Phase K final commit. Settings panel with click-to-rebind UX on top of the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory updates that retire Phase K. InputDispatcher gains BeginCapture / CancelCapture / IsCapturing / SetBindings — modal capture suppresses normal action firing for the next chord. Esc cancels (returns sentinel default chord); modifier-only keys don't complete capture; non-modifier key down with current modifier mask completes. IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem primitives. SettingsVM owns a draft copy of KeyBindings with explicit Save / Cancel / Reset semantics. Click-to-rebind enters dispatcher capture mode; on chord captured, conflict-detect against draft (excluding the action being rebound itself); surface a ConflictPrompt when the chord collides; ResolveConflict(replace=true|false) commits or reverts. ResetActionToDefault restores a single action to RetailDefaults(); ResetAllToDefaults rebuilds the entire draft. Save invokes the onSave callback (which writes JSON + swaps the live dispatcher's bindings). SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader sections (Movement, Postures, Camera, Combat, UI panels, Chat, Hotbar, Emotes). Per action: name + current binding(s) summary + "Rebind"/"Reset" buttons. Conflict prompt at the top when pending. Save / Cancel / "Reset all to retail defaults" at the top. GameWindow registers SettingsPanel + wires F11 → ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls ImGui directly — the abstraction methods exist for backend portability but the host doesn't own a menu-bar surface). Tests: +37 across InputDispatcherCaptureTests (7), IPanelRendererMainMenuBarTests (9), SettingsVMTests (13), SettingsPanelTests (8). Solution total 1220 green. Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites, combat-mode dispatch, F-key panels, floating chat windows, UI layout save/load, joystick bindings, plugin input subscription) and adds #21–#25 to Recently closed. project_input_pipeline.md updated to shipped state. CLAUDE.md gets an input-pipeline reference. Closes Phase K. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
201 lines
7.6 KiB
C#
201 lines
7.6 KiB
C#
using System.Numerics;
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namespace AcDream.UI.Abstractions.Tests;
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/// <summary>
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/// In-memory test double for <see cref="IPanelRenderer"/>. Records every
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/// widget call so tests can assert against the recorded trace without
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/// running an ImGui context. New widgets added to the interface must
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/// implement here too — that compilation error IS the TDD red signal.
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/// </summary>
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internal sealed class FakePanelRenderer : IPanelRenderer
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{
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/// <summary>Ordered list of (method, args) pairs recorded across this renderer's lifetime.</summary>
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public List<(string Method, object?[] Args)> Calls { get; } = new();
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/// <summary>If <see cref="Begin"/> is called, return this value. Defaults to true so panels render.</summary>
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public bool BeginReturns { get; set; } = true;
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// -- Inputs the panel under test can mutate via ref args -----------
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/// <summary>Pre-set return value for the next <see cref="Checkbox"/> — caller flips bool to simulate user click.</summary>
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public bool CheckboxNextReturn { get; set; }
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public bool? CheckboxNextValue { get; set; }
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/// <summary>Pre-set return value for the next <see cref="Button"/> — caller sets to simulate user click.</summary>
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public bool ButtonNextReturn { get; set; }
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/// <summary>Pre-set return value for the next <see cref="Combo"/>.</summary>
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public bool ComboNextReturn { get; set; }
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public int? ComboNextSelectedIndex { get; set; }
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/// <summary>Pre-set return for <see cref="SliderFloat"/>.</summary>
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public bool SliderFloatNextReturn { get; set; }
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public float? SliderFloatNextValue { get; set; }
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/// <summary>Pre-set return for <see cref="CollapsingHeader"/>.</summary>
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public bool CollapsingHeaderNextReturn { get; set; } = true;
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/// <summary>Pre-set return for <see cref="TreeNode"/>.</summary>
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public bool TreeNodeNextReturn { get; set; } = true;
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/// <summary>Pre-set return for <see cref="BeginTable"/>.</summary>
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public bool BeginTableNextReturn { get; set; } = true;
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/// <summary>Pre-set return for <see cref="BeginChild"/>.</summary>
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public bool BeginChildNextReturn { get; set; } = true;
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/// <summary>Pre-set return value for <see cref="FrameHeightWithSpacing"/>.</summary>
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public float FrameHeightWithSpacingValue { get; set; } = 24f;
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/// <summary>Pre-set "submitted" string for the next <see cref="InputTextSubmit"/>; null = no submit this frame.</summary>
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public string? InputTextSubmitNextSubmitted { get; set; }
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public string? InputTextSubmitNextBufferAfter { get; set; }
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/// <summary>K.3: <see cref="BeginMainMenuBar"/> return value (default true).</summary>
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public bool MainMenuBarReturns { get; set; } = true;
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/// <summary>K.3: <see cref="BeginMenu"/> return value (default true).</summary>
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public bool MenuReturns { get; set; } = true;
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/// <summary>K.3: <see cref="MenuItem"/> return value (default false — only true for the frame the user "clicks").</summary>
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public bool MenuItemReturns { get; set; }
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public bool Begin(string title)
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{
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Calls.Add(("Begin", new object?[] { title }));
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return BeginReturns;
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}
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public void End() => Calls.Add(("End", Array.Empty<object?>()));
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public void Text(string text) => Calls.Add(("Text", new object?[] { text }));
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public void SameLine() => Calls.Add(("SameLine", Array.Empty<object?>()));
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public void Separator() => Calls.Add(("Separator", Array.Empty<object?>()));
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public void ProgressBar(float fraction, float width, string? overlay = null)
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=> Calls.Add(("ProgressBar", new object?[] { fraction, width, overlay }));
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public void TextColored(Vector4 rgba, string text)
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=> Calls.Add(("TextColored", new object?[] { rgba, text }));
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public bool CollapsingHeader(string label, bool defaultOpen = true)
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{
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Calls.Add(("CollapsingHeader", new object?[] { label, defaultOpen }));
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return CollapsingHeaderNextReturn;
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}
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public bool TreeNode(string label)
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{
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Calls.Add(("TreeNode", new object?[] { label }));
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return TreeNodeNextReturn;
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}
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public void TreePop() => Calls.Add(("TreePop", Array.Empty<object?>()));
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public bool Checkbox(string label, ref bool value)
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{
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Calls.Add(("Checkbox", new object?[] { label, value }));
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if (CheckboxNextValue is bool nv) value = nv;
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return CheckboxNextReturn;
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}
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public bool Button(string label)
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{
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Calls.Add(("Button", new object?[] { label }));
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return ButtonNextReturn;
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}
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public bool Combo(string label, ref int selectedIndex, string[] items)
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{
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Calls.Add(("Combo", new object?[] { label, selectedIndex, items }));
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if (ComboNextSelectedIndex is int idx) selectedIndex = idx;
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return ComboNextReturn;
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}
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public bool SliderFloat(string label, ref float value, float min, float max)
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{
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Calls.Add(("SliderFloat", new object?[] { label, value, min, max }));
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if (SliderFloatNextValue is float v) value = v;
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return SliderFloatNextReturn;
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}
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public void PlotLines(
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string label,
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float[] values,
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int count,
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int offset = 0,
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string? overlay = null,
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float? min = null,
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float? max = null,
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Vector2? size = null)
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=> Calls.Add(("PlotLines", new object?[] { label, values, count, offset, overlay, min, max, size }));
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public void BeginTable(string id, int columns)
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=> Calls.Add(("BeginTable", new object?[] { id, columns }));
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public void TableNextColumn() => Calls.Add(("TableNextColumn", Array.Empty<object?>()));
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public void EndTable() => Calls.Add(("EndTable", Array.Empty<object?>()));
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public bool InputTextSubmit(string label, ref string buffer, int maxLen, out string? submitted)
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{
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Calls.Add(("InputTextSubmit", new object?[] { label, buffer, maxLen }));
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submitted = InputTextSubmitNextSubmitted;
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if (submitted is not null)
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buffer = InputTextSubmitNextBufferAfter ?? string.Empty;
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return submitted is not null;
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}
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public void Spacing() => Calls.Add(("Spacing", Array.Empty<object?>()));
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public void Dummy(Vector2 size) => Calls.Add(("Dummy", new object?[] { size }));
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public void TextWrapped(string text) => Calls.Add(("TextWrapped", new object?[] { text }));
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public bool BeginChild(string id, Vector2 size, bool border = false)
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{
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Calls.Add(("BeginChild", new object?[] { id, size, border }));
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return BeginChildNextReturn;
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}
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public void EndChild() => Calls.Add(("EndChild", Array.Empty<object?>()));
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public float FrameHeightWithSpacing()
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{
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Calls.Add(("FrameHeightWithSpacing", Array.Empty<object?>()));
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return FrameHeightWithSpacingValue;
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}
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public void SetScrollHereY(float ratio)
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=> Calls.Add(("SetScrollHereY", new object?[] { ratio }));
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public void SetKeyboardFocusHere()
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=> Calls.Add(("SetKeyboardFocusHere", Array.Empty<object?>()));
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// -- Phase K.3 — main menu bar -----------------------------------------
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public bool BeginMainMenuBar()
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{
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Calls.Add(("BeginMainMenuBar", Array.Empty<object?>()));
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return MainMenuBarReturns;
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}
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public void EndMainMenuBar()
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=> Calls.Add(("EndMainMenuBar", Array.Empty<object?>()));
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public bool BeginMenu(string label)
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{
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Calls.Add(("BeginMenu", new object?[] { label }));
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return MenuReturns;
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}
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public void EndMenu()
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=> Calls.Add(("EndMenu", Array.Empty<object?>()));
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public bool MenuItem(string label, string? shortcut = null)
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{
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Calls.Add(("MenuItem", new object?[] { label, shortcut }));
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return MenuItemReturns;
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}
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}
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