acdream/tests/AcDream.App.Tests/UI/Layout/KeyboardConfigControllerTests.cs
Erik 3441a71833 feat(ui): mark store-only option rows dimmed (user-directed, gate 2)
User directive (gate 2, verbatim): "mark all options that are not
implemented now, so I can clearly see what is not implemented." Store-only
rows keep full interactivity (still persist/send) but render their caption
in a shared dimmed grey (UiRenderContext.StoreOnlyCaptionColor, matching
the existing UiMenu.TextColorGhosted convention) instead of white/DAT
color. No invented marker text anywhere -- the dim IS the marker.

Config tab (ConfigOptionsPageController, 21 of 27 rows dimmed):
  Sound Features menu, Interface Sound trio, Play Sound Only When Active
  (AP-199); Screen Brightness, Automatic Degrades, Graphics Performance,
  Degrade Distance, the four Rendering Quality menus, Building Detail
  Textures, Multi-Pass Alpha (AP-198); Camera Stiffness, Camera Adjustment
  Speed, Align To Slope, Mouse Look Sensitivity, Invert Mouselook Y Axis,
  Use Mouse Turning (TS-74); Chat Font Face/Size (AP-200). NOT dimmed:
  Sound/Ambient trios, Resolution, Full Screen (LIVE), VSync and Field of
  View (NEXT-LAUNCH -- still implemented, just deferred to next process
  start, per the controller's own doc).

Character tab (CharacterOptionsPageController, 35 of 50 rows dimmed):
  every Group A (wire+store only) and Group D (deferred) row, plus the
  Group B rows the OP4 gate script's own step 16 confirms are unbound
  (ShowTooltips, SideBySideVitals, SpellDuration, AdvancedCombatUI,
  StayInChatMode, DisableMostWeatherEffects, PersistentAtDay,
  FilterLanguage, MainPackPreferred). NOT dimmed (15 rows): the six
  ListenTo*Chat ids (TurbineChatMembershipGate), DisableDistanceFog/
  DisplayTimeStamps/ToggleRun (bound at GameWindow.cs), the Group-C
  re-point (ViewCombatTarget/VividTargetingIndicator/CoordinatesOnRadar/
  AutoTarget/AutoRepeatAttack), and DragItemOnPlayerOpensSecureTrade
  (TS-48). Cross-checked against actual shipped consumers via source grep,
  not just the research doc's Group table, since OP4 only wired a subset
  of the doc's aspirational Group B.

Configure Keyboard (KeyboardConfigController): a row whose
RetailActionIdentityTable lookup fails (MappedAction null -- AP-203's
Emote/CharacterSettings set) dims its synthesized caption; the key
buttons stay fully bindable/persisted/conflict-checked.

Chat tab (ChatOptionsPageController): audited, zero store-only rows --
every filter block and both opacity sliders already have a live consumer
(ChatWindowState / RetailWindowOpacityController).

Ambiguity flagged, not guessed: the character-options-map.md research doc
lists AcceptLootPermits in BOTH Group A and Group C; its only code site
(LiveSessionRuntimeFactory.cs, the /consent command) is a second setter
for the same server bit, not a behavioral reader, so it is classified
Group A / dimmed here.

Register: AD-78 documents the convention (retail dims nothing; this is a
deliberate acdream-only divergence that retires as consumers land).

New per-surface conformance tests pin the exact dimmed/live set against a
literal expected list, so wiring a future consumer without also flipping
its row's literal fails the build:
CharacterOptionsPageControllerTests.StoreOnlyRows_MatchTheDerivationTableExactly
+ Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows,
ConfigOptionsPageControllerTests.CaptionDimming_MatchesTheStoreOnlySetExactly,
KeyboardConfigControllerTests.UnmappedRows_DimTheirCaption_MappedRowsStayWhite.

Build green; full Release suite 13,086 passed / 4 skipped / 0 failed
(baseline 13,082/4/0 -- delta is exactly the four new tests above).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 15:52:20 +02:00

659 lines
30 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.App.UI;
using AcDream.App.UI.Layout;
using AcDream.Core.Input;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Campaign OP slice OP8 conformance + behavior tests for
/// <see cref="KeyboardConfigController"/> — built against the committed
/// <c>keyboard_config_21000009.json</c> fixture (real DAT structure, no live dat
/// access at test time), fed a small synthetic <see cref="RetailActionMapSnapshot"/>
/// so the behavioral assertions stay focused. Live-DAT row-count/label conformance
/// lives in <c>AcDream.Core.Tests.Input.RetailActionMapReaderTests</c> and
/// <c>RetailActionIdentityRoundTripTests</c>.
///
/// <para>
/// Reworked at the 2026-08-11 combined review (M1/M2/M3/S1/S4): the seam now
/// carries <see cref="Binding"/> (chord + activation + scope), the M2 fix means
/// only ONE camera InputMap context maps live, and conflicts open a real confirm
/// dialog instead of auto-reassigning silently.
/// </para>
/// </summary>
public sealed class KeyboardConfigControllerTests
{
private static (uint, int, int) NoTex(uint _) => (0, 0, 0);
private static ElementInfo? Find(ElementInfo n, uint id)
{
if (n.Id == id) return n;
foreach (ElementInfo c in n.Children)
{
ElementInfo? f = Find(c, id);
if (f is not null) return f;
}
return null;
}
private static Func<uint, uint, UiElement?> MakeTemplateResolver()
{
ElementInfo root = FixtureLoader.LoadKeyboardConfigInfos();
return (layoutId, elementId) =>
{
if (layoutId != KeyboardConfigController.LayoutId) return null;
ElementInfo? templateInfo = Find(root, elementId);
return templateInfo is null ? null : LayoutImporter.Build(templateInfo, NoTex, null).Root;
};
}
private static RetailActionMapRow Row(
uint inputMapId, uint actionId, RetailActionClass cls,
uint labelHash = 0, uint tooltipHash = 0,
params RetailKeyChord[] defaults) =>
new(inputMapId, actionId, cls, labelHash, tooltipHash, defaults);
private sealed class FakeBindings
{
public Dictionary<InputAction, List<Binding>> Mapped { get; } = new();
public Dictionary<(uint, uint), List<KeyChord>> Unmapped { get; } = new();
public List<(InputAction Action, IReadOnlyList<Binding> Value)> MappedSets { get; } = new();
public List<((uint, uint) Row, IReadOnlyList<KeyChord> Value)> UnmappedSets { get; } = new();
public List<string> Messages { get; } = new();
public int SaveCalls { get; private set; }
public int ToggleCalls { get; private set; }
public Action<KeyChord?>? PendingCapture { get; private set; }
public (string Message, Action<bool> OnResult)? PendingConfirm { get; private set; }
public void Capture(KeyChord? chord)
{
Action<KeyChord?>? cb = PendingCapture;
PendingCapture = null;
cb?.Invoke(chord);
}
public void RespondToConfirm(bool accept)
{
var pending = PendingConfirm ?? throw new InvalidOperationException("no pending confirm");
PendingConfirm = null;
pending.OnResult(accept);
}
public KeyboardConfigController.Bindings ToBindings() => new(
CurrentForAction: a => Mapped.TryGetValue(a, out var v) ? v : Array.Empty<Binding>(),
SetForAction: (a, v) =>
{
Mapped[a] = v.ToList();
MappedSets.Add((a, v));
},
CurrentForUnmapped: k => Unmapped.TryGetValue(k, out var v) ? v : Array.Empty<KeyChord>(),
SetForUnmapped: (k, v) =>
{
Unmapped[k] = v.ToList();
UnmappedSets.Add((k, v));
},
BeginCapture: cb => PendingCapture = cb,
Save: () => SaveCalls++,
Toggle: () => ToggleCalls++,
DisplaySystemMessage: msg => Messages.Add(msg),
NonBindableRefusalText: "cannot overwrite",
ConfirmOverwrite: (message, onResult) => PendingConfirm = (message, onResult));
}
private static readonly KeyChord ChordW = new(Silk.NET.Input.Key.W, ModifierMask.None);
private static readonly KeyChord ChordUp = new(Silk.NET.Input.Key.Up, ModifierMask.None);
private static readonly KeyChord ChordA = new(Silk.NET.Input.Key.A, ModifierMask.None);
[Fact]
public void Bind_Succeeds_AndBuildsOneRowPerSnapshotRow()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement), // MovementForward
Row(0x4, 0x2A, RetailActionClass.Movement), // MovementBackup
Row(0x5, 0x33, RetailActionClass.Camera), // CameraMoveToward
});
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
var fake = new FakeBindings();
KeyboardConfigController? controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings());
Assert.NotNull(controller);
Assert.Equal(3, controller!.Rows.Count);
Assert.Equal(3, controller.Page.Rows.Count);
}
[Fact]
public void Bind_MapsKnownActionsAndLeavesUnknownOnesUnmapped()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement), // -> MovementForward
Row(0x10000006, 0x100000A0, RetailActionClass.Emote), // "Bow Deep" -> no InputAction
});
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
var fake = new FakeBindings();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
Assert.Equal(InputAction.MovementForward, forward.MappedAction);
KeyboardConfigController.RowView bowDeep = controller.Rows.Single(r => r.ActionId == 0x100000A0u);
Assert.Null(bowDeep.MappedAction);
}
[Fact]
public void Bind_SeedsRowFromLiveBindings_MappedAndUnmapped()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement),
Row(0x10000006, 0x100000A0, RetailActionClass.Emote),
});
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding>
{
new(ChordW, InputAction.MovementForward),
new(ChordUp, InputAction.MovementForward),
};
fake.Unmapped[(0x10000006u, 0x100000A0u)] = new List<KeyChord> { ChordA };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
Assert.Equal(new[] { ChordW, ChordUp }, forward.Model.Current);
KeyboardConfigController.RowView bowDeep = controller.Rows.Single(r => r.ActionId == 0x100000A0u);
Assert.Equal(new[] { ChordA }, bowDeep.Model.Current);
}
[Fact]
public void KeyButtonClick_CapturesAndAppliesNewBinding()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
Assert.NotEmpty(row.KeyButtons);
row.KeyButtons[0].OnClick!.Invoke();
Assert.NotNull(fake.PendingCapture);
fake.Capture(ChordW);
Assert.Contains(ChordW, row.Model.Current);
(InputAction Action, IReadOnlyList<Binding> Value) written = Assert.Single(fake.MappedSets);
Assert.Equal(InputAction.MovementForward, written.Action);
Binding onlyBinding = Assert.Single(written.Value);
Assert.Equal(ChordW, onlyBinding.Chord);
// No live binding existed at build time — falls back to the Binding
// record's own defaults (Press/Game), same as before M1.
Assert.Equal(ActivationType.Press, onlyBinding.Activation);
Assert.Equal(InputScope.Game, onlyBinding.Scope);
Assert.Equal("W", row.KeyButtons[0].Label);
}
[Fact]
public void KeyButtonCapture_EscapeCancel_LeavesBindingUnchanged()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding> { new(ChordW, InputAction.MovementForward) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
row.KeyButtons[0].OnClick!.Invoke();
fake.Capture(null); // Escape sentinel
Assert.Equal(new[] { ChordW }, row.Model.Current);
Assert.Empty(fake.MappedSets);
}
[Fact]
public void KeyButtonRightClick_ErasesThatSlot()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding>
{
new(ChordW, InputAction.MovementForward),
new(ChordUp, InputAction.MovementForward),
};
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
Assert.Equal(2, row.Model.Current.Count);
row.KeyButtons[0].OnRightClick!.Invoke();
Assert.Single(row.Model.Current);
Assert.DoesNotContain(ChordW, row.Model.Current);
}
[Fact]
public void KeyButtonRightClick_OnAlreadyEmptySlot_IsANoOp()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
Assert.Empty(row.Model.Current);
row.KeyButtons[0].OnRightClick!.Invoke();
Assert.Empty(row.Model.Current);
Assert.Empty(fake.MappedSets);
}
/// <summary>S4 (2026-08-11 review): clicking "Mapping 3" (slot index 2) on a
/// row with NO existing bindings must land the captured chord on display
/// index 2, not collapse it onto index 0.</summary>
[Fact]
public void KeyButtonClick_OnSparseRow_ThirdSlotLandsOnThirdButton()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
Assert.Equal(3, row.KeyButtons.Count);
Assert.Empty(row.Model.Current);
row.KeyButtons[2].OnClick!.Invoke(); // "Mapping 3"
fake.Capture(ChordW);
Assert.Null(row.KeyButtons[0].Label);
Assert.Null(row.KeyButtons[1].Label);
Assert.Equal("W", row.KeyButtons[2].Label);
// The write to the live seam only ever carries the REAL chord — no
// default(KeyChord) padding leaks into the persisted Binding list.
(InputAction Action, IReadOnlyList<Binding> Value) written = Assert.Single(fake.MappedSets);
Binding onlyBinding = Assert.Single(written.Value);
Assert.Equal(ChordW, onlyBinding.Chord);
}
[Fact]
public void Capture_ConflictWithAnotherRow_OpensConfirmDialog_AcceptReassigns()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement), // MovementForward
Row(0x4, 0x2A, RetailActionClass.Movement), // MovementBackup — will hold ChordA
});
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementBackup] = new List<Binding> { new(ChordA, InputAction.MovementBackup) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
KeyboardConfigController.RowView backup = controller.Rows.Single(r => r.ActionId == 0x2Au);
forward.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordA); // steal MovementBackup's chord
// M3: nothing is applied yet — a confirm dialog is pending.
Assert.NotNull(fake.PendingConfirm);
Assert.DoesNotContain(ChordA, forward.Model.Current);
Assert.Contains(ChordA, backup.Model.Current);
Assert.Empty(fake.Messages);
fake.RespondToConfirm(true);
Assert.Contains(ChordA, forward.Model.Current);
Assert.DoesNotContain(ChordA, backup.Model.Current);
}
[Fact]
public void Capture_ConflictWithAnotherRow_DeclineLeavesBothRowsUnchanged()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement),
Row(0x4, 0x2A, RetailActionClass.Movement),
});
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding> { new(ChordW, InputAction.MovementForward) };
fake.Mapped[InputAction.MovementBackup] = new List<Binding> { new(ChordA, InputAction.MovementBackup) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
KeyboardConfigController.RowView backup = controller.Rows.Single(r => r.ActionId == 0x2Au);
forward.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordA);
fake.RespondToConfirm(false);
Assert.Equal(new[] { ChordW }, forward.Model.Current); // untouched
Assert.Equal(new[] { ChordA }, backup.Model.Current); // untouched
}
[Fact]
public void Capture_ConflictWithNonBindableAcdreamAction_RefusesWithoutADialog()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
// AcdreamToggleAudioMute has no RetailActionIdentityTable row at all.
var muteChord = new KeyChord(Silk.NET.Input.Key.M, ModifierMask.Ctrl);
fake.Mapped[InputAction.AcdreamToggleAudioMute] =
new List<Binding> { new(muteChord, InputAction.AcdreamToggleAudioMute) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single();
forward.KeyButtons[0].OnClick!.Invoke();
fake.Capture(muteChord);
// S1: refused outright, no confirm dialog offered.
Assert.Null(fake.PendingConfirm);
Assert.DoesNotContain(muteChord, forward.Model.Current);
Assert.Contains("cannot overwrite", fake.Messages);
Assert.Equal(muteChord, Assert.Single(fake.Mapped[InputAction.AcdreamToggleAudioMute]).Chord);
}
/// <summary>S1: retail checks the non-user-bindable target BEFORE any
/// user-bindable row conflict, even when both exist for the same chord.</summary>
[Fact]
public void Capture_ConflictWithBothARowAndANonBindableAction_NonBindableWins()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement),
Row(0x4, 0x2A, RetailActionClass.Movement),
});
var fake = new FakeBindings();
var sharedChord = new KeyChord(Silk.NET.Input.Key.M, ModifierMask.Ctrl);
fake.Mapped[InputAction.MovementBackup] = new List<Binding> { new(sharedChord, InputAction.MovementBackup) };
fake.Mapped[InputAction.AcdreamToggleAudioMute] =
new List<Binding> { new(sharedChord, InputAction.AcdreamToggleAudioMute) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
forward.KeyButtons[0].OnClick!.Invoke();
fake.Capture(sharedChord);
Assert.Null(fake.PendingConfirm);
Assert.Contains("cannot overwrite", fake.Messages);
Assert.DoesNotContain(sharedChord, forward.Model.Current);
}
[Fact]
public void OkButton_AppliesCommitsSavesAndToggles()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
row.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordW);
Assert.True(row.Model.Changed);
UiButton ok = (UiButton)layout.FindElement(0x1000002Cu)!;
ok.OnClick!.Invoke();
Assert.False(row.Model.Changed); // Apply committed saved=current
Assert.Equal(1, fake.SaveCalls);
Assert.Equal(1, fake.ToggleCalls);
}
[Fact]
public void CancelButton_RevertsUncommittedEditAndToggles()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x29, RetailActionClass.Movement) });
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding> { new(ChordW, InputAction.MovementForward) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
row.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordUp); // now [Up] uncommitted (slot 0 replaced)
UiButton cancel = (UiButton)layout.FindElement(0x1000002Du)!;
cancel.OnClick!.Invoke();
Assert.Equal(new[] { ChordW }, row.Model.Current); // reverted to Saved
Assert.Equal(1, fake.ToggleCalls);
Assert.Equal(0, fake.SaveCalls);
}
[Fact]
public void DefaultsButton_RestoresDatDefaultLive_WithoutCommitting()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement, defaults:
new[] { new RetailKeyChord(0x11, 0, 0, 3) }), // DIK_W
});
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementForward] = new List<Binding> { new(ChordUp, InputAction.MovementForward) };
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
Assert.Equal(new[] { ChordUp }, row.Model.Current);
UiButton defaultsButton = (UiButton)layout.FindElement(0x1000002Au)!;
defaultsButton.OnClick!.Invoke();
Assert.Equal(new[] { ChordW }, row.Model.Current);
Assert.True(row.Model.Changed); // live but uncommitted, matching retail
}
/// <summary>M1 (2026-08-11 review): Defaults must restore the DAT-sourced
/// KEY only — the row's live Activation/Scope (Hold + MeleeCombat here,
/// captured from the action's live binding at build time) must survive the
/// click unchanged, across the FULL 306-row shape this test represents with
/// one Hold+scoped action.</summary>
[Fact]
public void DefaultsButton_PreservesActivationAndScope_ForAHoldScopedAction()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x10000003, 0x1000005D, RetailActionClass.Combat, defaults:
new[] { new RetailKeyChord(0xD3, 0, 0, 3) }), // CombatLowAttack, DIK_DELETE
});
var fake = new FakeBindings();
fake.Mapped[InputAction.CombatLowAttack] = new List<Binding>
{
new(ChordUp, InputAction.CombatLowAttack, ActivationType.Hold, InputScope.MeleeCombat),
};
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
UiButton defaultsButton = (UiButton)layout.FindElement(0x1000002Au)!;
defaultsButton.OnClick!.Invoke();
(InputAction Action, IReadOnlyList<Binding> Value) written = Assert.Single(fake.MappedSets);
Assert.Equal(InputAction.CombatLowAttack, written.Action);
Binding result = Assert.Single(written.Value);
Assert.Equal(Silk.NET.Input.Key.Delete, result.Chord.Key); // the DAT default key
Assert.Equal(ActivationType.Hold, result.Activation); // preserved, not reset to Press
Assert.Equal(InputScope.MeleeCombat, result.Scope); // preserved, not reset to Game
}
/// <summary>M1: Cancel/Revert (RestoreSavedValue) must ALSO preserve
/// Activation/Scope, not just Defaults.</summary>
[Fact]
public void CancelButton_PreservesActivationAndScope()
{
var snapshot = new RetailActionMapSnapshot(new[] { Row(0x4, 0x32, RetailActionClass.Movement) });
var fake = new FakeBindings();
fake.Mapped[InputAction.MovementWalkMode] = new List<Binding>
{
new(ChordW, InputAction.MovementWalkMode, ActivationType.Hold, InputScope.Game),
};
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView row = controller.Rows.Single();
row.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordUp); // uncommitted edit
UiButton cancel = (UiButton)layout.FindElement(0x1000002Du)!;
cancel.OnClick!.Invoke();
// MappedSets also carries the capture's own write (ChordUp) before the
// revert — take the LAST write, which is Cancel's RestoreSavedValue.
(InputAction Action, IReadOnlyList<Binding> Value) written = fake.MappedSets[^1];
Binding result = Assert.Single(written.Value);
Assert.Equal(ChordW, result.Chord); // reverted to saved
Assert.Equal(ActivationType.Hold, result.Activation);
}
/// <summary>M2 (2026-08-11 review): InputMap 0x6 (CameraAlternateControls) no
/// longer aliases InputMap 0x5's (CameraControls) InputAction — each row is
/// independent, so rebinding one never clobbers the other, and a row cannot
/// conflict with its own former twin.</summary>
[Fact]
public void CameraContext5And6_AreIndependentRows_NotAliased()
{
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x5, 0x35, RetailActionClass.Camera, defaults: new[] { new RetailKeyChord(0x4B, 0, 0, 3) }),
Row(0x6, 0x35, RetailActionClass.Camera, defaults: new[] { new RetailKeyChord(0xCB, 0, 0, 3) }),
});
var fake = new FakeBindings();
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView ctx5 = controller.Rows.Single(r => r.InputMapId == 0x5u);
KeyboardConfigController.RowView ctx6 = controller.Rows.Single(r => r.InputMapId == 0x6u);
Assert.Equal(InputAction.CameraRotateLeft, ctx5.MappedAction);
Assert.Null(ctx6.MappedAction); // unmapped — no live dual-binding infrastructure (M2)
// Round-2 SHOULD-FIX: an unmapped row with no persisted chords now
// DISPLAYS its DAT defaults (retail shows the arrow keys; blank read
// as "unbound"). Display-only — storage stays untouched until the
// user edits THIS row.
Assert.NotEmpty(ctx6.Model.Current);
var ctx6InitialDisplay = ctx6.Model.Current.ToArray();
// Rebinding ctx5's row must not touch ctx6's display or storage.
ctx5.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordW);
Assert.Contains(ChordW, ctx5.Model.Current);
Assert.Equal(ctx6InitialDisplay, ctx6.Model.Current); // unchanged by ctx5's edit
Assert.Empty(fake.Unmapped); // ctx6's STORE untouched — display seeding writes nothing
ctx6.KeyButtons[0].OnClick!.Invoke();
fake.Capture(ChordA);
Assert.Contains(ChordA, ctx6.Model.Current);
Assert.Contains(ChordW, ctx5.Model.Current); // ctx5 unaffected by ctx6's edit
Assert.True(fake.Unmapped.ContainsKey((0x6u, 0x35u)));
}
[Fact]
public void Bind_MissingWindowRoot_ReturnsNull()
{
ElementInfo empty = new() { Id = 0x99999999u, Type = 3 };
ImportedLayout emptyLayout = LayoutImporter.Build(empty, NoTex, null);
var snapshot = new RetailActionMapSnapshot(Array.Empty<RetailActionMapRow>());
var fake = new FakeBindings();
KeyboardConfigController? controller = KeyboardConfigController.Bind(
emptyLayout, snapshot, (_, _) => null, (_, _) => null, fake.ToBindings());
Assert.Null(controller);
}
// ── OP8 re-review round 2: identity-map injectivity is load-bearing for
// BOTH M1 (per-row activation capture) and M2 (no dual rows editing one
// action) — pin it so a future mapping addition cannot silently alias. ──
[Fact]
public void IdentityMap_IsInjective_NoTwoRowsShareOneInputAction()
{
var seen = new Dictionary<InputAction, (uint MapId, uint ActionId)>();
foreach (((uint mapId, uint actionId), InputAction action) in RetailActionIdentityTable.Map)
{
Assert.False(
seen.TryGetValue(action, out (uint MapId, uint ActionId) prior),
$"InputAction.{action} is mapped by BOTH (0x{prior.MapId:X}, 0x{prior.ActionId:X}) "
+ $"and (0x{mapId:X}, 0x{actionId:X}) — aliasing reintroduces the M2 twin-row clobber.");
seen[action] = (mapId, actionId);
}
Assert.True(seen.Count > 100, $"sanity: only {seen.Count} mapped actions seen");
}
// ── AD-78 caption dimming (user-directed, 2026-08-11, gate 2) ───────────
[Fact]
public void UnmappedRows_DimTheirCaption_MappedRowsStayWhite()
{
// AP-203's store-only set: a row whose RetailActionIdentityTable
// lookup fails (MappedAction null -- mostly Emotes/CharacterSettings)
// never reaches the InputDispatcher, so its caption dims. Wiring a
// future mapping for "Bow Deep" (or any other unmapped row) means
// this assertion flips from StoreOnlyCaptionColor to Vector4.One --
// a conscious edit, not a silent pass.
var snapshot = new RetailActionMapSnapshot(new[]
{
Row(0x4, 0x29, RetailActionClass.Movement), // -> MovementForward (mapped)
Row(0x10000006, 0x100000A0, RetailActionClass.Emote), // "Bow Deep" -> unmapped
});
ImportedLayout layout = FixtureLoader.LoadKeyboardConfig();
var fake = new FakeBindings();
KeyboardConfigController controller = KeyboardConfigController.Bind(
layout, snapshot, MakeTemplateResolver(), (_, _) => null, fake.ToBindings())!;
KeyboardConfigController.RowView forward = controller.Rows.Single(r => r.ActionId == 0x29u);
Assert.NotNull(forward.MappedAction);
UiText forwardCaption = RowCaption(forward);
Assert.Equal(Vector4.One, forwardCaption.DefaultColor);
KeyboardConfigController.RowView bowDeep = controller.Rows.Single(r => r.ActionId == 0x100000A0u);
Assert.Null(bowDeep.MappedAction);
UiText bowDeepCaption = RowCaption(bowDeep);
Assert.Equal(UiRenderContext.StoreOnlyCaptionColor, bowDeepCaption.DefaultColor);
}
/// <summary>The row's synthesized caption (composed beside the authored key
/// buttons -- see KeyboardConfigController's class doc) has no stable dat
/// element id of its own, so it is located structurally: the ONLY
/// <see cref="UiText"/> direct child of the key buttons' shared parent
/// (the row container <c>BuildActionRow</c> builds).</summary>
private static UiText RowCaption(KeyboardConfigController.RowView row)
{
UiElement parent = row.KeyButtons.First().Parent
?? throw new InvalidOperationException("row's key button has no parent element");
return parent.Children.OfType<UiText>().Single();
}
}