feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02 UI architecture review mandated before commit: - ItemInteractionController: single owner of double-click use/equip/ container-open, targeted-use mode (health kits), drag-out drop; toolbar shortcut drags don't drop the real item. ItemEquipRules for multi-slot (coat) coverage via equip masks. - Cursor phase: CursorFeedbackController (semantic priority chain: drag > resize > window-move > target-mode > text) + RetailCursorCatalog (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState 0x00564630) resolved through the portal EnumIDMap chain by RetailCursorResolver; RetailCursorManager applies dat cursor art to the OS cursor. Register row AP-72 covers the OS standard-cursor fallback. - Character window goes live: CharacterSheetProvider owns sheet assembly, XP-curve/raise-cost math and the raise flow — extracted out of GameWindow per Code Structure Rule 1 instead of committing the ~430-line feature body there. Optimistic XP/credit debits go through eventful store APIs (new ClientObjectTable.UpdateInt64Property + LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw property-dictionary writes; register row AP-73 covers the still-missing raise ledger (#163). - RetailWindowFrame: the shared nine-slice window mount recipe; the character window uses it, remaining windows migrate via #164. - Status-bar buttons toggle inventory/character windows; retail row-major backpack ordering; WorldSession.SendUseWithTarget + raise/train sends. GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the sheet/raise logic is unit-tested in CharacterSheetProviderTests instead of trapped in the god object. Build green; full suite 3,286 tests pass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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74 changed files with 6669 additions and 238 deletions
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@ -2,6 +2,7 @@ using System;
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using System.IO;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Items;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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@ -86,4 +87,34 @@ public class InventoryFrameImportProbe
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"(else the Alphablend backdrop overpaints/washes out the panel content)");
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}
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}
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[Fact]
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public void Close_button_resolves_and_invokes_controller_close_callback()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat - skip
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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var close = layout!.FindElement(WindowChromeController.InventoryCloseButtonId);
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Assert.NotNull(close);
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Assert.True(close is UiButton or UiDatElement,
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$"inventory close button resolved to {close?.GetType().Name ?? "null"}");
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int closes = 0;
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InventoryController.Bind(
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layout,
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new ClientObjectTable(),
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playerGuid: static () => 0u,
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iconIds: static (_, _, _, _, _) => 0u,
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strength: static () => 100,
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datFont: null,
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onClose: () => closes++);
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close!.OnEvent(new UiEvent(0u, close, UiEventType.Click));
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Assert.Equal(1, closes);
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}
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}
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