Four defects from the first in-world look, three of them with a definite root cause rather than a plausible one. **The Buff button did nothing.** Not a hit-testing problem -- the pointer found the button perfectly. UiRoot's press handling asks the pressed widget whether it owns the pointer; a widget that does not claim the press falls through to "move the ancestor window", and a window drag returns early on release without ever emitting a Click. UiButton and UiClickablePanel both override HandlesClick for exactly this reason; UiSimpleButton never did. Latent since that class was written, and invisible until it was put inside a draggable window -- which is precisely what a markup plugin panel is. Found by reproducing it headlessly through the real UiRoot dispatcher rather than by reasoning about it: MarkupPanelClickTests drives press-and-release over the button and asserts the bound action ran, with a separate test asserting the pointer finds the button at all, so a future failure says which half broke. My earlier guess -- that a modal at character select was swallowing the click -- was wrong, and the screenshot of the panel live in world disproved it. **"0 trained skills".** The skill-name table was read in OnLoad *before* GameWindowCompositionPipeline.Run, which is what publishes the DAT collection, so _dats was still null, the whole block was skipped, and the surface reported an empty skill list with nothing to explain it. Bound in PublishDatCollection instead -- the moment the data exists -- so it cannot run early again whatever the phase ordering does, and a genuinely missing SkillTable now says so. **Plugin text used the development bitmap font.** UiLabel and UiSimpleButton gained a DatFont, and MarkupDocument now takes the retail interface font from the host, so plugin panels render through the same glyph path (including retail's two-plane outline) as authored panels. **MossTank now writes to chat.** New BCL-only IPluginChat routes to retail's ClientLocal log type (0x1A) -- the channel the client uses for its own notices, local to this client, so a plugin cannot speak in the player's name. MossTank announces the start, the finish with a cast count, and a stall. Not addressed here: the cursor showing blue rather than amber. Traced but not fixed -- CursorFeedbackController picks the cursor family from combat mode, and CombatMode.Magic selects the blue Magic cursor where Default is amber. That is a combat-mode question, unrelated to this change, and worth its own look rather than a speculative fix folded in here. Solution builds clean; 14,437 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
97 lines
3 KiB
C#
97 lines
3 KiB
C#
using AcDream.App.UI;
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using Xunit;
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namespace AcDream.App.Tests.UI;
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/// <summary>
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/// End-to-end click routing for a markup-built plugin panel: press and release
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/// over the button, through the real <see cref="UiRoot"/> dispatcher, and
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/// assert the bound action ran.
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/// </summary>
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/// <remarks>
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/// Written because a MossTank panel rendered correctly in world and its Buff
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/// button did nothing when clicked. Unit-testing the markup builder proved the
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/// handler was bound; only driving the actual pointer path can show whether the
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/// click reaches it.
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/// </remarks>
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public class MarkupPanelClickTests
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{
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private sealed class Binding
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{
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public int Clicks { get; private set; }
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public Action Go => () => Clicks++;
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public bool Shown { get; set; } = true;
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public string Status => "ok";
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}
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private const string Markup =
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"<panel x=\"40\" y=\"120\" w=\"360\" h=\"132\" title=\"MossTank\" visible=\"{Shown}\">"
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+ " <label x=\"12\" y=\"30\" text=\"{Status}\"/>"
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+ " <button x=\"12\" y=\"94\" w=\"108\" h=\"28\" text=\"Buff\" onclick=\"{Go}\"/>"
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+ "</panel>";
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private static (UiRoot Root, Binding Bound) Mount()
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{
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var bound = new Binding();
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UiNineSlicePanel panel =
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MarkupDocument.Build(Markup, bound, _ => ((uint)1, 32, 32));
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var root = new UiRoot { Width = 1280, Height = 720 };
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root.AddChild(panel);
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return (root, bound);
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}
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/// <summary>Centre of the button in root space: panel(40,120) + button(12,94) + half.</summary>
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private static (int X, int Y) ButtonCentre() => (40 + 12 + 54, 120 + 94 + 14);
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[Fact]
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public void ClickingTheButtonRunsTheBoundAction()
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{
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var (root, bound) = Mount();
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(int x, int y) = ButtonCentre();
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root.OnMouseDown(UiMouseButton.Left, x, y);
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root.OnMouseUp(UiMouseButton.Left, x, y);
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Assert.Equal(1, bound.Clicks);
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}
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[Fact]
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public void ThePointerFindsTheButtonAtAll()
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{
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// Separated from the click test so a failure says whether the problem is
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// hit-testing or event dispatch.
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var (root, _) = Mount();
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(int x, int y) = ButtonCentre();
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UiElement? hit = root.Pick(x, y);
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Assert.NotNull(hit);
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Assert.IsType<UiSimpleButton>(hit);
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}
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[Fact]
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public void ClickingOutsideTheButtonDoesNotRunTheAction()
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{
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var (root, bound) = Mount();
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root.OnMouseDown(UiMouseButton.Left, 900, 600);
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root.OnMouseUp(UiMouseButton.Left, 900, 600);
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Assert.Equal(0, bound.Clicks);
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}
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[Fact]
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public void AHiddenPanelSwallowsNothing()
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{
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var (root, bound) = Mount();
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bound.Shown = false;
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root.Tick(0.016, 0); // visibility source is evaluated on tick
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(int x, int y) = ButtonCentre();
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root.OnMouseDown(UiMouseButton.Left, x, y);
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root.OnMouseUp(UiMouseButton.Left, x, y);
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Assert.Equal(0, bound.Clicks);
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Assert.Null(root.Pick(x, y));
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}
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}
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