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>
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using AcDream.App.UI;
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namespace AcDream.App.Tests.UI;
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public class UiItemListGridTests
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{
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[Fact]
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public void CellOffset_RowMajor()
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{
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Assert.Equal((0f, 0f), UiItemList.CellOffset(0, 3, 36, 36));
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Assert.Equal((72f, 0f), UiItemList.CellOffset(2, 3, 36, 36));
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Assert.Equal((36f, 36f), UiItemList.CellOffset(4, 3, 36, 36)); // col 1, row 1
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}
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[Fact]
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public void CellOffset_ColumnMajor_UsesLogicalRows()
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{
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Assert.Equal((0f, 0f), UiItemList.CellOffset(0, 3, 7, UiItemListFlow.ColumnMajor, 36, 36));
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Assert.Equal((0f, 36f), UiItemList.CellOffset(1, 3, 7, UiItemListFlow.ColumnMajor, 36, 36));
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Assert.Equal((36f, 0f), UiItemList.CellOffset(3, 3, 7, UiItemListFlow.ColumnMajor, 36, 36));
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}
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[Fact]
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public void GridMode_PositionsCellsInColumns()
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{
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var list = new UiItemList { Columns = 3, CellWidth = 36, CellHeight = 36 };
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list.Flush(); // drop the ctor's default cell
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for (int i = 0; i < 7; i++) list.AddItem(new UiItemSlot());
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var c4 = list.GetItem(4)!;
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Assert.Equal(36f, c4.Left);
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Assert.Equal(36f, c4.Top);
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Assert.Equal(36f, c4.Width);
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Assert.Equal(36f, c4.Height);
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}
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[Fact]
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public void GridMode_ColumnMajor_PositionsCellsDownRowsFirst()
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{
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var list = new UiItemList
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{
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Columns = 3,
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Flow = UiItemListFlow.ColumnMajor,
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CellWidth = 36,
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CellHeight = 36,
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};
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list.Flush();
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for (int i = 0; i < 7; i++) list.AddItem(new UiItemSlot());
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var c3 = list.GetItem(3)!;
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Assert.Equal(36f, c3.Left);
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Assert.Equal(0f, c3.Top);
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}
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[Fact]
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public void FillMode_SizesSingleCellToList()
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{
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// CellWidth defaults to 0 = "fill the list" (single-cell toolbar legacy).
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var list = new UiItemList { Width = 36, Height = 36 };
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list.Flush();
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list.AddItem(new UiItemSlot());
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var c = list.Cell;
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Assert.Equal(0f, c.Left);
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Assert.Equal(0f, c.Top);
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Assert.Equal(36f, c.Width);
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Assert.Equal(36f, c.Height);
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}
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}
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