscriptRenderer.cs` (`BuildLines`); `src/AcDream.App/UI/UiText.cs` (`Line`) | The default-fill fix (this same commit) is the higher-value, lower-risk half of retail's text-style gap for the transcript; a per-run tag concept is a larger structural change (touches the line model every transcript consumer reads) better landed as its own reviewed slice than folded into a text-style bugfix commit | Retail's `[General]`/channel-name tag prefix on a chat line renders the SAME colour as the rest of the line in acdream instead of green, and any authored tag-specific font goes unused — cosmetic only, the message text itself is unaffected | `UIElement_Text::AppendTextWithFont @0x00469de0`; `UIElement_Text::SetFontColorHelper @0x00466ac0`; `docs/research/2026-08-10-retail-ui-text-style.md` §2.3/§2.6 | | AP-192 | **Filed 2026-08-10 (Campaign CH round-5 polish, review item S2 — non-UiText outline paths).** Authored glyph outline `0x21`/outline color `0x22` now reach every text-bearing retained widget (`UiText`, `UiButton`, `UiDatElement`, `UiField`, `UiMeter`, `UiMenu`, `UiCatalogSlot` — the last two settable-only, having no authored build path), seeded ONCE from the element's effective-default state via `ElementReader.ApplyCanonicalLegacyProjection`'s `TryGetEffectiveProperty` (DirectState-then-effective-default rule). Retail instead re-resolves text properties on every UI STATE CHANGE — a button entering state `0x3` whose StateDesc authors `0x21=true` gains the outline for the duration of that state. The authored data hits this today: the dialog panel's two buttons (`0x2100003C` elements `0x17`/`0x19`), the character panel button `0x10000535`, and the combat panel button `0x100000B2` each author `0x21=true` in state `0x3` ONLY (DefaultStateId=1 → no outline at effective-default; `0x100000B2` also authors DirectState `0x21=true`, which the canonical rule DOES honor). The same seed-once shape already governs `UiText` (its `ApplyDatState` re-resolves `0x1B` FontColor per state but not `0x21`/`0x22`). `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (BuildButton/BuildCheckbox/BuildMeter/BuildText + the editable-field branch); `src/AcDream.App/UI/UiText.cs` (`ApplyDatState`) | Seed-once from the canonical effective state is strictly closer to retail than the pre-round-5 any-state first-wins scan (which lit those state-`0x3` outlines PERMANENTLY); the widening this row rides in on makes every ALWAYS-outlined authored element (DirectState/default-state authors) render retail-correct, and per-state re-resolution needs a property-application pass on the existing `TrySetRetailState` path — a reviewed slice of its own, not a polish-commit fold-in | A button that retail outlines only in a specific UI state (the four state-`0x3` authors above — state 3 is a hover/highlight-class state) never shows that transient outline in acdream; conversely nothing over-renders, since the effective-default resolution correctly yields outline-off for those elements | `UIElement_Text::SetOutline @0x0046a81c` (`m_bitField & 0x10`); `UIElement_Text::DrawSelf @0x00467aa0` (two-pass outline+fill); LayoutDesc fixtures `dialogs_2100003C.json` (`0x17`/`0x19`), `character_2100002E.json` (`0x10000535`), `combat_21000073.json` (`0x100000B2`) | -## 4. Temporary stopgap (TS) — 40 active rows (TS-73 filed 2026-08-11 at the Campaign OP OP1 review-fix round — `RuntimeCharacterOptionsState.TrySetOption`'s port of `CPlayerModule::OnChanged`'s local side-effect switch (MF-2) covers only the two `PlayerModule`-state-mutating cases (0x02/0x12 fellowship mutual exclusion); the four presentation-binding cases (weather/day/combat-target/fog) remain unmodeled, pre-anchored to Campaign OP OP4's Group B consumer binds (see the row below); TS-71 RETIRED 2026-08-11 at the same round — both remaining `SetCharacterOptions (0x01A1)` flush triggers (the 480 s auto-save timer, the pre-logoff flush) are now wired through `LiveSessionController`'s own tick/stop transaction (`ConfigureAutoSaveTick`/`ConfigurePreLogoffFlush`, wired once by `GameRuntime`'s constructor), matching the plan's stated target; TS-72 RETIRED 2026-08-11 at the Campaign OP OP2 rework (double-REJECT fix round) — the click-toggle bit math is now decomp-CONFIRMED against `UIOption_CheckboxBitfield64::ListenToElementMessage @0x00485AE0` (`BitUtils::SetBitsOnOrOff`: OR-in-on / AND-NOT-off, which was already correct) and `::Refresh @0x004859C0` (the checked-state predicate, which WAS wrong — the shipped code required ALL mask bits set; retail checks on ANY mask bit — and is now fixed to match); the widget is still not reachable by any user (Campaign OP slice OP5 wires it), but nothing about its own click/checked mechanism remains genuinely unverified, so the row is retired rather than rewritten; TS-70 RETIRED 2026-08-09 at Campaign CH user-gate round 1, item E (#362) — `ClientCommandResponses.cs` now parses and renders all four named inbound GameEvents (`ChannelIndex 0x0149`, `ChannelList 0x0148`, `AvailableHouses 0x0271`, `AllegianceInfoResponse 0x027C`), each wired into `GameEventWiring.cs` and rendering retail-shaped `LogTextType 0x00` lines ported from the named-retail decomp (`Handle_Communication__ChannelIndex`/`ChannelList` @0x0057d0c0/@0x0057d230, `Handle_House__Recv_AvailableHouses` + `DisplayListOfCoords` @0x00585d50/@0x00585c20, `Handle_Allegiance__AllegianceInfoResponseEvent` @0x0056a1d0); the row's `@on`/`@off` mention was never itself missing a handler (both already resolve through the pre-existing `WeenieErrorWithString` registration) so nothing there needed a fix; TS-68/TS-69 filed 2026-08-09, Campaign CH slice CH4 — the deferred allegiance/house subcommand dispatchers, the three unported pure-local commands (day/log/render); TS-66/TS-67 filed and TS-29 retired 2026-08-08, Campaign A slice A5 — the region ambient system landed, so TS-29's ambient half is ported and its music half turned out to have nothing to port; TS-66 is the omitted `seen_outside` interior case and TS-67 the in-plane contribution weight. TS-64/TS-65 filed 2026-08-08, Campaign A slice A2 — TS-64 the two unimplemented retail sound preferences (unfocused-app silence, pan disable) plus the three enable bools; TS-65 the volume-squared quirk, applied on the ambient path where two lanes byte-confirmed it and deliberately NOT on the hook path where the pre-multiplying overload is unpinned. TS-62/TS-63 filed 2026-08-02, continuation-executor slice; TS-4 and TS-8 retired 2026-07-31; Campaign P's goal-enumerated physics stopgaps are now zero. TS-4's graph/flat Path-6 branches match retail's foot SetCollide/Adjusted and head CollisionNormal/Collided split with no BSP-layer sliding-normal write; TS-8's live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately. Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-5/TS-23/TS-46 retired by ports; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState` — **narrative corrected 2026-08-03 (#297): "real" only became true at #297. Until then the bits existed but the source `PublicWeenieBitfield` was frozen at CreateObject, so every one of those sites read a stale value for the whole session. The site enumeration is also incomplete: `RuntimeSetPositionMoverPreparation.cs:183-188` is a SEVENTH mover-flags site that decodes `record.Snapshot.ObjectDescriptionFlags` directly rather than calling `ResolveMoverPvpState`, and it also derives `ObjectInfoState.IsPlayer` from the PWD bit, contradicting `EntityCollisionFlags.cs:119-123`'s claim that every site uses a GUID-prefix heuristic. See AP-134.** — and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains) +## 4. Temporary stopgap (TS) — 41 active rows (TS-74 filed 2026-08-11 at Campaign OP slice OP3 — the Options panel's "Use Mouse Turning Settings" macro sends `PlayerOption.UseMouseTurning` and persists its five client-local siblings, but acdream has no persistent mouse-turning camera MODE for the bit to drive; TS-73 filed 2026-08-11 at the Campaign OP OP1 review-fix round — `RuntimeCharacterOptionsState.TrySetOption`'s port of `CPlayerModule::OnChanged`'s local side-effect switch (MF-2) covers only the two `PlayerModule`-state-mutating cases (0x02/0x12 fellowship mutual exclusion); the four presentation-binding cases (weather/day/combat-target/fog) remain unmodeled, pre-anchored to Campaign OP OP4's Group B consumer binds (see the row below); TS-71 RETIRED 2026-08-11 at the same round — both remaining `SetCharacterOptions (0x01A1)` flush triggers (the 480 s auto-save timer, the pre-logoff flush) are now wired through `LiveSessionController`'s own tick/stop transaction (`ConfigureAutoSaveTick`/`ConfigurePreLogoffFlush`, wired once by `GameRuntime`'s constructor), matching the plan's stated target; TS-72 RETIRED 2026-08-11 at the Campaign OP OP2 rework (double-REJECT fix round) — the click-toggle bit math is now decomp-CONFIRMED against `UIOption_CheckboxBitfield64::ListenToElementMessage @0x00485AE0` (`BitUtils::SetBitsOnOrOff`: OR-in-on / AND-NOT-off, which was already correct) and `::Refresh @0x004859C0` (the checked-state predicate, which WAS wrong — the shipped code required ALL mask bits set; retail checks on ANY mask bit — and is now fixed to match); the widget is still not reachable by any user (Campaign OP slice OP5 wires it), but nothing about its own click/checked mechanism remains genuinely unverified, so the row is retired rather than rewritten; TS-70 RETIRED 2026-08-09 at Campaign CH user-gate round 1, item E (#362) — `ClientCommandResponses.cs` now parses and renders all four named inbound GameEvents (`ChannelIndex 0x0149`, `ChannelList 0x0148`, `AvailableHouses 0x0271`, `AllegianceInfoResponse 0x027C`), each wired into `GameEventWiring.cs` and rendering retail-shaped `LogTextType 0x00` lines ported from the named-retail decomp (`Handle_Communication__ChannelIndex`/`ChannelList` @0x0057d0c0/@0x0057d230, `Handle_House__Recv_AvailableHouses` + `DisplayListOfCoords` @0x00585d50/@0x00585c20, `Handle_Allegiance__AllegianceInfoResponseEvent` @0x0056a1d0); the row's `@on`/`@off` mention was never itself missing a handler (both already resolve through the pre-existing `WeenieErrorWithString` registration) so nothing there needed a fix; TS-68/TS-69 filed 2026-08-09, Campaign CH slice CH4 — the deferred allegiance/house subcommand dispatchers, the three unported pure-local commands (day/log/render); TS-66/TS-67 filed and TS-29 retired 2026-08-08, Campaign A slice A5 — the region ambient system landed, so TS-29's ambient half is ported and its music half turned out to have nothing to port; TS-66 is the omitted `seen_outside` interior case and TS-67 the in-plane contribution weight. TS-64/TS-65 filed 2026-08-08, Campaign A slice A2 — TS-64 the two unimplemented retail sound preferences (unfocused-app silence, pan disable) plus the three enable bools; TS-65 the volume-squared quirk, applied on the ambient path where two lanes byte-confirmed it and deliberately NOT on the hook path where the pre-multiplying overload is unpinned. TS-62/TS-63 filed 2026-08-02, continuation-executor slice; TS-4 and TS-8 retired 2026-07-31; Campaign P's goal-enumerated physics stopgaps are now zero. TS-4's graph/flat Path-6 branches match retail's foot SetCollide/Adjusted and head CollisionNormal/Collided split with no BSP-layer sliding-normal write; TS-8's live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately. Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-5/TS-23/TS-46 retired by ports; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState` — **narrative corrected 2026-08-03 (#297): "real" only became true at #297. Until then the bits existed but the source `PublicWeenieBitfield` was frozen at CreateObject, so every one of those sites read a stale value for the whole session. The site enumeration is also incomplete: `RuntimeSetPositionMoverPreparation.cs:183-188` is a SEVENTH mover-flags site that decodes `record.Snapshot.ObjectDescriptionFlags` directly rather than calling `ResolveMoverPvpState`, and it also derives `ObjectInfoState.IsPlayer` from the PWD bit, contradicting `EntityCollisionFlags.cs:119-123`'s claim that every site uses a GUID-prefix heuristic. See AP-134.** — and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains) | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -401,6 +404,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps. | TS-68 | **Filed 2026-08-09 (Campaign CH slice CH4); corrected 2026-08-09 at the CH4 REJECT-review, Blocker 1.** `@allegiance`/`@all` and `@house`/`@hou` are real retail management-command dispatchers with 12 and 15 subcommands respectively (registry doc §2.5/§2.5b). acdream ports only the subset with simple parameterless/single-field wire shapes (allegiance `info`/`hometown`/`ho`; house `recall`/`re`/`mansion_recall`/`alleg_recall`/`ma`/`abandon`). For `@house`, every other subcommand (open, close, storage, remove, boot, boot_all, remove_all, guest, available, hooks, on, off) still falls through to ACE server-passthrough (which replies "Unknown command") — unchanged from the original filing. **The original filing was WRONG for `@allegiance`/`@all`: retail's own `DoAllegiance` never reaches DoChannelCommand/server-passthrough for an unrecognized subcommand** — it prints "Please see @help Allegiance for more information on how to use this command." locally (`label_57da4b`, 0x0057DA4B) and stays entirely client-side. **Corrected again 2026-08-09 at the CH4 re-review, SHOULD-FIX 3.** Retail does NOT refuse boot/ban/officer/title/motd/name/lock/house/chat/broadcast — `DoAllegiance`'s dispatcher table EXECUTES each one locally through its own handler (e.g. `DoAllegianceBoot @ 0x0057D646` is the dispatcher's call site into `ClientCommunicationSystem::DoAllegianceBoot`; `DoAllegianceBan`/`DoAllegianceOfficer`/`DoAllegianceOfficerTitle`/`DoMotd`/`DoAllegianceName`/`DoAllegianceLock`/`DoAllegianceHouse` are its siblings in the same table). acdream has none of those nine handlers ported (tracked by issue #360) and instead shows the SAME unrecognized-subcommand refusal ("Please see @help Allegiance...", `label_57da4b`, 0x0057DA4B) for every one of them, pending the #360 port. What matches retail here is the OWNERSHIP RULE — the verb never reaches `DoChannelCommand`/server-passthrough for `@allegiance`/`@all` regardless of subcommand — NOT the subcommand's actual behavior, which retail executes and acdream does not yet. This still closes the real bug the original filing named (the unmatched subcommand text broadcast to the Allegiance chat channel, 0x02000000). The standalone `@motd` verb (reached directly, not via `@allegiance motd`) remains a separate, still-open gap. `RetailClientCommandCatalog.TryMatchHouse`/`TryMatchAllegiance` (`src/AcDream.UI.Abstractions/Panels/Chat/RetailClientCommandCatalog.cs`) | Retail would execute these locally (with its own usage/confirmation/refusal text). House's unported subcommands still reach ACE, which does not implement them as chat commands either — no functional loss on a real server, but a user typing e.g. `@house open` gets ACE's generic "Unknown command" instead of retail's real behavior. Allegiance's unported subcommands correctly stay local (never reach ACE) but show a generic refusal instead of retail's real per-subcommand execution — a user typing e.g. `@allegiance boot Name` gets "Please see @help Allegiance..." instead of retail's real boot confirmation/effect, until #360 ports the nine `DoAllegiance*`/`DoMotd`/`DoAllegianceHouse` handlers. | `ClientCommunicationSystem::DoAllegiance @ 0x0057D5A0`; `DoHouse @ 0x00580860`; ACE `GameActionType` opcodes for each subcommand (all exist server-side) | | TS-69 | **Filed 2026-08-09 (Campaign CH slice CH4).** `@day`, `@log`, and `@render` are registered retail verbs acdream recognizes only in the `/help ` lookup table, not as executable client commands. `@day` needs a sky/time-of-day override hook the renderer doesn't expose; `@log` needs a safely-lifecycled chat-to-file writer (deferred to avoid an unaudited file-handle leak across reconnects); `@render` has no acdream equivalent to retail's `SmartBox::HandleRenderOption` render-option surface. All three fall through to server passthrough. `RetailCommandHelpTable` (`src/AcDream.UI.Abstractions/Panels/Chat/RetailCommandHelpTable.cs`) | A user typing `@day`/`@log`/`@render` gets ACE's "Unknown command" instead of retail's local toggle/file-copy/render-option behavior — cosmetic/QoL only, no gameplay impact | `ClientCommunicationSystem::DoDay @ 0x005706F0`; `DoSetOutput @ 0x0057E4F0`; `DoRenderOption @ 0x0057E120` | | TS-67 | **Ambient contributions are computed in-plane.** Retail's `CLandBlock::add_ambient_sounds` @ `0x530310` positions each contributing land cell at its own SW terrain VERTEX, including that vertex's height, and `Ambient::CalcWeight` deliberately includes Z in its distance (where `CalcDir` deliberately excludes it — the two differ on purpose). acdream's gatherer supplies Z = 0 for the offset, so a cell's weight ignores the height difference between the listener and the terrain under that cell. | `src/AcDream.Core/Audio/AmbientSoundGatherer.cs` (`ContributeLandblock`) | Sampling the height needs the landblock's height table threaded into the walk alongside the terrain words; the walk already runs only on a 24 m crossing so the cost is not the obstacle, the extra plumbing at slice end was. The error is bounded by terrain relief inside 120 m and affects the crossfade weight only, never the direction. | On steep ground an ambient reads slightly louder than retail, because the true 3-D distance is longer than the planar one. | `CLandBlock::add_ambient_sounds @ 0x530310`; `Ambient::CalcWeight @ 0x550DD0` | +| TS-74 | **Filed 2026-08-11 at Campaign OP slice OP3.** acdream has no persistent "turn to face camera" mouse-turning MODE — `MouseLookState` only implements retail's MMB-hold `CameraInstantMouseLook`. The Options panel's "Use Mouse Turning Settings" button still sends the `PlayerOption.UseMouseTurning` bit (`SetSingleCharacterOption 0x0005`) and persists the five client-local Camera/Input preferences exactly as retail does — but flipping the bit ON has NO observable effect on acdream's camera today, because the mode it is supposed to enable was never built. | `src/AcDream.UI.Abstractions/Input/MouseLookState.cs` (the only mouse-look mode present); `src/AcDream.App/UI/Layout/MouseTurningSettingsMacro.cs` (sends the bit regardless) | Building the persistent mouse-turning camera mode is a camera/physics-scope feature, out of the Options-panel campaign's scope; the STORE-and-SEND half is honest and complete (matches every other stored-but-unconsumed option class in this register), so the bit round-trips correctly for any future consumer or a retail client reading the same character. | A user who clicks "Use Mouse Turning Settings" expecting the camera to start turning with mouse movement sees no camera change — only the (unwired) preferences persisting and the wire bit flipping. | `PlayerModule::UseMouseTurning @0x005D3380`; `CharacterOptions2.UseMouseTurning 0x00400000`; `claude-memory/project_camera_visibility_coupling.md` | --- diff --git a/docs/research/2026-08-11-campaign-op-test-script.md b/docs/research/2026-08-11-campaign-op-test-script.md new file mode 100644 index 00000000..cd23eb3f --- /dev/null +++ b/docs/research/2026-08-11-campaign-op-test-script.md @@ -0,0 +1,114 @@ +# Campaign OP connected-gate test script + +**Status:** OP3 section only. Later slices (OP4-6, OP8) append their own +sections here as they land; the campaign's OP9 closeout gate is this +document complete plus every slice code-complete. + +This document is the script the user runs against the live connected +client (`ACDREAM_LIVE=1` against the local ACE server) to accept each +slice. Each item states what to do and what retail-faithful behavior to +expect. Anything marked **INERT** is authored and clickable but +deliberately does nothing yet — that is the correct, contracted behavior +for this slice, not a bug. + +--- + +## OP3 — panel shell, open paths, Gameplay tab + +### Opening and closing the panel + +1. **Press F11.** The Options panel opens — a floating, resizable window + titled by its own chrome (no title-bar text is authored; the window + itself is the visual identity). The **Gameplay Options** tab is + selected by default (leftmost tab, matching the user's own retail + screenshot). +2. **Press F11 again.** The panel closes. +3. **Click the toolbar's Options button** (the icon at the right end of + the shortcut row, next to Inventory). The panel opens. If a DIFFERENT + `gmPanelUI`-family panel was already open (Character Info, Skills, + Vitae, Inventory, etc.), opening Options closes it first — this is + retail's real "one active panel" behavior (`gmPanelUI`'s shared + geometry/exclusive-child model), not new to this panel. +4. **Click the panel's own close (X) button**, top-right of the window + chrome. The panel closes — same action as F11. +5. **Drag the window by its border/chrome, resize it from any edge or + corner.** Behaves like the CH6 chat floaties: draggable, resizable on + all four edges, remembers its geometry across a close/reopen within + the same session. + +### Tab switching + +6. **Click each of the four tabs** (Gameplay Options, Character, Chat, + Config). Each switches the visible page; exactly one page is visible + at a time. Character/Chat/Config show their AUTHORED content (row + templates, Apply/Reset/Defaults buttons, scrollbars) but nothing on + those three tabs is wired to live data yet — that is OP4/OP5/OP6's + scope, not a bug in this slice. Only the currently-selected tab's + button highlights as "open"; the others read "closed". +7. **Switch away from Gameplay and back.** No crash, no stuck state. + +### The seven Gameplay-tab buttons + +8. **Exit Game.** Click it. The client logs off and closes gracefully — + same behavior as pressing Escape then confirming, or closing the + window. **No confirmation dialog** (retail has none on this path). +9. **Exit to Character Selection.** Click it. A confirmation dialog + appears ("Are you sure you want to end this character session?" or + the DAT-resolved retail equivalent). Click **Yes** while standing on + solid ground: the client logs off and closes — **today this behaves + identically to Exit Game**, NOT a return to a character-select + screen (acdream has no pre-world character-select flow yet — register + row AD-74). Click **No**: nothing happens, panel stays open. +10. **Exit to Character Selection while airborne** (jump and click the + button mid-air, or confirm while still in the air). Expect the chat + line **"Cannot log off while in mid-air."** in the SpewBox/chat + scroll instead of logging off — this is retail's own byte-verified + refusal, faithfully ported. +11. **Configure Keyboard.** Click it. **INERT — nothing happens.** This + is the contracted behavior for OP3; OP8 wires the real Configure + Keyboard screen, and OP8's own gate re-tests this exact button. Do + not report this as a bug for OP3. +12. **In-Game Help Files.** Click it. **INERT — nothing happens.** + Retail's own help viewer is a third-party plugin + (`plugins\ACHelpPlugin.dll`) acdream does not have; retail itself + fails silently with the plugin absent, and this button mirrors that + (register row AD-76). +13. **Urgent Assistance.** Click it. Expect a chat line explaining the + web browser could not be launched and pointing at + `http://support.turbine.com/ics/support/ticketnewwizard.asp?style=classic` + — retail's own byte-verified failure text, always shown (the URL is + dead in 2026, so acdream never attempts to open a browser — register + row AD-75). **No native browser window opens, no OS dialog box.** +14. **Report Abuse.** Click it. Same shape as Urgent Assistance, with + its own retail text ("...to submit an abuse report..."). +15. **Use Mouse Turning Settings.** Click it. Expect one retail chat + line per changed value among: Camera Stiffness, Camera Adjustment, + Mouse Sensitivity, Align To Slope, Invert Mouselook Axes, Turn to + Face Camera — a FRESH character (never touched these settings) sees + all six lines; clicking the button a second time in the same + session sees zero lines (everything already at the macro's target). + **Known, registered gap (TS-74): acdream has no persistent + "turn to face camera" mouse-turning MODE yet, so this button changes + stored preferences and sends the wire bit, but you will not see the + camera actually start turning with mouse movement** — that consumer + does not exist yet. Verify the CHAT LINES and that the button is + clickable/does not crash; do not expect a camera-behavior change. + +### What to report + +- Any of the above NOT matching (wrong text, wrong tab default, window + not draggable/resizable, close button not working, F11/toolbar not + opening the panel, opening Options not closing a sibling panel). +- Any exception/crash on any of the 15 steps. +- Whether the confirmation dialog's exact wording looks retail-correct + (it resolves from the DAT string table at runtime; a fallback English + string only appears if that resolution fails, which would itself be + worth reporting). + +### Explicitly NOT in scope for this gate + +- Character/Chat/Config tab content (rows, checkboxes, sliders, live + data) — OP4/OP5/OP6. +- Configure Keyboard's actual screen — OP8. +- Any observable camera change from "Use Mouse Turning Settings" — no + acdream consumer exists yet (TS-74). diff --git a/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs b/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs index d46ff129..17ffecd3 100644 --- a/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs +++ b/src/AcDream.App/Composition/InteractionRetainedUiComposition.cs @@ -15,6 +15,7 @@ using AcDream.Content; using AcDream.Core.Chat; using AcDream.Core.Combat; using AcDream.Core.Items; +using AcDream.Core.Net.Messages; using AcDream.Core.Player; using AcDream.Core.Selection; using AcDream.Core.Spells; @@ -797,6 +798,24 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory inscription), text => d.Communication.AddText(text, RetailLogTextType.ClientLocal)), + Options: new OptionsRuntimeBindings( + CommandBus: () => late.Session.Commands, + // Same playerOnGround shape SessionPlayerComposition + // already computes for the diagnostic dumper (line + // ~322): "on the ground" is meaningless outside player + // mode, so the mid-air refusal never fires while flying/ + // spectating. + IsGrounded: () => d.PlayerMode.IsPlayerMode + && d.PlayerController.Controller is { IsAirborne: false }, + IsUseMouseTurningEnabled: () => + CharacterOptionTable.TryGet( + CharacterOptionId.UseMouseTurning, + out CharacterOptionTableEntry entry) + && (d.Character.Options.Options2 & entry.Mask) != 0u, + DisplaySystemMessage: text => + d.Communication.AddText(text, RetailLogTextType.ClientLocal), + LoadCameraTurning: d.Settings.LoadCameraTurning, + SaveCameraTurning: d.Settings.SaveCameraTurning), StackSplitQuantity: d.StackSplitQuantity, Plugins: d.UiRegistry, Persistence: persistence, diff --git a/src/AcDream.App/Input/GameplayInputCommandController.cs b/src/AcDream.App/Input/GameplayInputCommandController.cs index 453e569e..f7b658d8 100644 --- a/src/AcDream.App/Input/GameplayInputCommandController.cs +++ b/src/AcDream.App/Input/GameplayInputCommandController.cs @@ -13,6 +13,17 @@ internal interface IRetainedGameplayWindowCommands /// Toggle floating chat window (1-4). void ToggleFloatingChatWindow(int windowId); + + /// + /// Campaign OP slice OP3: retail's F11 ToggleOptionsPanel action + /// (research doc 2026-08-10-options-panel-structure.md §2.1) — + /// opens/closes the retail Options panel via the same + /// RetailPanelUiController/RetailWindowManager toggle path + /// the toolbar's options button (element 0x1000019B, authored + /// panel id 10) already reaches through + /// RetailUiRuntime.BindToolbarPanelButtons. + /// + void ToggleOptionsPanel(); } internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime) @@ -25,6 +36,9 @@ internal sealed class RetainedGameplayWindowCommands(RetailUiRuntime? runtime) public void ToggleFloatingChatWindow(int windowId) => _runtime?.ToggleFloatingChatWindow(windowId); + + public void ToggleOptionsPanel() => + _runtime?.ToggleWindow(WindowNames.Options); } internal interface IDevToolsGameplayCommands @@ -222,7 +236,13 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg _devTools.FocusChatInput(); return true; case InputAction.ToggleOptionsPanel: - _devTools.ToggleSettingsPanel(); + // Campaign OP slice OP3 (D1): F11 opens the RETAIL Options + // panel now, not the old (unrendered since Campaign V slice + // V11 — DevToolsGameplayCommands' own doc) ImGui-era Settings + // panel. IDevToolsGameplayCommands.ToggleSettingsPanel() is a + // SEPARATE action retired in OP9; its no-op wiring elsewhere + // is untouched by this change (#358's lesson). + _retained.ToggleOptionsPanel(); return true; case InputAction.CombatToggleCombat: _combat.Execute( diff --git a/src/AcDream.App/Settings/RuntimeSettingsController.cs b/src/AcDream.App/Settings/RuntimeSettingsController.cs index fc10812e..5c461727 100644 --- a/src/AcDream.App/Settings/RuntimeSettingsController.cs +++ b/src/AcDream.App/Settings/RuntimeSettingsController.cs @@ -22,6 +22,10 @@ internal interface IRuntimeSettingsStorage CharacterSettings LoadCharacter(string toonKey); + /// Campaign OP slice OP3: the five client-local preferences the + /// "Use Mouse Turning Settings" Gameplay-tab macro writes. + CameraTurningSettings LoadCameraTurning(); + void SaveDisplay(DisplaySettings display); void SaveAudio(AudioSettings audio); @@ -31,6 +35,8 @@ internal interface IRuntimeSettingsStorage void SaveChat(ChatSettings chat); void SaveCharacter(string toonKey, CharacterSettings character); + + void SaveCameraTurning(CameraTurningSettings cameraTurning); } internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage @@ -59,6 +65,8 @@ internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage public CharacterSettings LoadCharacter(string toonKey) => _store.LoadCharacter(toonKey); + public CameraTurningSettings LoadCameraTurning() => _store.LoadCameraTurning(); + public void SaveDisplay(DisplaySettings display) => _store.SaveDisplay(display); public void SaveAudio(AudioSettings audio) => _store.SaveAudio(audio); @@ -70,6 +78,9 @@ internal sealed class JsonRuntimeSettingsStorage : IRuntimeSettingsStorage public void SaveCharacter(string toonKey, CharacterSettings character) => _store.SaveCharacter(toonKey, character); + + public void SaveCameraTurning(CameraTurningSettings cameraTurning) => + _store.SaveCameraTurning(cameraTurning); } internal sealed record RuntimeSettingsSnapshot( @@ -430,6 +441,33 @@ internal sealed class RuntimeSettingsController : } } + /// + /// Campaign OP slice OP3: the five client-local preferences the "Use + /// Mouse Turning Settings" Gameplay-tab macro reads/writes. Read + /// directly through storage (no startup-snapshot cache, unlike + /// //) — + /// this section has no UI surface of its own yet (Campaign OP slice + /// OP6's Config tab), so there is nothing today that needs a cached, + /// change-notified copy. + /// + public CameraTurningSettings LoadCameraTurning() => _storage.LoadCameraTurning(); + + /// Persists the camera-turning preferences. Failures are logged, + /// not thrown — matching every other Set* save call in this + /// class. + public void SaveCameraTurning(CameraTurningSettings cameraTurning) + { + ArgumentNullException.ThrowIfNull(cameraTurning); + try + { + _storage.SaveCameraTurning(cameraTurning); + } + catch (Exception ex) + { + _log($"settings: camera-turning save failed: {ex.Message}"); + } + } + public void SetActiveCharacter(string characterName) { ArgumentException.ThrowIfNullOrWhiteSpace(characterName); diff --git a/src/AcDream.App/UI/Layout/MouseTurningSettingsMacro.cs b/src/AcDream.App/UI/Layout/MouseTurningSettingsMacro.cs new file mode 100644 index 00000000..4681230c --- /dev/null +++ b/src/AcDream.App/UI/Layout/MouseTurningSettingsMacro.cs @@ -0,0 +1,106 @@ +using System.Collections.Generic; +using AcDream.Core.Chat; +using AcDream.UI.Abstractions.Panels.Settings; + +namespace AcDream.App.UI.Layout; + +/// +/// Pure port of gmConfigUI::SetMouseTurningDefaults @0x0049E8F0 — the +/// Gameplay tab's "Use Mouse Turning Settings" button +/// (docs/research/2026-08-10-keyboard-config-and-gameplay-tab.md §4.4). +/// A one-shot "apply the recommended mouse-turning values" macro over six +/// options: five CLIENT-LOCAL preferences +/// () plus one server-synced bit +/// (PlayerOption.UseMouseTurning, NOT modeled here — the caller +/// threads the current/target value in and reads +/// back out to decide whether to +/// send SetSingleCharacterOption (0x0005)). +/// +/// +/// Byte-verified per-value conditions (research doc §4.4, the MSVC +/// fcomp/fnstsw/jnp idiom — the body runs when the +/// CURRENT value differs from the macro's target, exact float equality, no +/// epsilon): Stiffness → 0.95 iff ≠ 0.95; AdjustmentSpeed → 50.0 iff +/// ≠ 50.0; MouseLookSensitivity → 0.7 iff ≠ 0.7; AlignToSlope +/// → off iff currently on; InvertMouseLookYAxis → on iff currently off; +/// UseMouseTurning → on iff currently off. Retail's directional bool +/// conditions (== 1 / == 0) are behaviourally identical to a +/// plain inequality against the fixed target for a two-state bool, so this +/// port uses != uniformly. +/// +/// +/// +/// Retail emits one retail-verbatim chat line PER CHANGED value (never for +/// an already-at-target value) and finishes with +/// SaveCurrentValues() (the caller's job — the macro's target page is +/// the Config tab's own , which this class does not +/// know about). +/// +/// +public static class MouseTurningSettingsMacro +{ + public readonly record struct Result( + CameraTurningSettings Updated, + bool UseMouseTurningChanged, + IReadOnlyList ChatLines); + + /// + /// Computes the macro's outcome. Pure — no I/O, no side effects; the + /// caller applies (persist + live apply), + /// sends the wire bit if , + /// and emits through the interface-text + /// seam, in that order (retail's own call order at + /// 0x0049E924-0x0049EB57). + /// + public static Result Compute(CameraTurningSettings current, bool useMouseTurningCurrent) + { + CameraTurningSettings target = CameraTurningSettings.MouseTurningTarget; + var lines = new List(); + + float stiffness = current.Stiffness; + if (stiffness != target.Stiffness) + { + lines.Add(OptionsPanelText.CameraStiffnessChanged(stiffness, target.Stiffness)); + stiffness = target.Stiffness; + } + + float adjustmentSpeed = current.AdjustmentSpeed; + if (adjustmentSpeed != target.AdjustmentSpeed) + { + lines.Add(OptionsPanelText.CameraAdjustmentChanged(adjustmentSpeed, target.AdjustmentSpeed)); + adjustmentSpeed = target.AdjustmentSpeed; + } + + float sensitivity = current.MouseLookSensitivity; + if (sensitivity != target.MouseLookSensitivity) + { + lines.Add(OptionsPanelText.MouseSensitivityChanged(sensitivity, target.MouseLookSensitivity)); + sensitivity = target.MouseLookSensitivity; + } + + bool alignToSlope = current.AlignToSlope; + if (alignToSlope != target.AlignToSlope) + { + lines.Add(OptionsPanelText.AlignToSlopeChanged); + alignToSlope = target.AlignToSlope; + } + + bool invertY = current.InvertMouseLookYAxis; + if (invertY != target.InvertMouseLookYAxis) + { + lines.Add(OptionsPanelText.InvertMouseLookAxesChanged); + invertY = target.InvertMouseLookYAxis; + } + + // UseMouseTurning's target is always ON (true) — retail's + // `== 0` condition ("currently off"). + bool useMouseTurningChanged = useMouseTurningCurrent != true; + if (useMouseTurningChanged) + lines.Add(OptionsPanelText.TurnToFaceCameraChanged); + + return new Result( + new CameraTurningSettings(stiffness, adjustmentSpeed, sensitivity, alignToSlope, invertY), + useMouseTurningChanged, + lines); + } +} diff --git a/src/AcDream.App/UI/Layout/OptionPageModel.cs b/src/AcDream.App/UI/Layout/OptionPageModel.cs new file mode 100644 index 00000000..01c28d2d --- /dev/null +++ b/src/AcDream.App/UI/Layout/OptionPageModel.cs @@ -0,0 +1,214 @@ +using System; +using System.Collections.Generic; +using System.Linq; + +namespace AcDream.App.UI.Layout; + +/// +/// One retail OptionPage/PlayerOptionPage row: a +/// (m_current, m_saved, m_default) triple plus the three verbs a row +/// leaf implements (UIOption_Checkbox is the canonical case — Campaign +/// OP slices OP4-6 add slider/menu/bitfield leaves behind the same shape). +/// Retail anchors: docs/research/2026-08-10-options-panel-structure.md +/// §3.3 (UIOption_Checkbox::Changed @0x004868C0, +/// SaveCurrentValue @0x004868E0, RestoreSavedValue @0x00486900, +/// RestoreDefaultValue @0x00486930, SetCurrentValue @0x00486970). +/// +public interface IOptionRow +{ + /// UIOption_Checkbox::Changed: m_saved != m_current. + bool Changed { get; } + + /// SaveCurrentValue: m_saved = m_current. No live + /// side effect — the value is already live (every mutator below applies + /// immediately). + void SaveCurrentValue(); + + /// RestoreSavedValue: m_current = m_saved, then + /// applies the reverted value live. + void RestoreSavedValue(); + + /// RestoreDefaultValue: m_current = m_default, + /// then applies the default live. + void RestoreDefaultValue(); +} + +/// +/// The canonical retail leaf — UIOption_Checkbox's current/saved/default +/// triple over a . is what a +/// user's LED click runs: it writes m_current and applies it live +/// IMMEDIATELY (retail's SetCurrentValue @0x00486970 calls +/// Apply(1) synchronously) — Apply/Reset/Defaults never gate this; they +/// only move the m_saved/m_default baselines and re-apply. +/// +public sealed class BoolOptionRow : IOptionRow +{ + private readonly Action? _apply; + private bool _current; + private bool _saved; + private bool _default; + + public BoolOptionRow(bool initial, bool defaultValue, Action? apply = null) + { + _current = initial; + _saved = initial; + _default = defaultValue; + _apply = apply; + } + + /// The live value — what the LED currently shows. + public bool Current => _current; + + /// The committed baseline Reset reverts to. + public bool Saved => _saved; + + /// The value Defaults restores. Mutable via + /// — retail's SetDefaultValue is + /// authored per-row in each page's InitOptions, sometimes from a + /// DAT-resolved default rather than a compile-time literal (OP4's + /// Character-tab U1 closure). + public bool DefaultValue => _default; + + public bool Changed => _saved != _current; + + /// Retail UIOption_Checkbox::SetDefaultValue @0x00486960. + public void SetDefaultValue(bool value) => _default = value; + + /// + /// Retail SetCurrentValue @0x00486970 — the LED-click entry point. + /// Writes m_current and applies it live immediately; does NOT + /// touch (Apply is the only verb that commits). + /// + public void SetCurrentValue(bool value) + { + _current = value; + _apply?.Invoke(value); + } + + public void SaveCurrentValue() => _saved = _current; + + public void RestoreSavedValue() + { + _current = _saved; + _apply?.Invoke(_current); + } + + public void RestoreDefaultValue() + { + _current = _default; + _apply?.Invoke(_current); + } +} + +/// +/// Retail OptionPage/PlayerOptionPage: a page's registered-option +/// array plus the four verbs (Apply/Reset/Defaults/visibility) with retail's +/// EXACT semantics — docs/research/2026-08-10-options-panel-structure.md +/// §3 and §10.4: +/// +/// +/// Clicking an LED applies immediately +/// (Apply(1)). Apply and +/// Reset operate on an undo baseline, not a staging buffer. +/// commits EVERY row's baseline +/// unconditionally (OptionPage::SaveCurrentValues @0x004F2C60 — no +/// Changed gate), then flushes the batched character-options blob via +/// (PlayerOptionPage::SaveCurrentValues +/// @0x004F2710's CPlayerModule::SaveToServer(0) tailcall). +/// reverts only rows whose +/// is true +/// (OptionPage::RestoreSavedValues @0x004F2D00). +/// restores every row unconditionally, +/// live, WITHOUT committing — can go true +/// afterward, re-enabling Apply/Reset +/// (OptionPage::RestoreDefaultValues @0x004F2CB0). +/// (page becomes invisible — a tab +/// switch away, or the window closing) reverts uncommitted edits exactly like +/// Reset (PlayerOptionPage::OnVisibilityChanged(false) @0x004F26E0 → +/// RestoreSavedValues). +/// (page becomes visible — the +/// initial default tab, a tab switch in, or the window (re)opening) applies + +/// commits exactly like Apply (OnVisibilityChanged(true) → +/// SaveCurrentValues, which ALSO flushes the blob via +/// ). +/// +/// +/// +/// An empty page (zero registered rows — the Gameplay tab's own model, which +/// has no UIOption rows at all per research doc §6) makes every verb a +/// no-op and permanently false; +/// still fires on / (retail's +/// SaveCurrentValues flushes the blob regardless of whether THIS +/// page's own rows changed anything — the module's dirty flag is global, not +/// per-page). +/// +/// +public sealed class OptionPage +{ + private readonly List _rows = new(); + + public IReadOnlyList Rows => _rows; + + /// + /// Invoked after every (button click OR + /// ) — the seam a controller wires to the batched + /// SaveOptions/blob-flush command. Never invoked by + /// or (retail's Reset/Defaults + /// call Apply(0) per-row and re-run OnOptionChanged(0) + /// directly — they never reach PlayerOptionPage::SaveCurrentValues, + /// so they never flush). + /// + public Action? AfterApply { get; set; } + + /// Registers one row. Retail's OptionPage::RegisterOption + /// @0x004F2E90, called from each page's InitOptions. + public void Register(IOptionRow row) + { + ArgumentNullException.ThrowIfNull(row); + _rows.Add(row); + } + + /// OptionPage::Changed @0x004F2D60: true if ANY + /// registered row's own is true. + public bool Changed => _rows.Any(static row => row.Changed); + + /// OptionPage::SaveCurrentValues @0x004F2C60 — Apply: + /// commits every row's baseline unconditionally, then flushes via + /// . + public void Apply() + { + foreach (IOptionRow row in _rows) + row.SaveCurrentValue(); + AfterApply?.Invoke(); + } + + /// OptionPage::RestoreSavedValues @0x004F2D00 — Reset: + /// reverts only the rows that are currently . + /// Snapshotted before iterating so a row's own revert (which flips + /// back to false) cannot skip a later + /// row. + public void Reset() + { + foreach (IOptionRow row in _rows.Where(static row => row.Changed).ToArray()) + row.RestoreSavedValue(); + } + + /// OptionPage::RestoreDefaultValues @0x004F2CB0 — + /// Defaults: restores every row unconditionally, live, without + /// committing. + public void Defaults() + { + foreach (IOptionRow row in _rows) + row.RestoreDefaultValue(); + } + + /// PlayerOptionPage::OnVisibilityChanged(true) — the page + /// became visible (initial default tab, a tab switch in, or the window + /// (re)opening): applies + commits, same as . + public void OnShown() => Apply(); + + /// PlayerOptionPage::OnVisibilityChanged(false) — the page + /// became hidden (a tab switch away, or the window closing): reverts + /// uncommitted edits, same as . + public void OnHidden() => Reset(); +} diff --git a/src/AcDream.App/UI/Layout/OptionsPanelController.cs b/src/AcDream.App/UI/Layout/OptionsPanelController.cs new file mode 100644 index 00000000..3c6fed31 --- /dev/null +++ b/src/AcDream.App/UI/Layout/OptionsPanelController.cs @@ -0,0 +1,235 @@ +using System; +using System.Collections.Generic; +using AcDream.App.UI; +using AcDream.UI.Abstractions.Panels.Settings; +using AcDream.Core.Chat; + +namespace AcDream.App.UI.Layout; + +/// +/// Mounts retail's Options panel — LayoutDesc 0x2100002B (the tab host, +/// class gmFloatyPanelUI's slot content) resolved through host +/// 0x2100006E at slot 0x1000018D (stack key +/// = 10) — the SAME catalog-import +/// mechanism already uses for its own +/// 0x2100006E slot (0x10000183), byte-verified empirically: a +/// throwaway probe against the live installed DATs confirmed +/// LayoutImporter.ImportInfos(dats, 0x2100006Eu, 0x1000018Du) resolves +/// directly to the fully base-merged tab-host content (buttons, page slots, +/// each page's own children) at the slot's authored 300×362 extent — no +/// separate import of the OTHER ~15 sibling gmPanelUI panels sharing +/// that host is needed. RetailPanelUiController +/// (RetailUiRuntime.MountOptionsPanel's RegisterMainPanel call) +/// is what gives Options the SAME retail +/// "one active gmPanelUI child, opening one hides the others" mutual +/// exclusion every sibling panel (Character Info, Vitae, Inventory, ...) +/// already has — this controller owns only the panel's OWN content: tab +/// activation, the per-tab model, the close button, +/// and the seven Gameplay-tab buttons. +/// +/// +/// Research anchors: docs/research/2026-08-10-options-panel-structure.md +/// §1.3 (tab table), §1.4 (host/slot), §3.6 (visibility semantics), §10.1 +/// (structural inventory); docs/research/2026-08-10-keyboard-config-and-gameplay-tab.md +/// §1-4 (the seven buttons, byte-verified anchors). +/// +/// +public sealed class OptionsPanelController : IRetainedPanelController +{ + /// The floating host LayoutDesc the tab panel is resolved through. + public const uint HostLayoutId = 0x2100006Eu; + + /// The Options panel's slot within 's + /// shared gmPanelUI page stack — also its + /// panel id's element identity. + public const uint SlotElementId = 0x1000018Du; + + // Tab page slot ids (research doc §10.1 — the four page slots mounted + // inside the tab host 0x10000208, each already base-merged with its own + // page LayoutDesc content by the time this element resolves). + private const uint GameplayPageId = 0x10000212u; + private const uint CharacterPageId = 0x10000211u; + private const uint ChatPageId = 0x1000050Cu; + private const uint ConfigPageId = 0x10000213u; + + /// The tab host's close (X) button — fires the SAME + /// ToggleOptionsPanel action as F11 and the toolbar button + /// (research doc §2.3). + private const uint CloseButtonId = 0x10000210u; + + // Gameplay tab (0x2100002A) button ids — research doc §6, byte-verified + // against the committed options_gameplay_2100002A.json fixture. + private const uint ExitToCharacterSelectionId = 0x10000203u; + private const uint ConfigureKeyboardId = 0x10000204u; + private const uint InGameHelpFilesId = 0x10000205u; + private const uint UrgentAssistanceId = 0x10000206u; + private const uint ReportAbuseId = 0x10000207u; + private const uint UseMouseTurningSettingsId = 0x100005CCu; + private const uint ExitGameId = 0x10000617u; + + /// Callback delegates this controller wires the seven Gameplay + /// buttons and the close button to. Every field maps to exactly one + /// button; a null field leaves that button INERT (authored, clickable, + /// no handler) — the shape D5's In-Game Help Files and OP8's still- + /// unimplemented Configure Keyboard both need. + public sealed record Callbacks( + Action Toggle, + Action RequestExitToCharacterSelection, + Action ExitGame, + Action UseMouseTurningSettings, + Action DisplaySystemMessage, + Action? AfterApply = null) + { + /// Urgent Assistance's own byte-verified retail failure text. + public string UrgentAssistanceMessage { get; init; } = + OptionsPanelText.UrgentAssistanceUnavailable; + + /// Report Abuse's own byte-verified retail failure text. + public string ReportAbuseMessage { get; init; } = + OptionsPanelText.ReportAbuseUnavailable; + } + + private readonly UiTabPanel _tabPanel; + private readonly Dictionary _pages = new(); + private bool _disposed; + + /// Root element of the imported panel (the tab host itself — + /// this widget IS a ). + public UiElement Root => _tabPanel; + + /// The underlying tab-control widget, for callers that need + /// direct tab-switch access (e.g. tests). + public UiTabPanel TabPanel => _tabPanel; + + /// Per-tab option-page models, keyed by page slot element id. + /// Every entry exists from construction (Campaign OP slice OP3) even + /// though only 's stays permanently empty — + /// Character/Chat/Config slices (OP4-6) register their rows into these + /// SAME instances rather than re-deriving the page-tracking dictionary. + public IReadOnlyDictionary Pages => _pages; + + /// The Gameplay tab's page model — always empty (research doc + /// §6: a pure button list, no UIOption rows, no Apply/Reset/ + /// Defaults). Exposed by name for tests exercising the empty-page case. + public OptionPage GameplayPage => _pages[GameplayPageId]; + + public OptionPage CharacterPage => _pages[CharacterPageId]; + + public OptionPage ChatPage => _pages[ChatPageId]; + + public OptionPage ConfigPage => _pages[ConfigPageId]; + + private OptionsPanelController(UiTabPanel tabPanel, Action? afterApply) + { + _tabPanel = tabPanel; + foreach (uint pageId in new[] { GameplayPageId, CharacterPageId, ChatPageId, ConfigPageId }) + { + var page = new OptionPage { AfterApply = afterApply }; + _pages.Add(pageId, page); + } + + _tabPanel.ActivePageChanged += OnActivePageChanged; + } + + /// + /// Bind an imported / + /// layout to live behavior. 's root MUST be the + /// built — the caller imports via + /// LayoutImporter.ImportInfos(dats, HostLayoutId, SlotElementId) + /// then LayoutImporter.Build, exactly like every other catalog-style + /// import in this codebase (, + /// 's dialog catalog). + /// + /// Null if 's root did not build as a + /// (a missing/malformed LayoutDesc). + public static OptionsPanelController? Bind(ImportedLayout layout, Callbacks callbacks) + { + ArgumentNullException.ThrowIfNull(layout); + ArgumentNullException.ThrowIfNull(callbacks); + + if (layout.Root is not UiTabPanel tabPanel) + { + Console.WriteLine( + "[D.2b] OptionsPanelController.Bind: root did not build as UiTabPanel " + + $"(actual type {layout.Root.GetType().Name}) — Options panel will not open."); + return null; + } + + var controller = new OptionsPanelController(tabPanel, callbacks.AfterApply); + + if (layout.FindElement(CloseButtonId) is UiButton close) + close.OnClick = callbacks.Toggle; + + BindButton(layout, ExitToCharacterSelectionId, callbacks.RequestExitToCharacterSelection); + // ConfigureKeyboardId: INERT this slice — authored, clickable, no + // handler. OP8 wires the real Configure Keyboard screen; the campaign + // cannot close with this button still inert (plan §4 OP3). + // InGameHelpFilesId: INERT — retail's own KeyStone::OpenHelp fails + // without the missing plugins\ACHelpPlugin.dll (D5, register row). + BindButton(layout, UseMouseTurningSettingsId, callbacks.UseMouseTurningSettings); + BindButton(layout, ExitGameId, callbacks.ExitGame); + BindButton(layout, UrgentAssistanceId, + () => callbacks.DisplaySystemMessage(callbacks.UrgentAssistanceMessage)); + BindButton(layout, ReportAbuseId, + () => callbacks.DisplaySystemMessage(callbacks.ReportAbuseMessage)); + + return controller; + } + + /// + /// Activates the tab-switching behavior (idempotent — safe even if + /// already active). Must run AFTER so this + /// controller's subscription is in + /// place before the default-entry switch fires (Gameplay's + /// for the initial tab). + /// + public void ActivateTabs() => _tabPanel.ActivateTabBehavior(); + + private static void BindButton(ImportedLayout layout, uint elementId, Action? onClick) + { + if (onClick is null) return; + if (layout.FindElement(elementId) is UiButton button) + button.OnClick = onClick; + else + Console.WriteLine( + $"[D.2b] OptionsPanelController: Gameplay-tab button 0x{elementId:X8} " + + "not found in the built layout — its handler was not wired."); + } + + private void OnActivePageChanged(uint previousPageElementId, uint newPageElementId) + { + // Retail PlayerOptionPage::OnVisibilityChanged(false) -> RestoreSavedValues: + // leaving a page reverts its uncommitted edits. + if (previousPageElementId != 0 && _pages.TryGetValue(previousPageElementId, out OptionPage? previous)) + previous.OnHidden(); + + // OnVisibilityChanged(true) -> SaveCurrentValues: entering a page + // (including the initial default-tab activation, previous == 0) + // applies + commits. + if (_pages.TryGetValue(newPageElementId, out OptionPage? next)) + next.OnShown(); + } + + /// Retail's whole-window close also hides whichever page slot + /// is currently visible — same revert as a tab switch away. + public void OnHidden() + { + if (_pages.TryGetValue(_tabPanel.ActivePageElementId, out OptionPage? page)) + page.OnHidden(); + } + + /// Re-opening the window re-shows the last-active page — same + /// apply+commit as a tab switch in. + public void OnShown() + { + if (_pages.TryGetValue(_tabPanel.ActivePageElementId, out OptionPage? page)) + page.OnShown(); + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _tabPanel.ActivePageChanged -= OnActivePageChanged; + } +} diff --git a/src/AcDream.App/UI/RetailPanelCatalog.cs b/src/AcDream.App/UI/RetailPanelCatalog.cs index 95dcae21..c056cdb0 100644 --- a/src/AcDream.App/UI/RetailPanelCatalog.cs +++ b/src/AcDream.App/UI/RetailPanelCatalog.cs @@ -17,6 +17,17 @@ public static class RetailPanelCatalog public const uint Magic = 13u; public const uint Vitae = 15u; + /// + /// The retail Options panel's gmPanelUI slot key — byte-verified + /// from the toolbar options button's OWN authored property + /// 0x10000029 = 10 (fixture toolbar_21000016.json, + /// element 0x1000019B) and independently corroborated by + /// docs/research/2026-08-10-options-panel-structure.md §1.4's + /// decompiled slot-key table (host 0x2100006E, slot + /// 0x1000018D → key 10). Campaign OP slice OP3. + /// + public const uint Options = 10u; + private static readonly (uint PanelId, string WindowName)[] Mounted = { (CharacterInformation, WindowNames.CharacterInformation), @@ -28,6 +39,7 @@ public static class RetailPanelCatalog (Character, WindowNames.Character), (Magic, WindowNames.Spellbook), (Vitae, WindowNames.Vitae), + (Options, WindowNames.Options), }; private static readonly (uint PanelId, string WindowName)[] Toolbar = @@ -35,6 +47,7 @@ public static class RetailPanelCatalog (Inventory, WindowNames.Inventory), (Character, WindowNames.Character), (Magic, WindowNames.Spellbook), + (Options, WindowNames.Options), }; public static IReadOnlyList<(uint PanelId, string WindowName)> MountedPanels => Mounted; diff --git a/src/AcDream.App/UI/RetailUiRuntime.cs b/src/AcDream.App/UI/RetailUiRuntime.cs index cf148324..806e98c2 100644 --- a/src/AcDream.App/UI/RetailUiRuntime.cs +++ b/src/AcDream.App/UI/RetailUiRuntime.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using AcDream.App.Plugins; using AcDream.App.Combat; using AcDream.App.Input; +using AcDream.App.Net; using AcDream.App.Rendering; using AcDream.App.Spells; using AcDream.App.UI.Layout; @@ -143,6 +144,39 @@ public sealed record ToolbarRuntimeBindings( public sealed record CharacterRuntimeBindings(CharacterSheetProvider Provider); +/// +/// Campaign OP slice OP3 (2026-08-11): bindings the retail Options panel +/// needs beyond what the generic mount +/// already supplies (retained-window registration, geometry, opacity — all +/// shared with every other gmPanelUI sibling through +/// itself). +/// +/// Late-resolved live command surface — the SAME +/// Func<ICommandBus> provider pattern +/// already uses, since the live session's bus is not yet constructed at the +/// point this binding record is built (composition order). +/// Retail's mid-air logout-refusal check +/// (transient_state & 1) — mirrors the SAME +/// d.PlayerMode.IsPlayerMode && d.PlayerController.Controller is +/// { IsAirborne: false } pattern already used for +/// InteractionRetainedUiComposition's own playerOnGround read. +/// Live read of +/// PlayerOption.UseMouseTurning (CharacterOptions2 bit +/// 0x00400000) from the canonical RuntimeCharacterOptionsState — +/// the mouse-turning macro's sixth, server-synced target. +/// The interface-text seam +/// (RetailLogTextType.ClientLocal, SpewBox-only) — the SAME +/// text => d.Communication.AddText(text, RetailLogTextType.ClientLocal) +/// delegate shape / +/// already use. +public sealed record OptionsRuntimeBindings( + Func CommandBus, + Func IsGrounded, + Func IsUseMouseTurningEnabled, + Action DisplaySystemMessage, + Func LoadCameraTurning, + Action SaveCameraTurning); + public sealed record InventoryRuntimeBindings( ClientObjectTable Objects, Func PlayerGuid, @@ -231,6 +265,7 @@ public sealed record RetailUiRuntimeBindings( RetailUiCursorBindings Cursor, ConfirmationRuntimeBindings Confirmations, AppraisalRuntimeBindings Appraisal, + OptionsRuntimeBindings Options, StackSplitQuantityState StackSplitQuantity, BufferedUiRegistry? Plugins, RetailUiPersistenceBindings? Persistence, @@ -309,6 +344,7 @@ public sealed class RetailUiRuntime : IDisposable MountAppraisal(); MountEffects(); MountIndicatorDetailPanels(); + MountOptionsPanel(); MountIndicators(); MountJumpPowerbar(); MountDialogFactory(); @@ -404,6 +440,7 @@ public sealed class RetailUiRuntime : IDisposable public RetailDialogFactory? DialogFactory { get; private set; } public ExternalContainerController? ExternalContainerController { get; private set; } public VendorUiController? VendorController { get; private set; } + public OptionsPanelController? OptionsPanelController { get; private set; } public static RetailUiRuntime Mount(RetailUiRuntimeBindings bindings) { @@ -1783,25 +1820,178 @@ public sealed class RetailUiRuntime : IDisposable Console.WriteLine("[UI] retail seven-control indicator bar from LayoutDesc 0x21000071."); } - private void RequestEndCharacterSession() + /// + /// Retail ID_Client_EndCharacterSessionConfirm + /// (CM_UI::SendNotice_EndCharacterSession's confirmation dialog + /// text — research doc 2026-08-10-keyboard-config-and-gameplay-tab.md + /// §2.1), shared by both the indicator bar's own end-session control + /// () and the Options panel's + /// Exit to Character Selection button + /// (). + /// + private string ResolveEndCharacterSessionConfirmMessage() { const string fallback = "Are you sure you want to end this character session?"; - string message; lock (_bindings.Assets.DatLock) { - message = new DatStringResolver(_bindings.Assets.Dats).Resolve( + return new DatStringResolver(_bindings.Assets.Dats).Resolve( 0x23000001u, DatStringResolver.ComputeHash("ID_Client_EndCharacterSessionConfirm")) ?? fallback; } + } - ShowConfirmation(message, accepted => + private void RequestEndCharacterSession() + { + ShowConfirmation(ResolveEndCharacterSessionConfirmMessage(), accepted => { if (accepted) _bindings.Indicators.EndCharacterSession(); }); } + /// + /// Campaign OP slice OP3: the Options panel's Exit to Character + /// Selection button (element 0x10000203) — D6's "behaves as Exit + /// Game" adaptation (register row, same commit), PLUS retail's + /// confirmation dialog and mid-air refusal, which DO port exactly. + /// gmGamePlayUI::UseTime @0x004EA3A0's drain: on confirmation + /// accept, refuse with + /// via the interface-text seam while airborne + /// (transient_state & 1); otherwise proceed exactly like Exit + /// Game. + /// + private void RequestExitToCharacterSelection() + { + ShowConfirmation(ResolveEndCharacterSessionConfirmMessage(), accepted => + { + if (!accepted) return; + + if (_bindings.Options.IsGrounded()) + { + _bindings.Indicators.EndCharacterSession(); + } + else + { + _bindings.Options.DisplaySystemMessage(ClientTextRefusals.CantLogOffMidAir); + } + }); + } + + /// + /// Campaign OP slice OP3: the Options panel's Use Mouse Turning Settings + /// button (element 0x100005CC) — the pure + /// orchestrated against live + /// bindings: load current values, compute the macro, persist + apply + /// live, send the wire bit if it changed, emit every retail chat line, + /// then commit the (currently empty) Config page exactly like retail's + /// own trailing SaveCurrentValues() + /// (gmConfigUI::SetMouseTurningDefaults @0x0049EB57). + /// + private void ApplyMouseTurningSettingsMacro() + { + CameraTurningSettings current = _bindings.Options.LoadCameraTurning(); + bool useMouseTurningCurrent = _bindings.Options.IsUseMouseTurningEnabled(); + MouseTurningSettingsMacro.Result result = + MouseTurningSettingsMacro.Compute(current, useMouseTurningCurrent); + + _bindings.Options.SaveCameraTurning(result.Updated); + + if (result.UseMouseTurningChanged) + { + _bindings.Options.CommandBus().Publish( + new SetSingleCharacterOptionRuntimeCmd( + (uint)CharacterOptionId.UseMouseTurning, true)); + } + + foreach (string line in result.ChatLines) + _bindings.Options.DisplaySystemMessage(line); + + OptionsPanelController?.ConfigPage.Apply(); + } + + private void MountOptionsPanel() + { + ElementInfo? rootInfo; + ImportedLayout? layout; + lock (_bindings.Assets.DatLock) + { + rootInfo = LayoutImporter.ImportInfos( + _bindings.Assets.Dats, + Layout.OptionsPanelController.HostLayoutId, + Layout.OptionsPanelController.SlotElementId); + var resolver = new DatStringResolver(_bindings.Assets.Dats); + layout = rootInfo is null + ? null + : LayoutImporter.Build( + rootInfo, + _bindings.Assets.ResolveSprite, + _bindings.Assets.DefaultFont, + _bindings.Assets.ResolveFont, + resolver.Resolve); + } + if (rootInfo is null || layout is null) + { + Console.WriteLine("[UI] options panel: LayoutDesc 0x2100006E slot 0x1000018D not found."); + return; + } + + var callbacks = new Layout.OptionsPanelController.Callbacks( + Toggle: () => ToggleWindow(WindowNames.Options), + RequestExitToCharacterSelection: RequestExitToCharacterSelection, + ExitGame: _bindings.Indicators.EndCharacterSession, + UseMouseTurningSettings: ApplyMouseTurningSettingsMacro, + DisplaySystemMessage: _bindings.Options.DisplaySystemMessage, + AfterApply: () => _bindings.Options.CommandBus().Publish( + new SaveCharacterOptionsRuntimeCmd())); + + Layout.OptionsPanelController? controller = + Layout.OptionsPanelController.Bind(layout, callbacks); + if (controller is null) + { + Console.WriteLine("[UI] options panel: required root did not build as UiTabPanel."); + return; + } + + OptionsPanelController = controller; + controller.ActivateTabs(); + + RetailWindowHandle handle = RetailWindowFrame.Mount( + Host.Root, + controller.Root, + _bindings.Assets.ResolveSprite, + new RetailWindowFrame.Options + { + WindowName = WindowNames.Options, + Chrome = RetailWindowChrome.NineSlice, + Left = 150f, + Top = 80f, + Visible = false, + ResizeX = true, + ResizeY = true, + ResizableEdges = ResizeEdges.Left | ResizeEdges.Right + | ResizeEdges.Top | ResizeEdges.Bottom, + ConstrainDragToParent = true, + ConstrainResizeToParent = true, + ContentAnchors = AnchorEdges.Left | AnchorEdges.Top + | AnchorEdges.Right | AnchorEdges.Bottom, + ContentClickThrough = false, + MinWidth = 300f, + MinHeight = 200f, + DrawChromeCenter = !AuthorsFullPanelCenter(rootInfo), + Controller = controller, + }); + _panelUi.RegisterMainPanel( + RetailPanelCatalog.Options, + WindowNames.Options, + handle, + rootInfo.TryGetEffectiveBool( + RetailPanelUiController.RestorePreviousPropertyId, + out bool restorePrevious) + && restorePrevious); + Console.WriteLine("[UI] retail Options panel from LayoutDesc importer (0x2100006E slot 0x1000018D)."); + } + private void MountJumpPowerbar() { ElementInfo? info; diff --git a/src/AcDream.App/UI/UiTabPanel.cs b/src/AcDream.App/UI/UiTabPanel.cs index e894227f..02aad6ab 100644 --- a/src/AcDream.App/UI/UiTabPanel.cs +++ b/src/AcDream.App/UI/UiTabPanel.cs @@ -102,6 +102,19 @@ public sealed class UiTabPanel : UiDatElement, IUiChildrenAttachedListener /// direct call). public uint ActivePageElementId { get; private set; } + /// + /// Fires at the end of every call that actually + /// changes the active page — including the FIRST switch, from + /// 's default-entry activation (old = 0). + /// A page-model owner (Campaign OP slice OP3's OptionsPanelController) + /// subscribes here to drive retail's per-page + /// OnVisibilityChanged(false)/OnVisibilityChanged(true) pair + /// (research doc §3.6) on the leaving/entering page — this widget only + /// owns which page slot is , not the + /// page-model semantics layered on top of that switch. + /// + public event Action? ActivePageChanged; + /// /// True once has run. Dormant instances (every /// pre-existing Type-8 host today) never flip this. @@ -184,6 +197,7 @@ public sealed class UiTabPanel : UiDatElement, IUiChildrenAttachedListener public void SwitchTo(uint pageElementId) { if (ActivePageElementId == pageElementId) return; + uint previousPageElementId = ActivePageElementId; foreach (UiTabTableEntry entry in _tabs) { @@ -196,6 +210,7 @@ public sealed class UiTabPanel : UiDatElement, IUiChildrenAttachedListener } ActivePageElementId = pageElementId; + ActivePageChanged?.Invoke(previousPageElementId, pageElementId); } /// diff --git a/src/AcDream.App/UI/WindowNames.cs b/src/AcDream.App/UI/WindowNames.cs index 198adc22..0564cdac 100644 --- a/src/AcDream.App/UI/WindowNames.cs +++ b/src/AcDream.App/UI/WindowNames.cs @@ -27,4 +27,5 @@ public static class WindowNames public const string Vitae = "vitae"; public const string Examination = "examination"; public const string Vendor = "vendor"; + public const string Options = "options"; } diff --git a/src/AcDream.Core/Chat/ClientTextRefusals.cs b/src/AcDream.Core/Chat/ClientTextRefusals.cs index 599607ba..9736286f 100644 --- a/src/AcDream.Core/Chat/ClientTextRefusals.cs +++ b/src/AcDream.Core/Chat/ClientTextRefusals.cs @@ -123,4 +123,18 @@ public static class ClientTextRefusals /// refusal lands in the chat transcript, not the SpewBox. /// public const string TurbineChatUnavailable = "Turbine chat is not available."; + + /// + /// Campaign OP slice OP3 (2026-08-11): retail + /// gmGamePlayUI::UseTime @0x004EA3A0's per-frame end-session drain + /// refuses to log off while the player is airborne + /// (transient_state & 1 — the on-contact/ON_WALKABLE bit) and + /// raises this line instead of proceeding to + /// CPlayerSystem::LogOffCharacter. Byte-read UTF-16LE off the + /// PDB-paired binary at VA 0x007C29C0 (pushed at + /// 0x004EA481). Sent via ECM_UI::SendNotice_DisplayStringInfo + /// (0x1A, ...) — the SAME RetailLogTextType.ClientLocal + /// SpewBox-only channel every other refusal in this file uses. + /// + public const string CantLogOffMidAir = "Cannot log off while in mid-air."; } diff --git a/src/AcDream.Core/Chat/OptionsPanelText.cs b/src/AcDream.Core/Chat/OptionsPanelText.cs new file mode 100644 index 00000000..65282a76 --- /dev/null +++ b/src/AcDream.Core/Chat/OptionsPanelText.cs @@ -0,0 +1,119 @@ +using System.Globalization; + +namespace AcDream.Core.Chat; + +/// +/// Byte-verified retail string literals for the Gameplay Options tab's +/// button family (Campaign OP slice OP3, 2026-08-11) — +/// docs/research/2026-08-10-keyboard-config-and-gameplay-tab.md +/// §4.4 (Use Mouse Turning Settings) and §4.1/§4.2 (Urgent Assistance / +/// Report Abuse). Every literal was recovered from the PDB-paired binary +/// C:\Users\erikn\Downloads\acclient.exe by a push-imm32 sweep of the +/// cited VA range, same discipline as . +/// +public static class OptionsPanelText +{ + /// + /// gmConfigUI::SetMouseTurningDefaults @0x0049E8F0, format string + /// VA 0x007A8A70: 'Camera Stiffness was changed from %f to the + /// mouse turning default of %f.'. / + /// render with 6 fractional digits, matching + /// retail's default printf %f precision. + /// + public static string CameraStiffnessChanged(float from, float to) => string.Format( + CultureInfo.InvariantCulture, + "Camera Stiffness was changed from {0} to the mouse turning default of {1}.", + from.ToString("F6", CultureInfo.InvariantCulture), + to.ToString("F6", CultureInfo.InvariantCulture)); + + /// + /// Same site, format string VA 0x007A8A20: 'Camera Adjustment + /// was changed from %f to the mouse turning default of %f.'. + /// + public static string CameraAdjustmentChanged(float from, float to) => string.Format( + CultureInfo.InvariantCulture, + "Camera Adjustment was changed from {0} to the mouse turning default of {1}.", + from.ToString("F6", CultureInfo.InvariantCulture), + to.ToString("F6", CultureInfo.InvariantCulture)); + + /// + /// Same site, format string VA 0x007A89D0: 'Mouse Sensitivity + /// was changed from %f to the mouse turning default of %f.'. + /// + public static string MouseSensitivityChanged(float from, float to) => string.Format( + CultureInfo.InvariantCulture, + "Mouse Sensitivity was changed from {0} to the mouse turning default of {1}.", + from.ToString("F6", CultureInfo.InvariantCulture), + to.ToString("F6", CultureInfo.InvariantCulture)); + + /// + /// Same site, VA 0x007A8980, byte-verified literal (no format + /// specifiers — retail hardcodes TRUE/FALSE for this one bool pair): + /// 'Align To Slope was changed from TRUE to the mouse turning default + /// of FALSE.'. Only fires when the current value IS true (the + /// macro's own condition, §4.4) so the "from TRUE" half is always + /// accurate. + /// + public const string AlignToSlopeChanged = + "Align To Slope was changed from TRUE to the mouse turning default of FALSE."; + + /// + /// Same site, VA 0x007A8928: 'Invert Mouselook Axes was + /// changed from FALSE to the mouse turning default of TRUE.'. Only + /// fires when the current value IS false. + /// + public const string InvertMouseLookAxesChanged = + "Invert Mouselook Axes was changed from FALSE to the mouse turning default of TRUE."; + + /// + /// Same site, VA 0x007A88D0: 'Turn to Face Camera was changed + /// from FALSE to the mouse turning default of TRUE.'. This is the + /// Config-tab UI LABEL for PlayerOption.UseMouseTurning — the + /// option itself is named "Use Mouse Turning" in code, "Turn to Face + /// Camera" in the string table. Only fires when the current value IS + /// false. + /// + public const string TurnToFaceCameraChanged = + "Turn to Face Camera was changed from FALSE to the mouse turning default of TRUE."; + + /// + /// Urgent Assistance (element 0x10000206) / + /// Report Abuse (element 0x10000207) — retail's + /// ShellExecuteA failure MessageBoxA body, byte-verified at + /// VA 0x007A81E0 (Urgent) / 0x007A8128 (Abuse): + /// 'An error occurred while trying to launch your web browser. (Error + /// code %d)\nThe web site to submit an urgent assistance request / + /// abuse report is listed below. Please go there to complete your + /// request.\n%s\n', title "Asheron's Call Error" (VA + /// 0x00794078). + /// + /// + /// D5 adaptation (register row, same commit): acdream never attempts + /// ShellExecuteA against the dead support.turbine.com + /// endpoint (§0 of the research doc — both EoR buttons already point at + /// a URL that is not live today), so there is no real Win32 error code + /// to interpolate and the (Error code %d) clause is dropped; the + /// trailing %s URL substitution is KEPT verbatim (the byte-verified + /// URL below) so the user can still copy it manually, matching retail's + /// own intent for that clause. Delivered through the interface-text + /// seam (RetailLogTextType.ClientLocal) rather than a native + /// MessageBoxA popup — see the register row for the short-circuit. + /// + /// + public const string SupportUrl = + "http://support.turbine.com/ics/support/ticketnewwizard.asp?style=classic"; + + public static string UrgentAssistanceUnavailable => string.Format( + CultureInfo.InvariantCulture, + "An error occurred while trying to launch your web browser.\n" + + "The web site to submit an urgent assistance request is listed below. " + + "Please go there to complete your request.\n{0}", + SupportUrl); + + public static string ReportAbuseUnavailable => string.Format( + CultureInfo.InvariantCulture, + "An error occurred while trying to launch your web browser.\n" + + "The web site to submit an abuse report is listed below. " + + "Please go there to complete your request.\n{0}", + SupportUrl); +} diff --git a/src/AcDream.UI.Abstractions/Panels/Settings/CameraTurningSettings.cs b/src/AcDream.UI.Abstractions/Panels/Settings/CameraTurningSettings.cs new file mode 100644 index 00000000..5f1a6751 --- /dev/null +++ b/src/AcDream.UI.Abstractions/Panels/Settings/CameraTurningSettings.cs @@ -0,0 +1,52 @@ +namespace AcDream.UI.Abstractions.Panels.Settings; + +/// +/// The five CLIENT-LOCAL preferences retail's "Use Mouse Turning Settings" +/// Gameplay-tab button (gmConfigUI::SetMouseTurningDefaults @0x0049E8F0) +/// writes alongside the one server-synced bit +/// (PlayerOption.UseMouseTurning, carried through +/// RuntimeCharacterOptionsState / SetSingleCharacterOption (0x0005) +/// — NOT stored here). Persisted to settings.json the same way +/// / are; this is the +/// forward-compatible home Campaign OP slice OP6's full Config tab (27 rows) +/// re-homes into its own preference groups without a storage-shape change — +/// these five keys ARE four of that tab's Camera/Input rows +/// (Camera_Stiffness, Camera_AdjustmentSpeed, +/// Camera_AlignToSlope, Input_MouseLookSensitivity, +/// Input_InvertMouseLookYAxis — research doc +/// 2026-08-10-options-panel-structure.md §4). +/// +public sealed record CameraTurningSettings( + float Stiffness, + float AdjustmentSpeed, + float MouseLookSensitivity, + bool AlignToSlope, + bool InvertMouseLookYAxis) +{ + /// + /// Retail's ORDINARY Config-tab defaults (NOT the mouse-turning macro's + /// targets — gmConfigUI::InitOptions @0x0049E400, research doc §4): + /// Stiffness 0.45 (0x3EE66666), AdjustmentSpeed 40.0 + /// (0x42200000), MouseLookSensitivity 0.55 (0x3F0CCCCD), + /// AlignToSlope on, InvertMouseLookYAxis off. + /// + public static CameraTurningSettings Default { get; } = new( + Stiffness: 0.45f, + AdjustmentSpeed: 40.0f, + MouseLookSensitivity: 0.55f, + AlignToSlope: true, + InvertMouseLookYAxis: false); + + /// + /// The mouse-turning macro's recommended targets + /// (SetMouseTurningDefaults, research doc §4.4): Stiffness 0.95, + /// AdjustmentSpeed 50.0, MouseLookSensitivity 0.7, AlignToSlope OFF, + /// InvertMouseLookYAxis ON. + /// + public static CameraTurningSettings MouseTurningTarget { get; } = new( + Stiffness: 0.95f, + AdjustmentSpeed: 50.0f, + MouseLookSensitivity: 0.7f, + AlignToSlope: false, + InvertMouseLookYAxis: true); +} diff --git a/src/AcDream.UI.Abstractions/Panels/Settings/SettingsStore.cs b/src/AcDream.UI.Abstractions/Panels/Settings/SettingsStore.cs index bfe58f21..904c4237 100644 --- a/src/AcDream.UI.Abstractions/Panels/Settings/SettingsStore.cs +++ b/src/AcDream.UI.Abstractions/Panels/Settings/SettingsStore.cs @@ -214,6 +214,43 @@ public sealed class SettingsStore public void SaveChat(ChatSettings chat) => SaveSection("chat", BuildChatObject(chat)); + /// + /// Load the five client-local Camera/Input preferences the "Use Mouse + /// Turning Settings" Gameplay-tab macro writes (Campaign OP slice OP3). + /// Same fall-back behaviour as . + /// + public CameraTurningSettings LoadCameraTurning() + { + if (!File.Exists(_path)) return CameraTurningSettings.Default; + try + { + using var stream = File.OpenRead(_path); + var doc = JsonDocument.Parse(stream); + var root = doc.RootElement; + if (!root.TryGetProperty("cameraTurning", out var ct) + || ct.ValueKind != JsonValueKind.Object) + return CameraTurningSettings.Default; + + var d = CameraTurningSettings.Default; + return new CameraTurningSettings( + Stiffness: ReadFloat(ct, "stiffness", d.Stiffness), + AdjustmentSpeed: ReadFloat(ct, "adjustmentSpeed", d.AdjustmentSpeed), + MouseLookSensitivity: ReadFloat(ct, "mouseLookSensitivity", d.MouseLookSensitivity), + AlignToSlope: ReadBool (ct, "alignToSlope", d.AlignToSlope), + InvertMouseLookYAxis: ReadBool (ct, "invertMouseLookYAxis", d.InvertMouseLookYAxis)); + } + catch (Exception ex) + { + Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults"); + return CameraTurningSettings.Default; + } + } + + /// Save the camera-turning preferences, preserving all other + /// top-level keys. + public void SaveCameraTurning(CameraTurningSettings cameraTurning) + => SaveSection("cameraTurning", BuildCameraTurningObject(cameraTurning)); + /// /// Load per-character settings keyed by . /// Missing file or missing toon entry → . @@ -594,6 +631,16 @@ public sealed class SettingsStore ["vsync"] = d.VSync, }; + private static SortedDictionary BuildCameraTurningObject(CameraTurningSettings c) + => new(StringComparer.Ordinal) + { + ["adjustmentSpeed"] = c.AdjustmentSpeed, + ["alignToSlope"] = c.AlignToSlope, + ["invertMouseLookYAxis"] = c.InvertMouseLookYAxis, + ["mouseLookSensitivity"] = c.MouseLookSensitivity, + ["stiffness"] = c.Stiffness, + }; + private static SortedDictionary BuildAudioObject(AudioSettings a) => new(StringComparer.Ordinal) { diff --git a/tests/AcDream.App.Tests/Input/GameplayInputCommandControllerTests.cs b/tests/AcDream.App.Tests/Input/GameplayInputCommandControllerTests.cs index ab96d012..049e5ed2 100644 --- a/tests/AcDream.App.Tests/Input/GameplayInputCommandControllerTests.cs +++ b/tests/AcDream.App.Tests/Input/GameplayInputCommandControllerTests.cs @@ -15,7 +15,10 @@ public sealed class GameplayInputCommandControllerTests [InlineData(InputAction.AcdreamToggleFlyMode, "fly-or-chase")] [InlineData(InputAction.AcdreamTogglePlayerMode, "player-mode")] [InlineData(InputAction.ToggleChatEntry, "chat")] - [InlineData(InputAction.ToggleOptionsPanel, "settings")] + // Campaign OP slice OP3 (D1): F11 now opens the retail Options panel + // through IRetainedGameplayWindowCommands, not the retired + // IDevToolsGameplayCommands.ToggleSettingsPanel() no-op. + [InlineData(InputAction.ToggleOptionsPanel, "options")] [InlineData(InputAction.CombatToggleCombat, "combat")] [InlineData(InputAction.ToggleFloatingChatWindow1, "chat-window-1")] [InlineData(InputAction.ToggleFloatingChatWindow2, "chat-window-2")] @@ -126,6 +129,8 @@ public sealed class GameplayInputCommandControllerTests public void ToggleFloatingChatWindow(int windowId) => calls.Add($"chat-window-{windowId}"); + + public void ToggleOptionsPanel() => calls.Add("options"); } private sealed class FakeDevTools(List calls) diff --git a/tests/AcDream.App.Tests/Settings/RuntimeSettingsControllerTests.cs b/tests/AcDream.App.Tests/Settings/RuntimeSettingsControllerTests.cs index 1ebebb20..dbf0c3b0 100644 --- a/tests/AcDream.App.Tests/Settings/RuntimeSettingsControllerTests.cs +++ b/tests/AcDream.App.Tests/Settings/RuntimeSettingsControllerTests.cs @@ -1292,6 +1292,9 @@ public sealed class RuntimeSettingsControllerTests public CharacterSettings DefaultCharacterValue { get; set; } = CharacterSettings.Default; + public CameraTurningSettings CameraTurningValue { get; set; } = + CameraTurningSettings.Default; + public Dictionary Characters { get; } = new(StringComparer.OrdinalIgnoreCase); @@ -1412,6 +1415,14 @@ public sealed class RuntimeSettingsControllerTests DefaultCharacterValue = character; } + public CameraTurningSettings LoadCameraTurning() => CameraTurningValue; + + public void SaveCameraTurning(CameraTurningSettings cameraTurning) + { + _events.Add("save-camera-turning"); + CameraTurningValue = cameraTurning; + } + public void ClearEvents() => _events.Clear(); } diff --git a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs index 7d86a7fe..277d1345 100644 --- a/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs +++ b/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs @@ -248,6 +248,21 @@ public static class FixtureLoader public static ElementInfo LoadOptionsConfigInfos() => LoadInfos("options_config_21000029.json"); + /// The Options panel resolved through its retail host — LayoutDesc + /// 0x2100006E (gmFloatyPanelUI) at slot 0x1000018D (stack + /// key 10, ) — the + /// SAME catalog-import shape CharacterController's own + /// character_info_2100006E_10000183.json fixture uses. This is what + /// actually mounts (Campaign OP + /// slice OP3), distinct from above (the + /// standalone 0x2100002B import, which OP2 pinned for widget-mapping + /// conformance). + public static ImportedLayout LoadOptionsPanelHost() + => LayoutImporter.Build(LoadOptionsPanelHostInfos(), _ => (0u, 0, 0), null); + + public static ElementInfo LoadOptionsPanelHostInfos() + => LoadInfos("options_panel_2100006E_1000018D.json"); + // ── Shared loader ──────────────────────────────────────────────────────── private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName) diff --git a/tests/AcDream.App.Tests/UI/Layout/MouseTurningSettingsMacroTests.cs b/tests/AcDream.App.Tests/UI/Layout/MouseTurningSettingsMacroTests.cs new file mode 100644 index 00000000..9faab159 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/MouseTurningSettingsMacroTests.cs @@ -0,0 +1,113 @@ +using AcDream.App.UI.Layout; +using AcDream.Core.Chat; +using AcDream.UI.Abstractions.Panels.Settings; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Pure logic tests for — the port of +/// gmConfigUI::SetMouseTurningDefaults @0x0049E8F0 (research doc +/// 2026-08-10-keyboard-config-and-gameplay-tab.md §4.4). No DAT, no +/// runtime — pure input/output over . +/// +public sealed class MouseTurningSettingsMacroTests +{ + [Fact] + public void AllSixValuesAtOrdinaryDefaults_ChangesEveryOne() + { + // Retail's ordinary Config-tab defaults (0.45/40.0/0.55/on/off) all + // differ from the macro's targets (0.95/50.0/0.7/off/on) — a fresh + // character clicking this button changes all six. + MouseTurningSettingsMacro.Result result = MouseTurningSettingsMacro.Compute( + CameraTurningSettings.Default, + useMouseTurningCurrent: false); + + CameraTurningSettings target = CameraTurningSettings.MouseTurningTarget; + Assert.Equal(target, result.Updated); + Assert.True(result.UseMouseTurningChanged); + Assert.Equal(6, result.ChatLines.Count); + } + + [Fact] + public void AllSixValuesAlreadyAtTarget_ChangesNone() + { + MouseTurningSettingsMacro.Result result = MouseTurningSettingsMacro.Compute( + CameraTurningSettings.MouseTurningTarget, + useMouseTurningCurrent: true); + + Assert.Equal(CameraTurningSettings.MouseTurningTarget, result.Updated); + Assert.False(result.UseMouseTurningChanged); + Assert.Empty(result.ChatLines); + } + + [Fact] + public void OnlyStiffnessDiffers_ChangesOnlyStiffness_WithItsOwnChatLine() + { + CameraTurningSettings current = CameraTurningSettings.MouseTurningTarget with + { + Stiffness = 0.45f, + }; + + MouseTurningSettingsMacro.Result result = + MouseTurningSettingsMacro.Compute(current, useMouseTurningCurrent: true); + + Assert.Equal(0.95f, result.Updated.Stiffness); + Assert.Equal(CameraTurningSettings.MouseTurningTarget.AdjustmentSpeed, result.Updated.AdjustmentSpeed); + Assert.False(result.UseMouseTurningChanged); + Assert.Equal( + [OptionsPanelText.CameraStiffnessChanged(0.45f, 0.95f)], + result.ChatLines); + } + + [Fact] + public void OnlyAlignToSlopeDiffers_EmitsTheByteVerifiedLiteralLine() + { + CameraTurningSettings current = CameraTurningSettings.MouseTurningTarget with + { + AlignToSlope = true, + }; + + MouseTurningSettingsMacro.Result result = + MouseTurningSettingsMacro.Compute(current, useMouseTurningCurrent: true); + + Assert.False(result.Updated.AlignToSlope); + Assert.Equal([OptionsPanelText.AlignToSlopeChanged], result.ChatLines); + } + + [Fact] + public void OnlyUseMouseTurningDiffers_ReportsChangedWithoutTouchingCameraSettings() + { + MouseTurningSettingsMacro.Result result = MouseTurningSettingsMacro.Compute( + CameraTurningSettings.MouseTurningTarget, + useMouseTurningCurrent: false); + + Assert.Equal(CameraTurningSettings.MouseTurningTarget, result.Updated); + Assert.True(result.UseMouseTurningChanged); + Assert.Equal([OptionsPanelText.TurnToFaceCameraChanged], result.ChatLines); + } + + [Fact] + public void ChatLines_AreEmittedInRetailOrder() + { + // Retail's own call order: Stiffness, AdjustmentSpeed, Sensitivity, + // AlignToSlope, InvertMouseLookYAxis, UseMouseTurning + // (0x0049E924..0x0049EB57). + MouseTurningSettingsMacro.Result result = MouseTurningSettingsMacro.Compute( + CameraTurningSettings.Default, + useMouseTurningCurrent: false); + + CameraTurningSettings d = CameraTurningSettings.Default; + CameraTurningSettings t = CameraTurningSettings.MouseTurningTarget; + Assert.Equal( + new[] + { + OptionsPanelText.CameraStiffnessChanged(d.Stiffness, t.Stiffness), + OptionsPanelText.CameraAdjustmentChanged(d.AdjustmentSpeed, t.AdjustmentSpeed), + OptionsPanelText.MouseSensitivityChanged(d.MouseLookSensitivity, t.MouseLookSensitivity), + OptionsPanelText.AlignToSlopeChanged, + OptionsPanelText.InvertMouseLookAxesChanged, + OptionsPanelText.TurnToFaceCameraChanged, + }, + result.ChatLines); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/OptionPageModelTests.cs b/tests/AcDream.App.Tests/UI/Layout/OptionPageModelTests.cs new file mode 100644 index 00000000..00740259 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/OptionPageModelTests.cs @@ -0,0 +1,234 @@ +using AcDream.App.UI.Layout; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Pure logic tests for / — +/// no DAT, no widgets, no runtime. Campaign OP slice OP3 ships the model +/// against an EMPTY page (the Gameplay tab has no options at all — research +/// doc 2026-08-10-options-panel-structure.md §6); this file also +/// exercises a synthetic 2-option page to prove Apply/Reset/Defaults' +/// per-row semantics before OP4-6 wire real DAT-backed rows into the same +/// model. +/// +public sealed class OptionPageModelTests +{ + // ── Empty page (the Gameplay tab's own shape) ─────────────────────────── + + [Fact] + public void EmptyPage_ChangedIsAlwaysFalse() + { + var page = new OptionPage(); + Assert.False(page.Changed); + } + + [Fact] + public void EmptyPage_ApplyResetDefaults_AreNoOps() + { + var page = new OptionPage(); + + page.Apply(); + page.Reset(); + page.Defaults(); + + Assert.Empty(page.Rows); + Assert.False(page.Changed); + } + + [Fact] + public void EmptyPage_OnShownAndOnHidden_DoNotThrow() + { + var page = new OptionPage(); + + page.OnShown(); + page.OnHidden(); + } + + [Fact] + public void EmptyPage_Apply_StillInvokesAfterApply() + { + // Retail's PlayerOptionPage::SaveCurrentValues flushes the batched + // module regardless of whether THIS page's own rows changed + // anything — the module's dirty flag is global, not per-page. + var page = new OptionPage(); + int flushCount = 0; + page.AfterApply = () => flushCount++; + + page.Apply(); + + Assert.Equal(1, flushCount); + } + + [Fact] + public void EmptyPage_OnShown_InvokesAfterApply() + { + var page = new OptionPage(); + int flushCount = 0; + page.AfterApply = () => flushCount++; + + page.OnShown(); + + Assert.Equal(1, flushCount); + } + + [Fact] + public void EmptyPage_ResetAndDefaults_DoNotInvokeAfterApply() + { + var page = new OptionPage(); + int flushCount = 0; + page.AfterApply = () => flushCount++; + + page.Reset(); + page.Defaults(); + + Assert.Equal(0, flushCount); + } + + // ── BoolOptionRow leaf semantics (UIOption_Checkbox port) ─────────────── + + [Fact] + public void BoolOptionRow_SetCurrentValue_AppliesLiveImmediately_WithoutCommitting() + { + var applied = new List(); + var row = new BoolOptionRow(initial: false, defaultValue: false, apply: v => applied.Add(v)); + + row.SetCurrentValue(true); + + Assert.True(row.Current); + Assert.False(row.Saved); // NOT committed — SetCurrentValue never touches Saved. + Assert.True(row.Changed); + Assert.Equal([true], applied); + } + + [Fact] + public void BoolOptionRow_SaveCurrentValue_CommitsBaseline() + { + var row = new BoolOptionRow(initial: false, defaultValue: false); + row.SetCurrentValue(true); + + row.SaveCurrentValue(); + + Assert.True(row.Saved); + Assert.False(row.Changed); + } + + [Fact] + public void BoolOptionRow_RestoreSavedValue_RevertsAndReapplies() + { + var applied = new List(); + var row = new BoolOptionRow(initial: false, defaultValue: false, apply: v => applied.Add(v)); + row.SetCurrentValue(true); + applied.Clear(); + + row.RestoreSavedValue(); + + Assert.False(row.Current); + Assert.False(row.Changed); + Assert.Equal([false], applied); + } + + [Fact] + public void BoolOptionRow_RestoreDefaultValue_AppliesLiveWithoutCommitting() + { + var applied = new List(); + var row = new BoolOptionRow(initial: false, defaultValue: true, apply: v => applied.Add(v)); + + row.RestoreDefaultValue(); + + Assert.True(row.Current); + Assert.False(row.Saved); // uncommitted — Changed re-arms Apply/Reset. + Assert.True(row.Changed); + Assert.Equal([true], applied); + } + + // ── Synthetic 2-option page ────────────────────────────────────────────── + + private static (OptionPage Page, BoolOptionRow A, BoolOptionRow B) MakeTwoOptionPage() + { + var page = new OptionPage(); + var a = new BoolOptionRow(initial: true, defaultValue: true); + var b = new BoolOptionRow(initial: false, defaultValue: true); + page.Register(a); + page.Register(b); + return (page, a, b); + } + + [Fact] + public void TwoOptionPage_Changed_TrueWhenAnyRowChanged() + { + var (page, a, _) = MakeTwoOptionPage(); + Assert.False(page.Changed); + + a.SetCurrentValue(false); + + Assert.True(page.Changed); + } + + [Fact] + public void TwoOptionPage_Apply_CommitsEveryRowUnconditionally() + { + var (page, a, b) = MakeTwoOptionPage(); + a.SetCurrentValue(false); // a changed + // b left at its initial (unchanged) value. + + page.Apply(); + + Assert.False(page.Changed); + Assert.True(a.Saved == a.Current); + Assert.True(b.Saved == b.Current); + } + + [Fact] + public void TwoOptionPage_Reset_RevertsOnlyChangedRows() + { + var (page, a, b) = MakeTwoOptionPage(); + a.SetCurrentValue(false); // a: true -> false, changed + // b stays at its initial false (unchanged, Saved == Current == false). + + page.Reset(); + + Assert.True(a.Current); // reverted to its original saved baseline + Assert.False(b.Current); // untouched — was never Changed + Assert.False(page.Changed); + } + + [Fact] + public void TwoOptionPage_Defaults_RestoresEveryRow_WithoutCommitting() + { + var (page, a, b) = MakeTwoOptionPage(); + a.SetCurrentValue(false); + page.Apply(); // commit a's change so Changed starts false + + page.Defaults(); + + Assert.True(a.Current); // default is true + Assert.True(b.Current); // default is true (was false) + // Defaults never commits — b's baseline (Saved) is still its old + // committed value (false), so Changed re-arms Apply/Reset. + Assert.True(page.Changed); + } + + [Fact] + public void TwoOptionPage_OnHidden_RevertsUncommittedEdits() + { + var (page, a, _) = MakeTwoOptionPage(); + a.SetCurrentValue(false); + + page.OnHidden(); + + Assert.True(a.Current); + Assert.False(page.Changed); + } + + [Fact] + public void TwoOptionPage_OnShown_AppliesAndCommits() + { + var (page, a, _) = MakeTwoOptionPage(); + a.SetCurrentValue(false); + + page.OnShown(); + + Assert.False(page.Changed); + Assert.False(a.Saved != a.Current); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/OptionsPanelControllerTests.cs b/tests/AcDream.App.Tests/UI/Layout/OptionsPanelControllerTests.cs new file mode 100644 index 00000000..78499254 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/OptionsPanelControllerTests.cs @@ -0,0 +1,269 @@ +using AcDream.App.UI; +using AcDream.App.UI.Layout; +using AcDream.Core.Chat; + +namespace AcDream.App.Tests.UI.Layout; + +/// +/// Controller-level tests for against +/// the committed options_panel_2100006E_1000018D.json fixture +/// (Campaign OP slice OP3) — the SAME LayoutImporter.ImportInfos(dats, +/// 0x2100006Eu, 0x1000018Du) catalog import +/// performs against real +/// DATs. No DAT access, no live runtime — dat-free per the established +/// FixtureLoader pattern. +/// +public sealed class OptionsPanelControllerTests +{ + private static UiButton Click(ImportedLayout layout, uint elementId) + { + var button = Assert.IsType(layout.FindElement(elementId)); + button.OnEvent(new UiEvent(0, button, UiEventType.Click)); + return button; + } + + private static OptionsPanelController.Callbacks MakeCallbacks( + List calls, + Action? displaySystemMessage = null) + => new( + Toggle: () => calls.Add("toggle"), + RequestExitToCharacterSelection: () => calls.Add("exit-to-char-select"), + ExitGame: () => calls.Add("exit-game"), + UseMouseTurningSettings: () => calls.Add("mouse-turning"), + DisplaySystemMessage: displaySystemMessage ?? (text => calls.Add($"message:{text}"))); + + // ── Mount conformance ──────────────────────────────────────────────────── + + [Fact] + public void Bind_RootBuildsAsUiTabPanel() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + + Assert.IsType(layout.Root); + } + + [Fact] + public void Bind_Succeeds_AndExposesFourEmptyPages() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + + OptionsPanelController? controller = + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Assert.NotNull(controller); + Assert.Equal(4, controller!.Pages.Count); + Assert.Empty(controller.GameplayPage.Rows); + Assert.Empty(controller.CharacterPage.Rows); + Assert.Empty(controller.ChatPage.Rows); + Assert.Empty(controller.ConfigPage.Rows); + } + + [Fact] + public void ActivateTabs_SelectsGameplayAsDefault_AndAppliesItsPage() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + int gameplayFlushCount = 0; + OptionsPanelController controller = OptionsPanelController.Bind( + layout, + MakeCallbacks(calls) with { AfterApply = () => gameplayFlushCount++ })!; + + controller.ActivateTabs(); + + Assert.True(controller.TabPanel.BehaviorActive); + Assert.Equal(0x10000212u, controller.TabPanel.ActivePageElementId); // Gameplay slot + // OnShown() fired for the initial default tab -> Apply() -> AfterApply. + Assert.Equal(1, gameplayFlushCount); + } + + [Fact] + public void TabSwitch_RevertsLeavingPage_AndAppliesEnteringPage() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + var flushes = new List(); + OptionsPanelController controller = OptionsPanelController.Bind( + layout, MakeCallbacks(calls) with { AfterApply = () => flushes.Add("flush") })!; + controller.ActivateTabs(); + flushes.Clear(); // drop the initial-activation flush + + controller.TabPanel.SwitchTo(0x10000211u); // Character page slot + + Assert.Equal(0x10000211u, controller.TabPanel.ActivePageElementId); + // Both OnHidden (Gameplay, Reset — no flush) and OnShown (Character, Apply — flush). + Assert.Equal(["flush"], flushes); + } + + [Fact] + public void WholeWindowHide_RevertsCurrentlyActivePage() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController controller = + OptionsPanelController.Bind(layout, MakeCallbacks(calls))!; + controller.ActivateTabs(); + var row = new BoolOptionRow(initial: false, defaultValue: false); + controller.GameplayPage.Register(row); + row.SetCurrentValue(true); + Assert.True(controller.GameplayPage.Changed); + + controller.OnHidden(); // IRetainedPanelController hook — whole window closing + + Assert.False(controller.GameplayPage.Changed); + } + + [Fact] + public void WholeWindowShow_AppliesCurrentlyActivePage() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + int flushCount = 0; + OptionsPanelController controller = OptionsPanelController.Bind( + layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!; + controller.ActivateTabs(); + flushCount = 0; + + controller.OnShown(); + + Assert.Equal(1, flushCount); + } + + // ── Close button ───────────────────────────────────────────────────────── + + [Fact] + public void CloseButton_FiresToggleCallback() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000210u); + + Assert.Equal(["toggle"], calls); + } + + // ── The seven Gameplay-tab buttons ─────────────────────────────────────── + + [Fact] + public void ExitToCharacterSelectionButton_FiresRequestCallback() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000203u); + + Assert.Equal(["exit-to-char-select"], calls); + } + + [Fact] + public void ExitGameButton_FiresExitGameCallback() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000617u); + + Assert.Equal(["exit-game"], calls); + } + + [Fact] + public void UseMouseTurningSettingsButton_FiresMacroCallback() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x100005CCu); + + Assert.Equal(["mouse-turning"], calls); + } + + [Fact] + public void UrgentAssistanceButton_DisplaysItsOwnByteVerifiedFailureText() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000206u); + + Assert.Equal([$"message:{OptionsPanelText.UrgentAssistanceUnavailable}"], calls); + } + + [Fact] + public void ReportAbuseButton_DisplaysItsOwnByteVerifiedFailureText() + { + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000207u); + + Assert.Equal([$"message:{OptionsPanelText.ReportAbuseUnavailable}"], calls); + } + + [Fact] + public void UrgentAssistanceAndReportAbuse_UseDifferentText() + { + // The two buttons share retail's identical body template but differ + // in ONE clause ("urgent assistance request" vs "abuse report"). + Assert.NotEqual( + OptionsPanelText.UrgentAssistanceUnavailable, + OptionsPanelText.ReportAbuseUnavailable); + Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.UrgentAssistanceUnavailable); + Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.ReportAbuseUnavailable); + } + + [Fact] + public void ConfigureKeyboardButton_IsInert_ClickDoesNothing() + { + // D4/OP8: authored, clickable, no handler this slice. + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000204u); + + Assert.Empty(calls); + } + + [Fact] + public void InGameHelpFilesButton_IsInert_ClickDoesNothing() + { + // D5: retail's own KeyStone::OpenHelp fails silently without the + // missing ACHelpPlugin.dll — mirrored as an inert button. + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + var calls = new List(); + OptionsPanelController.Bind(layout, MakeCallbacks(calls)); + + Click(layout, 0x10000205u); + + Assert.Empty(calls); + } + + [Fact] + public void AllSevenGameplayButtons_ResolveInTheBuiltLayout() + { + // Guards against a future fixture regeneration silently dropping an + // id (a missing button degrades to a logged no-op, not a test + // failure, unless asserted here). + ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost(); + + uint[] buttonIds = + { + 0x10000203u, // Exit to Character Selection + 0x10000204u, // Configure Keyboard + 0x10000205u, // In-Game Help Files + 0x10000206u, // Urgent Assistance + 0x10000207u, // Report Abuse + 0x100005CCu, // Use Mouse Turning Settings + 0x10000617u, // Exit Game + }; + + foreach (uint id in buttonIds) + Assert.IsType(layout.FindElement(id)); + } +} diff --git a/tests/AcDream.App.Tests/UI/Layout/OptionsPanelLayoutConformanceTests.cs b/tests/AcDream.App.Tests/UI/Layout/OptionsPanelLayoutConformanceTests.cs index 0471afbd..f941786d 100644 --- a/tests/AcDream.App.Tests/UI/Layout/OptionsPanelLayoutConformanceTests.cs +++ b/tests/AcDream.App.Tests/UI/Layout/OptionsPanelLayoutConformanceTests.cs @@ -575,4 +575,48 @@ public class OptionsPanelLayoutConformanceTests Assert.Equal(before, tabControl.ActivePageElementId); Assert.True(layout.FindElement(before)!.Visible); } + + // ── ActivePageChanged (Campaign OP slice OP3 — the page-model hook) ────── + + [Fact] + public void ActivePageChanged_FiresOnInitialActivation_WithOldEqualsZero() + { + var layout = FixtureLoader.LoadOptionsPanel(); + var tabControl = Assert.IsType(layout.FindElement(0x10000208u)); + var transitions = new List<(uint Old, uint New)>(); + tabControl.ActivePageChanged += (oldId, newId) => transitions.Add((oldId, newId)); + + tabControl.ActivateTabBehavior(); + + Assert.Equal([(0u, 0x10000212u)], transitions); // Gameplay default, no prior page. + } + + [Fact] + public void ActivePageChanged_FiresOnEverySwitch_WithBothOldAndNew() + { + var layout = FixtureLoader.LoadOptionsPanel(); + var tabControl = Assert.IsType(layout.FindElement(0x10000208u)); + tabControl.ActivateTabBehavior(); + var transitions = new List<(uint Old, uint New)>(); + tabControl.ActivePageChanged += (oldId, newId) => transitions.Add((oldId, newId)); + + tabControl.SwitchTo(0x1000050Cu); // Chat page slot + + Assert.Equal([(0x10000212u, 0x1000050Cu)], transitions); + } + + [Fact] + public void ActivePageChanged_DoesNotFireForANoOpSwitch() + { + var layout = FixtureLoader.LoadOptionsPanel(); + var tabControl = Assert.IsType(layout.FindElement(0x10000208u)); + tabControl.ActivateTabBehavior(); + uint before = tabControl.ActivePageElementId; + var transitions = new List<(uint Old, uint New)>(); + tabControl.ActivePageChanged += (oldId, newId) => transitions.Add((oldId, newId)); + + tabControl.SwitchTo(before); + + Assert.Empty(transitions); + } } diff --git a/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs b/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs index 82c71e7e..000bc7cc 100644 --- a/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs +++ b/tests/AcDream.App.Tests/UI/Layout/RetailLayoutFixtureGenerator.cs @@ -144,6 +144,8 @@ public sealed class RetailLayoutFixtureGenerator "examine_component_2100006B_1000032E.json"), (VendorUiController.LayoutId, VendorUiController.RootId, "vendor_21000012_100000B7.json"), + (OptionsPanelController.HostLayoutId, OptionsPanelController.SlotElementId, + "options_panel_2100006E_1000018D.json"), }) { ElementInfo? panelPart = LayoutImporter.ImportInfos(dats, layoutId, rootId); diff --git a/tests/AcDream.App.Tests/UI/Layout/fixtures/options_panel_2100006E_1000018D.json b/tests/AcDream.App.Tests/UI/Layout/fixtures/options_panel_2100006E_1000018D.json new file mode 100644 index 00000000..83f15364 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/Layout/fixtures/options_panel_2100006E_1000018D.json @@ -0,0 +1,23727 @@ +{ + "Id": 268435853, + "Type": 8, + "X": 0, + "Y": 0, + "Width": 300, + "Height": 362, + "OriginalParentWidth": 0, + "OriginalParentHeight": 0, + "HasOriginalParentSize": false, + "Left": 1, + "Top": 1, + "Right": 1, + "Bottom": 1, + "ReadOrder": 12, + "ZLevel": 0, + "States": { + "4294967295": { + "Id": 4294967295, + "Name": "", + "PassToChildren": false, + "IncorporationFlags": 30, + "Image": null, + "Cursor": null, + "Properties": { + "Values": { + "88": { + "Kind": 0, + "MasterPropertyId": 88, + "UnsignedValue": 1, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "46": { + "Kind": 7, + "MasterPropertyId": 46, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [ + { + "Kind": 8, + "MasterPropertyId": 47, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": { + "48": { + "Kind": 0, + "MasterPropertyId": 48, + "UnsignedValue": 268435981, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "49": { + "Kind": 0, + "MasterPropertyId": 49, + "UnsignedValue": 268435986, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "50": { + "Kind": 1, + "MasterPropertyId": 50, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": true, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + }, + { + "Kind": 8, + "MasterPropertyId": 47, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": { + "48": { + "Kind": 0, + "MasterPropertyId": 48, + "UnsignedValue": 268435982, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "49": { + "Kind": 0, + "MasterPropertyId": 49, + "UnsignedValue": 268435985, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "50": { + "Kind": 1, + "MasterPropertyId": 50, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + }, + { + "Kind": 8, + "MasterPropertyId": 47, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": { + "48": { + "Kind": 0, + "MasterPropertyId": 48, + "UnsignedValue": 268436747, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "49": { + "Kind": 0, + "MasterPropertyId": 49, + "UnsignedValue": 268436748, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "50": { + "Kind": 1, + "MasterPropertyId": 50, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + }, + { + "Kind": 8, + "MasterPropertyId": 47, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": { + "48": { + "Kind": 0, + "MasterPropertyId": 48, + "UnsignedValue": 268435983, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "49": { + "Kind": 0, + "MasterPropertyId": 49, + "UnsignedValue": 268435987, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "50": { + "Kind": 1, + "MasterPropertyId": 50, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + } + ], + "StructValue": {} + }, + "87": { + "Kind": 0, + "MasterPropertyId": 87, + "UnsignedValue": 268435482, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "268435497": { + "Kind": 0, + "MasterPropertyId": 268435497, + "UnsignedValue": 10, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + } + } + }, + "DefaultStateId": 0, + "FontDid": 0, + "HJustify": 1, + "VJustify": 1, + "FontColor": null, + "Outline": false, + "OutlineColor": null, + "StateMedia": {}, + "StateCursors": {}, + "DefaultStateName": "", + "Children": [ + { + "Id": 268435977, + "Type": 3, + "X": 0, + "Y": 25, + "Width": 2, + "Height": 575, + "OriginalParentWidth": 300, + "OriginalParentHeight": 600, + "HasOriginalParentSize": true, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 1, + "ReadOrder": 6, + "ZLevel": 0, + "States": { + "4294967295": { + "Id": 4294967295, + "Name": "", + "PassToChildren": false, + "IncorporationFlags": 30, + "Image": { + "File": 100668092, + "DrawMode": 1 + }, + "Cursor": null, + "Properties": { + "Values": {} + } + } + }, + "DefaultStateId": 0, + "FontDid": 0, + "HJustify": 1, + "VJustify": 1, + "FontColor": null, + "Outline": false, + "OutlineColor": null, + "StateMedia": { + "": { + "Item1": 100668092, + "Item2": 1 + } + }, + "StateCursors": {}, + "DefaultStateName": "", + "Children": [], + "TabTable": [], + "TemplateList": [], + "ScrollbarElementId": 0 + }, + { + "Id": 268435981, + "Type": 12, + "X": 0, + "Y": 0, + "Width": 106, + "Height": 25, + "OriginalParentWidth": 300, + "OriginalParentHeight": 600, + "HasOriginalParentSize": true, + "Left": 1, + "Top": 1, + "Right": 2, + "Bottom": 2, + "ReadOrder": 1, + "ZLevel": 0, + "States": { + "4294967295": { + "Id": 4294967295, + "Name": "", + "PassToChildren": false, + "IncorporationFlags": 30, + "Image": null, + "Cursor": null, + "Properties": { + "Values": { + "35": { + "Kind": 4, + "MasterPropertyId": 35, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "26": { + "Kind": 7, + "MasterPropertyId": 26, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { 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"UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [ + { + "Kind": 6, + "MasterPropertyId": 25, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 255, + "Green": 255, + "Red": 255, + "Alpha": 255 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + ], + "StructValue": {} + }, + "20": { + "Kind": 0, + "MasterPropertyId": 20, + "UnsignedValue": 1, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "21": { + "Kind": 0, + "MasterPropertyId": 21, + "UnsignedValue": 1, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "83": { + "Kind": 1, + "MasterPropertyId": 83, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": true, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + }, + "23": { + "Kind": 5, + "MasterPropertyId": 23, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 184537202, + "TableId": 587202561, + "Override": 0, + "English": 1, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + } + } + }, + "11": { + "Id": 11, + "Name": "Closed", + "PassToChildren": true, + "IncorporationFlags": 1, + "Image": null, + "Cursor": null, + "Properties": { + "Values": { + "27": { + "Kind": 7, + "MasterPropertyId": 27, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 0, + "Green": 0, + "Red": 0, + "Alpha": 0 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [ + { + "Kind": 6, + "MasterPropertyId": 25, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 + }, + "ColorValue": { + "Blue": 127, + "Green": 127, + "Red": 127, + "Alpha": 255 + }, + "VectorValue": { + "X": 0, + "Y": 0, + "Z": 0 + }, + "ArrayValue": [], + "StructValue": {} + } + ], + "StructValue": {} + } + } + } + }, + "12": { + "Id": 12, + "Name": "Open", + "PassToChildren": true, + "IncorporationFlags": 1, + "Image": null, + "Cursor": null, + "Properties": { + "Values": { + "27": { + "Kind": 7, + "MasterPropertyId": 27, + "UnsignedValue": 0, + "IntegerValue": 0, + "FloatValue": 0, + "BoolValue": false, + "StringInfoValue": { + "Token": 0, + "StringId": 0, + "TableId": 0, + "Override": 0, + "English": 0, + "Comment": 0 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+ "File": 100682907, + "DrawMode": 3 + }, + "Cursor": null, + "Properties": { + "Values": {} + } + }, + "13": { + "Id": 13, + "Name": "Ghosted", + "PassToChildren": false, + "IncorporationFlags": 0, + "Image": { + "File": 100682906, + "DrawMode": 3 + }, + "Cursor": null, + "Properties": { + "Values": {} + } + } + }, + "DefaultStateId": 0, + "FontDid": 0, + "HJustify": 1, + "VJustify": 1, + "FontColor": null, + "Outline": false, + "OutlineColor": null, + "StateMedia": { + "Normal": { + "Item1": 100682908, + "Item2": 3 + }, + "Normal_rollover": { + "Item1": 100682908, + "Item2": 3 + }, + "Normal_pressed": { + "Item1": 100682907, + "Item2": 3 + }, + "Ghosted": { + "Item1": 100682906, + "Item2": 3 + } + }, + "StateCursors": {}, + "DefaultStateName": "", + "Children": [], + "TabTable": [], + "TemplateList": [], + "ScrollbarElementId": 0 + } + ], + "TabTable": [], + "TemplateList": [], + "ScrollbarElementId": 0 + } + ], + "TabTable": [], + "TemplateList": [], + "ScrollbarElementId": 0 + } + ], + "TabTable": [ + { + "ButtonElementId": 268435981, + "PageElementId": 268435986, + "IsDefault": true + }, + { + "ButtonElementId": 268435982, + "PageElementId": 268435985, + "IsDefault": false + }, + { + "ButtonElementId": 268436747, + "PageElementId": 268436748, + "IsDefault": false + }, + { + "ButtonElementId": 268435983, + "PageElementId": 268435987, + "IsDefault": false + } + ], + "TemplateList": [], + "ScrollbarElementId": 0 +} \ No newline at end of file diff --git a/tests/AcDream.App.Tests/UI/RetailPanelCatalogTests.cs b/tests/AcDream.App.Tests/UI/RetailPanelCatalogTests.cs new file mode 100644 index 00000000..2a9cb0a5 --- /dev/null +++ b/tests/AcDream.App.Tests/UI/RetailPanelCatalogTests.cs @@ -0,0 +1,49 @@ +using AcDream.App.UI; + +namespace AcDream.App.Tests.UI; + +/// +/// Campaign OP slice OP3: pins the Options panel's entry in +/// — the data the toolbar's ALREADY-GENERIC +/// panel-button mechanism (ToolbarController.PanelButtonIds already +/// includes 0x1000019B, byte-verified authored panel id 10 — +/// tests/AcDream.App.Tests/UI/Layout/ToolbarControllerTests.cs's own +/// PanelButtons fixture at (0x1000019Bu, 10u)) reads to route +/// the toolbar Options button and RetailUiRuntime.OnWindowVisibilityChanged +/// to the retail Options window. No new toolbar wiring was needed — only +/// this catalog entry, which the existing generic mechanism ( +/// RetailUiRuntime.BindToolbarPanelButtons, +/// RetailPanelUiController) picks up automatically. +/// +public sealed class RetailPanelCatalogTests +{ + [Fact] + public void Options_PanelId_Is10_MatchingTheToolbarButtonsAuthoredProperty() + => Assert.Equal(10u, RetailPanelCatalog.Options); + + [Fact] + public void Options_ResolvesToTheOptionsWindowName() + { + Assert.True(RetailPanelCatalog.TryGetWindowName(RetailPanelCatalog.Options, out string name)); + Assert.Equal(WindowNames.Options, name); + } + + [Fact] + public void OptionsWindowName_ResolvesBackToThePanelId() + { + Assert.True(RetailPanelCatalog.TryGetPanelId(WindowNames.Options, out uint panelId)); + Assert.Equal(RetailPanelCatalog.Options, panelId); + } + + [Fact] + public void Options_IsListedInMountedPanels() + => Assert.Contains( + (RetailPanelCatalog.Options, WindowNames.Options), + RetailPanelCatalog.MountedPanels); + + [Fact] + public void Options_IsListedInToolbarPanels() + => Assert.Contains( + (RetailPanelCatalog.Options, WindowNames.Options), + RetailPanelCatalog.ToolbarPanels); +} diff --git a/tests/AcDream.UI.Abstractions.Tests/Input/KeyBindingsRetailTests.cs b/tests/AcDream.UI.Abstractions.Tests/Input/KeyBindingsRetailTests.cs index 0bbd9666..b51eed80 100644 --- a/tests/AcDream.UI.Abstractions.Tests/Input/KeyBindingsRetailTests.cs +++ b/tests/AcDream.UI.Abstractions.Tests/Input/KeyBindingsRetailTests.cs @@ -225,4 +225,22 @@ public class KeyBindingsRetailTests Assert.Contains(b.ForAction(InputAction.ScrollUp), x => x.Chord == new KeyChord(Key.Up, ModifierMask.Ctrl)); } + + /// + /// Campaign OP slice OP3: F11 opens retail's Options panel + /// (docs/research/named-retail/retail-default.keymap.txt:148 — + /// ToggleOptionsPanel [ "" [ 0 DIK_F11 ] ]). This row already + /// existed in before OP3 (the + /// binding was correct; only the routing it fed — the old, unrendered + /// Settings-panel no-op — needed to change). This test pins the ONLY + /// production table stays authoritative going forward (#358's lesson). + /// + [Fact] + public void ToggleOptionsPanel_bound_to_F11() + { + var b = KeyBindings.RetailDefaults(); + var bound = b.Find(new KeyChord(Key.F11, ModifierMask.None), ActivationType.Press); + Assert.NotNull(bound); + Assert.Equal(InputAction.ToggleOptionsPanel, bound!.Value.Action); + } }