feat(input): #24 Phase K.2 - auto-enter player mode at login + MMB mouse-look + DebugPanel free-fly + Tab to chat-input focus
Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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12 changed files with 972 additions and 66 deletions
166
tests/AcDream.UI.Abstractions.Tests/Input/MmbMouseLookTests.cs
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166
tests/AcDream.UI.Abstractions.Tests/Input/MmbMouseLookTests.cs
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.UI.Abstractions.Tests.Input;
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/// <summary>
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/// Phase K.2 — MMB-hold instant mouse-look state machine. While
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/// active, mouse-X drives the character's heading (and the chase
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/// camera follows automatically because <c>ChaseCamera.Update</c>
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/// reads the player yaw). The state machine guards activation on
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/// ImGui's <c>WantCaptureMouse</c> so a panel-hovered MMB doesn't
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/// hijack the cursor.
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/// </summary>
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public sealed class MmbMouseLookTests
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{
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private sealed class YawSink
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{
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public float Total;
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public int ApplyCount;
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public void Apply(float d) { Total += d; ApplyCount++; }
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}
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[Fact]
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public void Press_ActivatesAndCapturesCursorPosition()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(cursorX: 320f, cursorY: 240f, wantCaptureMouse: false);
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Assert.True(ml.Active);
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Assert.Equal(320f, ml.CapturedCursorX);
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Assert.Equal(240f, ml.CapturedCursorY);
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}
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[Fact]
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public void Release_DeactivatesWhenActive()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(0f, 0f, wantCaptureMouse: false);
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ml.Release();
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Assert.False(ml.Active);
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}
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[Fact]
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public void Press_WhileImGuiCapturesMouse_DoesNotActivate()
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{
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// Defense in depth — the dispatcher already filters on
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// WantCaptureMouse, but if a binding ever fires through the
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// state machine itself must not turn on.
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(0f, 0f, wantCaptureMouse: true);
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Assert.False(ml.Active);
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}
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[Fact]
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public void OnWantCaptureMouseChanged_TrueWhileActive_Deactivates()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(0f, 0f, wantCaptureMouse: false);
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Assert.True(ml.Active);
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// ImGui takes mouse focus mid-hold (e.g. tooltip pop-up over
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// the cursor) → suspend mouse-look so the panel gets the
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// cursor.
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ml.OnWantCaptureMouseChanged(wantCaptureMouse: true);
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Assert.False(ml.Active);
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}
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[Fact]
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public void OnWantCaptureMouseChanged_FalseWhileInactive_NoOp()
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{
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// Going from "ImGui captures" to "ImGui doesn't capture" must
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// NOT auto-reactivate — only an explicit Press does.
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.OnWantCaptureMouseChanged(wantCaptureMouse: false);
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Assert.False(ml.Active);
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}
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[Fact]
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public void ApplyDelta_WhileActive_DrivesYawSink()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply) { SensitivityRadiansPerPixel = 0.01f };
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ml.Press(0f, 0f, wantCaptureMouse: false);
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ml.ApplyDelta(dx: 10f, extraSensitivity: 1.0f);
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// Sign: dragging right (positive dx) yaws the character right
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// — by the acdream Yaw convention that's negative yaw delta.
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// Magnitude: 10 * 0.01 * 1.0 = 0.1 rad.
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Assert.Equal(1, sink.ApplyCount);
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Assert.Equal(-0.1f, sink.Total, 5);
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}
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[Fact]
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public void ApplyDelta_WhileInactive_DoesNothing()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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// Never pressed.
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ml.ApplyDelta(dx: 100f, extraSensitivity: 1.0f);
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Assert.Equal(0, sink.ApplyCount);
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Assert.Equal(0f, sink.Total);
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}
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[Fact]
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public void ApplyDelta_AfterRelease_DoesNothing()
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{
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(0f, 0f, wantCaptureMouse: false);
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ml.Release();
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ml.ApplyDelta(dx: 50f, extraSensitivity: 1.0f);
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Assert.Equal(0, sink.ApplyCount);
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}
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[Fact]
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public void Press_WhileAlreadyActive_IsIdempotent()
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{
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// Repeated Press calls must not blow away the originally
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// captured cursor position — the cursor-restore-on-release
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// path needs the original anchor.
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply);
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ml.Press(100f, 200f, wantCaptureMouse: false);
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ml.Press(999f, 888f, wantCaptureMouse: false);
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Assert.Equal(100f, ml.CapturedCursorX);
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Assert.Equal(200f, ml.CapturedCursorY);
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}
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[Fact]
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public void ApplyDelta_DriverDrivesCharacterAndCameraInOneSink()
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{
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// Combined drive: the test only exposes a single yaw mutator,
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// and that's the design — the yaw mutator GameWindow passes
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// updates _playerController.Yaw, and the chase camera reads
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// the same yaw via ChaseCamera.Update(pos, playerYaw). So a
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// single sink in this test models both behaviors.
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var sink = new YawSink();
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var ml = new MouseLookState(sink.Apply) { SensitivityRadiansPerPixel = 0.005f };
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ml.Press(0f, 0f, wantCaptureMouse: false);
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ml.ApplyDelta(dx: 4f, extraSensitivity: 0.5f); // -0.01
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ml.ApplyDelta(dx: -2f, extraSensitivity: 0.5f); // +0.005
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Assert.Equal(2, sink.ApplyCount);
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Assert.Equal(-0.005f, sink.Total, 5);
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}
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}
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