acdream/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs
Erik 6b0fa4ff0d feat(ui): Map/House panel — slices 2+3, panel shell + Map tab
Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16)
as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3
recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar
button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and
.Toolbar). Combined into one commit because MapHousePanelController.Bind
depends on both MapPageController and HousePageController existing —
splitting them would mean landing dead code first.

Map tab (gmMapUI, MapPageController):
- Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s"
  shape, reusing WorldTimeService.CurrentCalendar (new
  Func<DerethDateTime.Calendar> dependency threaded through
  InteractionRetainedUiDependencies/GameWindow — a stable long-lived
  service, not routed through the deferred-binding machinery Radar's
  per-session state needs). MonthName enum values already match retail
  display text; HourName's "AndHalf" suffix is rewritten to "-and-Half".
- Coordinate math + marker placement reuse RadarCoordinates/
  LandDefs.GidToLcoord verbatim (both already byte-exact ports of
  CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port.
  PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from
  gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the
  coordinate text and hides the player marker, matching
  gmMapUI::Update's else branch.
- 53-town s_rgLocations table ported verbatim into MapLocations.cs.
  Markers built once at bind time via the panel's own RowTemplateResolver
  against m_pMap's authored hotspot-template attrs (0x47/0x48), with
  literal-string tooltips through AuthoredTooltipText/Enabled
  (RetailTooltipPresenter) — closes divergence-register row TS-85's last
  item, gmMapUI::AddMapNote @0x004A1C51.
- Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1
  BUTTON (the GM click-to-teleport hook at
  gmMapUI::ListenToElementMessage), and the player/house icons
  (0x100001ED/EE) are its own NESTED children, not siblings —
  UiButton.ConsumesDatChildren swallows them from the normally-built
  tree. Both are re-resolved standalone through the same template
  resolver the town hotspots use and reattached under m_pMap.

House tab (gmHouseUI, HousePageController): mounts the ListBox
(0x100001E6) with its authored row template, wired to an empty Lines()
source by default — genuinely empty until Slice 4's wire lands, matching
retail's own PostInit (no Update call, no static content).

21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests):
tab table pairing, close button, town-hotspot count/tooltips, calendar
formatter golden values (Frostfell 27/119 P.Y., every HourName incl.
AndHalf), player/house marker placement and indoor-gating reproduced
against the real fixture via already-tested RadarCoordinates (no
re-derivation). Fixture map_house_2100006E_1000018C.json captured via
the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately
NOT regenerated — out of scope for this batch, would touch unrelated
panels' schema drift).

Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live;
one earlier flaky streaming failure unrelated to this change, confirmed
pre-existing on the branch before these commits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 02:04:19 +02:00

308 lines
14 KiB
C#

using System.IO;
using System.Text.Json;
using AcDream.App.UI.Layout;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Loads the committed layout ElementInfo fixtures and builds widget trees —
/// no dats required. Fixtures were generated from the real portal.dat and
/// serialized with <see cref="System.Text.Json"/>.
/// </summary>
public static class FixtureLoader
{
private static readonly JsonSerializerOptions _opts = new()
{
IncludeFields = true,
};
/// <summary>
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture (copied to
/// the test output directory via the csproj <c>CopyToOutputDirectory</c> item)
/// into an <see cref="ElementInfo"/> tree, then builds and returns the
/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
/// dat font — sufficient for conformance checks on tree structure and slice ids.
/// </summary>
public static ImportedLayout LoadVitals()
{
var root = LoadVitalsInfos();
return LayoutImporter.Build(root, _ => (0u, 0, 0), null);
}
/// <summary>
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture into a raw
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
/// tree directly (e.g. inheritance-resolution checks) without exercising the
/// widget factory.
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos()
=> LoadInfos("vitals_2100006C.json");
/// <summary>
/// Deserializes the committed <c>chat_2100006f.json</c> fixture (retail's
/// ACTUAL main chat window, LayoutDesc <c>0x2100006F</c> — Campaign CH slice
/// CH6a; the old <c>chat_21000006.json</c> fixture imported the WRONG,
/// unrelated layout) into a raw <see cref="ElementInfo"/> tree and builds the
/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
/// dat font — sufficient for conformance checks on tree structure and
/// resolved types.
/// </summary>
public static ImportedLayout LoadChat()
=> LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null);
/// <summary>
/// Deserializes the committed <c>chat_2100006f.json</c> fixture into a raw
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
/// tree directly (e.g. resolved Type values per element id).
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos()
=> LoadInfos("chat_2100006f.json");
/// <summary>
/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture
/// (retail's floating chat windows 1-4, LayoutDesc <c>0x2100005B</c> — CH6a/b
/// REJECT-review SHOULD-FIX 4) into a raw <see cref="ElementInfo"/> tree and
/// builds the <see cref="ImportedLayout"/> using a null-returning sprite
/// resolver and no dat font — sufficient for conformance checks on resolved
/// widget types.
/// </summary>
public static ImportedLayout LoadFloatyChat()
=> LayoutImporter.Build(LoadFloatyChatInfos(), _ => (0u, 0, 0), null);
/// <summary>
/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture into
/// a raw <see cref="ElementInfo"/> tree WITHOUT calling
/// <see cref="LayoutImporter.Build"/>.
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadFloatyChatInfos()
=> LoadInfos("chat_floaty_2100005b.json");
/// <summary>Builds the committed retail radar LayoutDesc 0x21000074 fixture.</summary>
public static ImportedLayout LoadRadar()
=> LayoutImporter.Build(LoadRadarInfos(), _ => (0u, 0, 0), null);
/// <summary>Returns the resolved ElementInfo tree for retail radar LayoutDesc 0x21000074.</summary>
public static AcDream.App.UI.Layout.ElementInfo LoadRadarInfos()
=> LoadInfos("radar_21000074.json");
public static ImportedLayout LoadToolbar()
=> LayoutImporter.Build(LoadToolbarInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadToolbarInfos()
=> LoadInfos("toolbar_21000016.json");
public static ImportedLayout LoadInventory()
=> LayoutImporter.Build(LoadInventoryInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadInventoryInfos()
=> LoadInfos("inventory_21000023.json");
public static ImportedLayout LoadPaperdoll()
=> LayoutImporter.Build(LoadPaperdollInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPaperdollInfos()
=> LoadInfos("paperdoll_21000024.json");
public static ImportedLayout LoadCharacter()
=> LayoutImporter.Build(LoadCharacterInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCharacterInfos()
=> LoadInfos("character_2100002E.json");
public static ImportedLayout LoadCombat()
=> LayoutImporter.Build(LoadCombatInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCombatInfos()
=> LoadInfos("combat_21000073.json");
public static ImportedLayout LoadSpellbook()
=> LayoutImporter.Build(LoadSpellbookInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadSpellbookInfos()
=> LoadInfos("spellbook_21000034.json");
public static ElementInfo LoadComponentCategoryTemplateInfos()
=> LoadInfos("component_category_21000033_10000466.json");
public static ElementInfo LoadComponentRowTemplateInfos()
=> LoadInfos("component_row_21000033_10000467.json");
public static ImportedLayout LoadExamination()
=> LayoutImporter.Build(LoadExaminationInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadExaminationInfos()
=> LoadInfos("examine_2100006B_100005F2.json");
public static ElementInfo LoadExaminationRowTemplateInfos()
=> LoadInfos("examine_row_2100006B_10000166.json");
public static ElementInfo LoadExaminationComponentTemplateInfos()
=> LoadInfos("examine_component_2100006B_1000032E.json");
public static ImportedLayout LoadPowerbar()
=> LayoutImporter.Build(LoadPowerbarInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPowerbarInfos()
=> LoadInfos("powerbar_21000072.json");
public static ImportedLayout LoadConfirmationDialog()
=> LayoutImporter.Build(LoadConfirmationDialogInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadConfirmationDialogInfos()
=> LoadInfos("dialogs_2100003C.json");
public static ImportedLayout LoadFpsDisplay()
=> LayoutImporter.Build(LoadFpsDisplayInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadFpsDisplayInfos()
=> LoadInfos("smartbox_fps_2100000F.json");
public static ImportedLayout LoadPositiveEffects()
=> LayoutImporter.Build(LoadPositiveEffectsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPositiveEffectsInfos()
=> LoadInfos("effects_positive_2100001B.json");
public static ImportedLayout LoadNegativeEffects()
=> LayoutImporter.Build(LoadNegativeEffectsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadNegativeEffectsInfos()
=> LoadInfos("effects_negative_2100001B.json");
public static ElementInfo LoadEffectRowTemplateInfos()
=> LoadInfos("effects_row_2100001B_10000128.json");
public static ImportedLayout LoadCharacterInformation()
=> LayoutImporter.Build(
LoadCharacterInformationInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCharacterInformationInfos()
=> LoadInfos("character_info_2100006E_10000183.json");
public static ImportedLayout LoadIndicators()
=> LayoutImporter.Build(LoadIndicatorsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadIndicatorsInfos()
=> LoadInfos("indicators_21000071.json");
public static ImportedLayout LoadLinkStatus()
=> LayoutImporter.Build(LoadLinkStatusInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadLinkStatusInfos()
=> LoadInfos("link_status_2100001D.json");
public static ImportedLayout LoadVitae()
=> LayoutImporter.Build(LoadVitaeInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadVitaeInfos()
=> LoadInfos("vitae_21000020.json");
public static ImportedLayout LoadMiniGame()
=> LayoutImporter.Build(LoadMiniGameInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadMiniGameInfos()
=> LoadInfos("mini_game_2100001E.json");
public static ImportedLayout LoadVendor()
=> LayoutImporter.Build(LoadVendorInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadVendorInfos()
=> LoadInfos("vendor_21000012_100000B7.json");
/// <summary>Options panel LayoutDesc <c>0x2100002B</c> — the tab control + all four
/// mounted pages (via BaseLayoutId/BaseElement) + the seven row-template elements,
/// as one combined tree (Campaign OP slice OP2).</summary>
public static ImportedLayout LoadOptionsPanel()
=> LayoutImporter.Build(LoadOptionsPanelInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsPanelInfos()
=> LoadInfos("options_2100002B.json");
/// <summary>Gameplay Options page LayoutDesc <c>0x2100002A</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsGameplay()
=> LayoutImporter.Build(LoadOptionsGameplayInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsGameplayInfos()
=> LoadInfos("options_gameplay_2100002A.json");
/// <summary>Character page LayoutDesc <c>0x21000028</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsCharacter()
=> LayoutImporter.Build(LoadOptionsCharacterInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsCharacterInfos()
=> LoadInfos("options_character_21000028.json");
/// <summary>Chat page LayoutDesc <c>0x2100005C</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsChat()
=> LayoutImporter.Build(LoadOptionsChatInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsChatInfos()
=> LoadInfos("options_chat_2100005C.json");
/// <summary>Config page LayoutDesc <c>0x21000029</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsConfig()
=> LayoutImporter.Build(LoadOptionsConfigInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsConfigInfos()
=> LoadInfos("options_config_21000029.json");
/// <summary>The Options panel resolved through its retail host — LayoutDesc
/// <c>0x2100006E</c> (<c>gmFloatyPanelUI</c>) at slot <c>0x1000018D</c> (stack
/// key 10, <see cref="AcDream.App.UI.RetailPanelCatalog.Options"/>) — the
/// SAME catalog-import shape <c>CharacterController</c>'s own
/// <c>character_info_2100006E_10000183.json</c> fixture uses. This is what
/// <see cref="OptionsPanelController.Bind"/> actually mounts (Campaign OP
/// slice OP3), distinct from <see cref="LoadOptionsPanel"/> above (the
/// standalone <c>0x2100002B</c> import, which OP2 pinned for widget-mapping
/// conformance).</summary>
public static ImportedLayout LoadOptionsPanelHost()
=> LayoutImporter.Build(LoadOptionsPanelHostInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsPanelHostInfos()
=> LoadInfos("options_panel_2100006E_1000018D.json");
/// <summary>The four-tab social panel (Friends/Allegiance/Fellowship/
/// Squelch) host slot <c>0x1000018F</c> — Campaign FA slice FA3. This is
/// what <see cref="SocialPanelController.Bind"/> actually mounts.</summary>
public static ImportedLayout LoadSocialPanelHost()
=> LayoutImporter.Build(LoadSocialPanelHostInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadSocialPanelHostInfos()
=> LoadInfos("social_panel_2100006E_1000018F.json");
/// <summary>The two-tab Map/House panel host slot <c>0x1000018C</c> —
/// Batch C (overnight hover/UI round). This is what
/// <see cref="MapHousePanelController.Bind"/> actually mounts.</summary>
public static ImportedLayout LoadMapHouseHost()
=> LayoutImporter.Build(LoadMapHouseHostInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadMapHouseHostInfos()
=> LoadInfos("map_house_2100006E_1000018C.json");
/// <summary>Configure Keyboard screen LayoutDesc <c>0x21000009</c> (standalone
/// import — its own separate full-screen window, NOT nested under the Options
/// panel's <c>0x2100006E</c> host — Campaign OP slice OP8).</summary>
public static ImportedLayout LoadKeyboardConfig()
=> LayoutImporter.Build(LoadKeyboardConfigInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadKeyboardConfigInfos()
=> LoadInfos("keyboard_config_21000009.json");
// ── Shared loader ────────────────────────────────────────────────────────
private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName)
{
var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName);
if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}");
var bytes = File.ReadAllBytes(path);
// Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize<T>(ReadOnlySpan<byte>)
// does not reject the first byte.
ReadOnlySpan<byte> span = bytes;
if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF)
span = span[3..];
return JsonSerializer.Deserialize<AcDream.App.UI.Layout.ElementInfo>(span, _opts)
?? throw new InvalidOperationException($"fixture deserialized to null: {path}");
}
}