Phase L.0 — foundation for the complete retail-style Settings interface agreed in the 2026-04-26 brainstorm. Splits Phase K's keybind-only F11 panel into a tabbed shell whose first tab wraps the existing keybinds content unchanged; the other five tabs (Display / Audio / Gameplay / Chat / Character) render "Coming soon" placeholders so the shape the user approved is visible immediately and gets filled in over the L.x sub-phases (Display first per Easy-wins build order). Why a tab API extension: retail had distinct Options UIs (gmGameplayOptionsUI / gmChatOptionsUI / gmCharacterSettingsUI per the PDB at acclient_2013_pseudo_c.txt:170739+) and the existing IPanelRenderer only exposed CollapsingHeader. ImGui maps BeginTabBar / BeginTabItem / EndTabItem / EndTabBar 1:1, so the new primitives stay backend-friendly — the future D.2b custom retail-look backend implements them via the retail tab UIs without panel changes. Save / Cancel / Reset-all stay above the tab bar so they remain global across all tabs (Phase K's UX preserved). FakePanelRenderer grows matching tab calls + an ActiveTabLabel knob so tests can target a specific tab's content; default behavior treats the first tab item seen as active so existing tests keep passing without changes. 5 new SettingsPanelTests assertions: tab bar opens once, six expected tab labels emitted in order, Keybinds-tab section headers only render when active, placeholders show "Coming soon" text on inactive-content tabs, and Save/Cancel buttons render BEFORE the tab bar (regression guard against accidentally moving them inside a tab item). dotnet build green (0 warnings); dotnet test 1,227 / 1,227 green (243 Core.Net + 311 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
234 lines
8.8 KiB
C#
234 lines
8.8 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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// -- Tab bar -----------------------------------------------------------
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/// <summary>Pre-set return for <see cref="BeginTabBar"/>.</summary>
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public bool TabBarReturns { get; set; } = true;
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/// <summary>The label of the tab the next <see cref="BeginTabItem"/>
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/// call should report as "selected" (return true). All other tab
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/// items return false. Defaults to null = the FIRST tab item rendered
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/// is the selected one.</summary>
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public string? ActiveTabLabel { get; set; }
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private string? _firstTabSeen;
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public bool BeginTabBar(string id)
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{
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Calls.Add(("BeginTabBar", new object?[] { id }));
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_firstTabSeen = null;
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return TabBarReturns;
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}
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public void EndTabBar() => Calls.Add(("EndTabBar", Array.Empty<object?>()));
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public bool BeginTabItem(string label)
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{
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Calls.Add(("BeginTabItem", new object?[] { label }));
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_firstTabSeen ??= label;
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return ActiveTabLabel is null
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? string.Equals(label, _firstTabSeen, StringComparison.Ordinal)
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: string.Equals(label, ActiveTabLabel, StringComparison.Ordinal);
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}
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public void EndTabItem() => Calls.Add(("EndTabItem", Array.Empty<object?>()));
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}
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