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);
}
/// Every under a subtree, in
/// build (document) order.
private static List CollectFooterBackings(UiElement root)
{
var found = new List();
Walk(root, found);
return found;
static void Walk(UiElement node, List acc)
{
if (node is UiSolidSpriteFill fill) acc.Add(fill);
foreach (UiElement child in node.Children) Walk(child, acc);
}
}
///
/// #381 regression (2026-08-11, gate 4): before this fix, the
/// Character/Chat/Config pages drew their Apply/Reset/Defaults buttons
/// directly over the ListBox content with nothing behind them — a live-
/// DAT probe found retail authors no backing element either (page root
/// has exactly 5 children, zero direct-state media), so this is a
/// genuine acdream synthesis (register row AP-205), not a missing
/// import. Pins that exactly one opaque field is synthesized per page,
/// sized/positioned from the buttons' OWN resolved rects, and z-ordered
/// strictly behind everything else on that page (so it can never
/// occlude the buttons it backs).
///
[Fact]
public void Bind_SynthesizesOneOpaqueFooterBacking_PerPageWithApplyResetDefaults()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController? controller = OptionsPanelController.Bind(
layout, MakeCallbacks(calls), resolveSprite: _ => (1u, 8, 8));
Assert.NotNull(controller);
// Page slot ids — the SAME literals ConfigOptionsPageController's
// own PageSlotElementId/ChatOptionsPageController's own
// PageSlotElementId cite, and this file's own TabSwitch tests
// already use for Character (0x10000211).
foreach (uint pageSlotId in new[] { 0x10000211u, 0x1000050Cu, 0x10000213u })
{
UiElement pageRoot = UiElement.FindDescendant(controller!.TabPanel, pageSlotId)!;
Assert.NotNull(pageRoot);
List backings = CollectFooterBackings(pageRoot);
UiSolidSpriteFill backing = Assert.Single(backings);
Assert.Equal(RetailChromeSprites.CenterFill, backing.SpriteId);
Assert.NotNull(backing.SpriteResolve);
Assert.True(backing.ClickThrough);
Assert.Equal(pageRoot.Width, backing.Width);
// Drawn BEHIND every sibling already on the page (buttons,
// ListBox, scrollbar) — lowest ZOrder wins the painter's-algorithm
// back-to-front sort (UiElement.cs's own convention).
Assert.All(pageRoot.Children.Where(c => !ReferenceEquals(c, backing)),
sibling => Assert.True(backing.ZOrder < sibling.ZOrder));
}
}
[Fact]
public void ActivateTabs_SelectsGameplayAsDefault_ButNeverFlushesIt()
{
// Mechanism review S1 (2026-08-11 fix round): gmGameplayOptionsUI is
// NOT an OptionPage in retail (acclient.h:55857) — its own OptionPage
// instance is constructed with AfterApply deliberately left null
// (OptionsPanelController's constructor), regardless of what the
// controller's OWN AfterApply callback is, so the initial default-
// tab activation (OnShown -> Apply) never publishes a flush.
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
Assert.Equal(0, gameplayFlushCount);
}
[Fact]
public void TabSwitch_RevertsLeavingGameplayPage_AndAppliesEnteringCharacterPage()
{
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 (Gameplay never flushes anyway)
controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
Assert.Equal(0x10000211u, controller.TabPanel.ActivePageElementId);
// OnHidden (Gameplay, Reset — no flush regardless) and OnShown
// (Character, a REAL AfterApply-wired page — Apply flushes).
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()
{
// Switches off the Gameplay default onto Character FIRST — Gameplay
// never flushes (S1), so testing "OnShown applies the currently
// active page" needs a REAL AfterApply-wired page active, exactly
// like a returning user re-opening the window on a non-default tab.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
int flushCount = 0;
OptionsPanelController controller = OptionsPanelController.Bind(
layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
controller.ActivateTabs();
controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
flushCount = 0;
controller.OnShown();
Assert.Equal(1, flushCount);
}
[Fact]
public void GameplayPage_OnShownAndOnHidden_NeverFlush_EvenWhenControllerAfterApplyIsWired()
{
// Direct pin of S1's fix: cycling Gameplay's own OnShown/OnHidden
// (the page-model hooks OnActivePageChanged drives) never publishes
// a flush, independent of TabSwitch/ActivateTabs framing.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
int flushCount = 0;
OptionsPanelController controller = OptionsPanelController.Bind(
layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
controller.GameplayPage.OnShown();
controller.GameplayPage.OnHidden();
Assert.Equal(0, flushCount);
}
// ── MUST-FIX 2 (OP4 review-fix round, 2026-08-11): Apply/Reset gating ──────
private static (UiButton Apply, UiButton Reset, UiButton Defaults) GetCharacterPageButtons(
OptionsPanelController controller)
{
UiElement pageRoot = UiElement.FindDescendant(controller.Root, 0x10000211u)!; // Character page slot
var apply = Assert.IsType(UiElement.FindDescendant(pageRoot, 0x100001FCu));
var reset = Assert.IsType(UiElement.FindDescendant(pageRoot, 0x100001FDu));
var defaults = Assert.IsType(UiElement.FindDescendant(pageRoot, 0x100001FEu));
return (apply, reset, defaults);
}
[Fact]
public void CharacterPage_ApplyAndReset_StartDisabled_OnFreshBind()
{
// Retail's PostInit calls InitOptions() then OnOptionChanged(0), so
// the pair starts Ghosted before any row has ever been touched.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
Assert.False(apply.Enabled);
Assert.False(reset.Enabled);
}
[Fact]
public void CharacterPage_OneLedClick_EnablesApplyAndReset()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
row.SetCurrentValue(true);
Assert.True(apply.Enabled);
Assert.True(reset.Enabled);
}
[Fact]
public void CharacterPage_Apply_DisablesApplyAndResetAgain()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
row.SetCurrentValue(true);
controller.CharacterPage.Apply();
Assert.False(apply.Enabled);
Assert.False(reset.Enabled);
}
[Fact]
public void CharacterPage_Defaults_LeavesApplyAndResetEnabled_WhenSomethingActuallyChanged()
{
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: true);
controller.CharacterPage.Register(row);
(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
controller.CharacterPage.Defaults();
Assert.True(row.Current);
Assert.True(controller.CharacterPage.Changed);
Assert.True(apply.Enabled);
Assert.True(reset.Enabled);
}
[Fact]
public void CharacterPage_Defaults_IsNeverGated()
{
// Retail's Defaults override never fetches its own child id at all
// — it must never grey itself out, before OR after a real change.
ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
var calls = new List();
OptionsPanelController controller =
OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
var row = new BoolOptionRow(initial: false, defaultValue: false);
controller.CharacterPage.Register(row);
(_, _, UiButton defaults) = GetCharacterPageButtons(controller);
Assert.True(defaults.Enabled);
row.SetCurrentValue(true);
Assert.True(defaults.Enabled);
controller.CharacterPage.Apply();
Assert.True(defaults.Enabled);
controller.CharacterPage.Defaults();
Assert.True(defaults.Enabled);
}
// ── 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));
}
}