acdream/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs
Erik 07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00

218 lines
9.2 KiB
C#

using System.Collections.Generic;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Input;
/// <summary>
/// K.1b: <see cref="InputDispatcher.IsActionHeld"/> per-frame held-key
/// polling. Movement (WASD/Shift/Space) needs "is W currently held this
/// frame" — that's IsActionHeld. The dispatcher's <c>Fired</c> events
/// drive press/release transitions; <c>IsActionHeld</c> drives the
/// per-frame <c>MovementInput</c> struct.
/// </summary>
public class InputDispatcherIsActionHeldTests
{
private static (InputDispatcher dispatcher, FakeKeyboardSource kb, FakeMouseSource mouse, KeyBindings bindings)
Build()
{
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var bindings = new KeyBindings();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
return (dispatcher, kb, mouse, bindings);
}
[Fact]
public void IsActionHeld_returns_true_while_bound_key_held()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyUp(Key.W, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_CombatBindingOnSameChord_ShadowsGamePolling()
{
var (dispatcher, kb, _, bindings) = Build();
var chord = new KeyChord(Key.W, ModifierMask.None);
bindings.Add(new Binding(chord, InputAction.MovementForward));
bindings.Add(new Binding(
chord,
InputAction.CombatCastCurrentSpell,
Scope: InputScope.MagicCombat));
dispatcher.SetCombatScope(InputScope.MagicCombat);
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.True(dispatcher.IsActionHeld(InputAction.CombatCastCurrentSpell));
dispatcher.SetCombatScope(null);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.False(dispatcher.IsActionHeld(InputAction.CombatCastCurrentSpell));
}
[Fact]
public void IsActionHeld_ExplicitShiftCombatChord_ShadowsBareMovementFallback()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(
new KeyChord(Key.W, ModifierMask.None),
InputAction.MovementForward));
bindings.Add(new Binding(
new KeyChord(Key.W, ModifierMask.Shift),
InputAction.CombatCastCurrentSpell,
Scope: InputScope.MagicCombat));
dispatcher.SetCombatScope(InputScope.MagicCombat);
kb.EmitKeyDown(Key.W, ModifierMask.Shift);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
Assert.True(dispatcher.IsActionHeld(InputAction.CombatCastCurrentSpell));
}
[Fact]
public void IsActionHeld_returns_false_when_no_binding_for_action()
{
var (dispatcher, kb, _, bindings) = Build();
// No binding for MovementBackup at all.
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementBackup));
}
[Fact]
public void IsActionHeld_modifier_mismatch_returns_false()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.A, ModifierMask.Ctrl), InputAction.SelectionExamine));
// A held without Ctrl — chord doesn't match.
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.SelectionExamine));
// Now release A and press Ctrl+A.
kb.EmitKeyUp(Key.A, ModifierMask.None);
kb.EmitKeyDown(Key.A, ModifierMask.Ctrl);
Assert.True(dispatcher.IsActionHeld(InputAction.SelectionExamine));
}
[Fact]
public void IsActionHeld_any_of_multiple_bindings_satisfies()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
bindings.Add(new Binding(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.Up, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyUp(Key.Up, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_works_for_mouse_button_chord()
{
var (dispatcher, _, mouse, bindings) = Build();
var rmb = new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1);
bindings.Add(new Binding(rmb, InputAction.AcdreamRmbOrbitHold, ActivationType.Hold));
Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
mouse.EmitMouseDown(MouseButton.Right, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
mouse.EmitMouseUp(MouseButton.Right, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
}
[Fact]
public void IsActionHeld_returns_false_for_None_action()
{
var (dispatcher, _, _, _) = Build();
Assert.False(dispatcher.IsActionHeld(InputAction.None));
}
[Fact]
public void IsActionHeld_None_chord_remains_held_when_user_adds_Shift()
{
// K-fix3 (2026-04-26): Shift is the walk modifier in retail AC.
// The user holding W (default = run) and then pressing Shift
// should drop them to walk speed, NOT stop forward motion. Prior
// to this fix, IsChordHeld required CurrentModifiers to match
// chord.Modifiers EXACTLY — so (W, None) failed to match while
// CurrentModifiers=Shift, and the player stopped on Shift-press.
// Now: when chord requires no modifiers, Shift is allowed to
// coexist (other modifiers — Ctrl, Alt, Win — still mismatch).
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
// User now holds Shift while still holding W. CurrentModifiers
// becomes Shift; W is still physically down.
kb.CurrentModifiers = ModifierMask.Shift;
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_None_chord_does_not_fire_when_user_adds_Ctrl()
{
// Counterpart to the Shift test above: Ctrl is NOT a movement
// modifier, so Ctrl+W should be a different chord. Without an
// explicit (W, Ctrl) binding the action stays inactive — that's
// what makes Ctrl+F* / Ctrl+1-9 / etc. distinct from the bare
// F* / 1-9 chords.
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.CurrentModifiers = ModifierMask.Ctrl;
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_gated_off_while_keyboard_captured()
{
// Write-mode gate (2026-06-16): a focused chat input sets
// WantCaptureKeyboard, and held-key polling then reads RELEASED so typing
// "swd" doesn't move the character. This SUPERSEDES the old design (where the
// per-frame OnUpdate guard early-returned out of the whole movement block) —
// that approach also killed AUTORUN. By gating here instead, the movement block
// keeps running, so autorun (a separate latched bool ORed into Forward at the
// call site, NOT a polled key) survives write mode. WantCaptureMouse alone does
// NOT gate held-key polling — only keyboard capture does.
var (dispatcher, kb, mouse, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
// Held, no capture → reads held.
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
// Keyboard captured (write mode) → held-key polling reads released.
mouse.WantCaptureKeyboard = true;
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
// Mouse capture alone must NOT gate movement polling (only keyboard does).
mouse.WantCaptureKeyboard = false;
mouse.WantCaptureMouse = true;
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
}