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>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using AcDream.App.UI;
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namespace AcDream.App.Tests.UI;
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public sealed class UiScrollablePanelTests
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{
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[Fact]
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public void LayoutScrollableChildren_ClipsRowsOutsideViewport()
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{
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var panel = new UiScrollablePanel { Width = 100, Height = 40, LineHeight = 20 };
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for (int i = 0; i < 4; i++)
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panel.AddChild(new UiPanel { Top = i * 20, Width = 100, Height = 20 });
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panel.LayoutScrollableChildren();
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Assert.True(panel.Children[0].Visible);
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Assert.True(panel.Children[1].Visible);
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Assert.False(panel.Children[2].Visible);
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panel.Scroll.SetScrollY(20);
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panel.LayoutScrollableChildren();
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Assert.False(panel.Children[0].Visible);
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Assert.True(panel.Children[1].Visible);
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Assert.True(panel.Children[2].Visible);
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}
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[Fact]
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public void ScrollEvent_MovesByLineHeight()
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{
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var panel = new UiScrollablePanel { Width = 100, Height = 40, LineHeight = 20 };
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for (int i = 0; i < 4; i++)
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panel.AddChild(new UiPanel { Top = i * 20, Width = 100, Height = 20 });
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panel.LayoutScrollableChildren();
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var e = new UiEvent(0u, panel, UiEventType.Scroll, Data0: -1);
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Assert.True(panel.OnEvent(in e));
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Assert.Equal(20, panel.Scroll.ScrollY);
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}
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}
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