fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square

D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.

D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.

C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.

V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-17 13:03:07 +02:00
parent b3e5e8b0f7
commit bfc452d610
5 changed files with 262 additions and 11 deletions

View file

@ -93,6 +93,54 @@ public class LayoutImporterTests
Assert.Empty(uiMeter.Children);
}
// ── Test 4: Prototype-skip in BuildFromInfos ─────────────────────────────
/// <summary>
/// When one top-level element is referenced as a BaseElement by a sibling
/// (mirroring the toolbar slot prototype pattern), and the prototype element
/// has no own state media, the importer must NOT produce a widget for the
/// prototype id (FindElement returns null), but MUST produce the derived element.
///
/// NOTE: This test exercises <see cref="LayoutImporter.BuildFromInfos"/> (the pure
/// layer), where prototype detection is done by inspecting the pre-resolved
/// ElementInfo tree rather than the raw dat ElementDesc. The pure layer skips
/// an element if its Id is in a sibling's (or child's) <c>Children</c> chain
/// as a BaseElement — but actually the pure layer has no BaseElement knowledge
/// at this stage (that's resolved before Build). The prototype-skip in the real
/// world occurs in <c>ImportInfos</c> (the dat shell), BEFORE calling Build.
///
/// This test verifies the INVARIANT that holds AFTER ImportInfos filters prototypes:
/// a pure template element that was skipped is absent from FindElement, while the
/// derived element (which inherited from it) IS present.
///
/// We model this by simply NOT adding the prototype to the ElementInfo tree passed
/// to BuildFromInfos — as if ImportInfos already filtered it out.
/// </summary>
[Fact]
public void BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent()
{
// Simulate what ImportInfos does AFTER filtering: the prototype 0xBBB00001 is
// absent (already skipped by ImportInfos), the derived element 0xCCC00001 is
// present with its own media inherited from the prototype.
var root = new ElementInfo { Id = 0x10000001, Type = 3, Width = 200, Height = 100 };
// The derived element has its own size + media (prototype was merged into it already).
var derived = new ElementInfo
{
Id = 0xCCC00001u,
Type = 0x10000031u, // UIElement_ItemList (toolbar slot type)
X = 10, Y = 10, Width = 32, Height = 32,
};
derived.StateMedia[""] = (0x06001234u, 1);
// Only the derived element appears in the tree (prototype was filtered by ImportInfos).
var tree = LayoutImporter.BuildFromInfos(root, new[] { derived }, NoTex, null);
// The derived element is present in the built tree.
Assert.NotNull(tree.FindElement(0xCCC00001u));
// The prototype id is NOT in the tree (was never added).
Assert.Null(tree.FindElement(0xBBB00001u));
}
// ── Helpers ───────────────────────────────────────────────────────────────
private static ElementInfo BuildSliceContainer(uint id, uint ReadOrder, uint l, uint t, uint r)

View file

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net.Messages;
using Xunit;
@ -15,14 +16,25 @@ public class ToolbarControllerTests
private static readonly uint[] Row2 =
{ 0x100006B7,0x100006B8,0x100006B9,0x100006BA,0x100006BB,0x100006BC,0x100006BD,0x100006BE,0x100006BF };
private static (ImportedLayout layout, Dictionary<uint, UiItemList> slots) FakeToolbar()
// The four mutually-exclusive combat-mode indicator element ids (must match ToolbarController's list).
private static readonly uint[] CombatIds = { 0x10000192u, 0x10000193u, 0x10000194u, 0x10000195u };
private static (ImportedLayout layout, Dictionary<uint, UiItemList> slots,
Dictionary<uint, UiElement> indicators) FakeToolbar()
{
var dict = new Dictionary<uint, UiElement>();
var slots = new Dictionary<uint, UiItemList>();
var indicators = new Dictionary<uint, UiElement>();
var root = new UiPanel();
foreach (var id in Row1) AddSlot(id);
foreach (var id in Row2) AddSlot(id);
return (new ImportedLayout(root, dict), slots);
// Add combat indicator elements as plain UiPanels keyed by id.
foreach (var id in CombatIds)
{
var e = new UiPanel { Visible = true };
dict[id] = e; indicators[id] = e; root.AddChild(e);
}
return (new ImportedLayout(root, dict), slots, indicators);
void AddSlot(uint id)
{
@ -34,7 +46,7 @@ public class ToolbarControllerTests
[Fact]
public void Populate_bindsShortcutToCorrectSlot()
{
var (layout, slots) = FakeToolbar();
var (layout, slots, _) = FakeToolbar();
var repo = new ItemRepository();
repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
@ -51,7 +63,7 @@ public class ToolbarControllerTests
[Fact]
public void DeferredRebind_whenItemArrivesLate()
{
var (layout, slots) = FakeToolbar();
var (layout, slots, _) = FakeToolbar();
var repo = new ItemRepository(); // item NOT present yet
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
{ new(Index: 2, ObjectGuid: 0x5002u, SpellId: 0, Layer: 0) };
@ -68,7 +80,7 @@ public class ToolbarControllerTests
[Fact]
public void Click_emitsUseForBoundItem()
{
var (layout, slots) = FakeToolbar();
var (layout, slots, _) = FakeToolbar();
var repo = new ItemRepository();
repo.AddOrUpdate(new ItemInstance { ObjectId = 0x5001u, WeenieClassId = 1u, IconId = 0x06001234u });
var shortcuts = new List<PlayerDescriptionParser.ShortcutEntry>
@ -82,4 +94,76 @@ public class ToolbarControllerTests
Assert.Equal(0x5001u, used);
}
// ── C1: combat-mode indicator tests ─────────────────────────────────────
/// <summary>
/// At bind time (default NonCombat), only the peace indicator (0x10000192) is visible;
/// the melee/missile/magic indicators (0x10000193/4/5) are hidden.
/// Port of gmToolbarUI::RecvNotice_SetCombatMode (acclient_2013_pseudo_c.txt:196632-196669).
/// </summary>
[Fact]
public void CombatIndicator_defaultNonCombat_onlyPeaceVisible()
{
var (layout, _, indicators) = FakeToolbar();
var repo = new ItemRepository();
ToolbarController.Bind(layout, repo,
() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
iconIds: (_,_,_) => 0u, useItem: _ => { });
// Only peace indicator (index 0 = 0x10000192) is visible.
Assert.True (indicators[0x10000192u].Visible, "peace indicator should be visible after bind");
Assert.False(indicators[0x10000193u].Visible, "melee indicator should be hidden after bind");
Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden after bind");
Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden after bind");
}
/// <summary>
/// SetCombatMode(Melee) hides peace/missile/magic and shows only the melee indicator.
/// </summary>
[Fact]
public void CombatIndicator_setCombatModeMelee_onlyMeleeVisible()
{
var (layout, _, indicators) = FakeToolbar();
var repo = new ItemRepository();
var ctrl = ToolbarController.Bind(layout, repo,
() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
iconIds: (_,_,_) => 0u, useItem: _ => { });
ctrl.SetCombatMode(CombatMode.Melee);
Assert.False(indicators[0x10000192u].Visible, "peace indicator should be hidden in melee mode");
Assert.True (indicators[0x10000193u].Visible, "melee indicator should be visible in melee mode");
Assert.False(indicators[0x10000194u].Visible, "missile indicator should be hidden in melee mode");
Assert.False(indicators[0x10000195u].Visible, "magic indicator should be hidden in melee mode");
}
/// <summary>
/// CombatModeChanged event on CombatState automatically updates the indicator.
/// </summary>
[Fact]
public void CombatIndicator_liveSignal_updatesWhenCombatStateChanges()
{
var (layout, _, indicators) = FakeToolbar();
var repo = new ItemRepository();
var combat = new CombatState();
ToolbarController.Bind(layout, repo,
() => Array.Empty<PlayerDescriptionParser.ShortcutEntry>(),
iconIds: (_,_,_) => 0u, useItem: _ => { },
combatState: combat);
// Initially NonCombat after bind.
Assert.True(indicators[0x10000192u].Visible, "peace should be visible initially");
// Server fires CombatModeChanged → Magic.
combat.SetCombatMode(CombatMode.Magic);
Assert.False(indicators[0x10000192u].Visible, "peace should be hidden in magic mode");
Assert.False(indicators[0x10000193u].Visible, "melee should be hidden in magic mode");
Assert.False(indicators[0x10000194u].Visible, "missile should be hidden in magic mode");
Assert.True (indicators[0x10000195u].Visible, "magic indicator should be visible");
}
}