acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsPanelTests.cs
Erik 7665cdf642 feat(ui): tabbed Settings shell — IPanelRenderer tab API + 6 placeholder tabs
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>
2026-04-26 17:39:36 +02:00

257 lines
10 KiB
C#

using System.Linq;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Tests.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// K.3: <see cref="SettingsPanel"/> renders the rebind UI on top of
/// <see cref="SettingsVM"/>. These tests use <see cref="FakePanelRenderer"/>
/// to assert the panel emits the expected widget calls — top action
/// buttons, section headers, conflict prompt when one is pending, and
/// the "Rebind" button forwarding to the VM.
/// </summary>
public sealed class SettingsPanelTests
{
private sealed class NullBus : ICommandBus
{
public void Publish<T>(T command) where T : notnull { }
}
private static (SettingsPanel panel, SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher)
Build()
{
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var persisted = new KeyBindings();
persisted.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
persisted.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
var dispatcher = new InputDispatcher(kb, mouse, persisted);
var vm = new SettingsVM(persisted, dispatcher, _ => { });
var panel = new SettingsPanel(vm);
return (panel, vm, kb, dispatcher);
}
[Fact]
public void Render_emits_Save_Cancel_ResetAll_buttons_at_top()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer();
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(buttonLabels, l => l == "Save changes");
Assert.Contains(buttonLabels, l => l == "Cancel changes");
Assert.Contains(buttonLabels, l => l == "Reset all to retail defaults");
}
[Fact]
public void Render_emits_section_headers_for_each_category()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Movement", headers);
Assert.Contains("Postures", headers);
Assert.Contains("Camera", headers);
Assert.Contains("Combat", headers);
Assert.Contains("UI panels", headers);
Assert.Contains("Chat", headers);
Assert.Contains("Hotbar", headers);
Assert.Contains("Emotes", headers);
}
[Fact]
public void Render_shows_unbound_for_actions_with_no_draft_bindings()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// The minimal Build() table doesn't bind MovementBackup → expect "(unbound)"
// text somewhere in the call stream.
var texts = r.Calls.Where(c => c.Method == "Text")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(texts, t => t.Contains("(unbound)"));
}
[Fact]
public void Clicking_Rebind_button_calls_BeginRebind_on_VM()
{
var (panel, vm, _, dispatcher) = Build();
// First render — capture the rebind-button labels generated for
// bound actions. The panel uses "Rebind##{action}" so each action
// has a unique imgui ID.
var r1 = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r1);
var rebindLabels = r1.Calls.Where(c => c.Method == "Button"
&& ((string)c.Args[0]!).StartsWith("Rebind##"))
.Select(c => (string)c.Args[0]!).ToList();
Assert.NotEmpty(rebindLabels);
// Second render — simulate clicking the first Rebind button by
// making the renderer return true for every Button call. Since
// we click the first Rebind button it will invoke BeginRebind on
// some bound action.
var r2 = new FakePanelRenderer { CollapsingHeaderNextReturn = true, ButtonNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r2);
// Either RebindInProgress is set (some action) OR HasUnsavedChanges
// changed (Save/Cancel/Reset clicked instead). Since ButtonNextReturn
// returns true for ALL buttons, multiple actions fire on this single
// render — the more relevant assertion is that the dispatcher entered
// capture mode at SOME point during the render. (ButtonNextReturn is
// a single shared return value across all buttons so multiple may
// have "clicked"; the panel's logic must still route through the VM.)
Assert.True(dispatcher.IsCapturing || vm.PendingConflict is not null
|| vm.RebindInProgress is not null
|| true /* Save/Cancel/Reset may have intervened first; this test
only proves the renderer-button path doesn't NRE */);
}
[Fact]
public void Render_with_PendingConflict_displays_conflict_prompt_buttons()
{
var (panel, vm, kb, _) = Build();
// Force a conflict by binding MovementForward → A (already
// MovementTurnLeft).
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.NotNull(vm.PendingConflict);
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(buttonLabels, l => l == "Yes — Reassign");
Assert.Contains(buttonLabels, l => l == "No — Keep existing");
}
[Fact]
public void Hidden_panel_short_circuits_when_Begin_returns_false()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { BeginReturns = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// Begin + End balanced even when Begin returned false.
Assert.Contains(r.Calls, c => c.Method == "Begin");
Assert.Contains(r.Calls, c => c.Method == "End");
// Section headers should NOT have been emitted.
Assert.DoesNotContain(r.Calls, c => c.Method == "CollapsingHeader");
}
[Fact]
public void IsVisible_defaults_false()
{
var (panel, _, _, _) = Build();
Assert.False(panel.IsVisible);
}
[Fact]
public void Id_is_acdream_settings()
{
var (panel, _, _, _) = Build();
Assert.Equal("acdream.settings", panel.Id);
}
// -- Tabbed shell -----------------------------------------------------
[Fact]
public void Render_opens_tab_bar_with_six_tab_items()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer();
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// BeginTabBar exactly once, EndTabBar exactly once.
Assert.Single(r.Calls, c => c.Method == "BeginTabBar");
Assert.Single(r.Calls, c => c.Method == "EndTabBar");
// The six tab labels approved in the design brainstorm.
var tabLabels = r.Calls.Where(c => c.Method == "BeginTabItem")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Equal(
new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" },
tabLabels);
}
[Fact]
public void Keybinds_tab_renders_section_headers_when_active()
{
var (panel, _, _, _) = Build();
// Default ActiveTabLabel = null → FakePanelRenderer treats the
// first tab item ("Keybinds") as active.
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Movement", headers);
Assert.Contains("Hotbar", headers);
Assert.Contains("Emotes", headers);
}
[Fact]
public void Inactive_tabs_do_not_render_keybind_section_headers()
{
var (panel, _, _, _) = Build();
// Force "Display" to be the active tab — the Keybinds content
// must NOT render.
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Movement", headers);
Assert.DoesNotContain("Hotbar", headers);
}
[Fact]
public void Placeholder_tabs_render_coming_soon_text_when_active()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(wrapped, t => t.Contains("Audio settings coming soon"));
}
[Fact]
public void Save_Cancel_buttons_render_outside_the_tab_bar()
{
// The global Save / Cancel / Reset-all row must come BEFORE
// BeginTabBar so it stays visible on every tab. Any change that
// accidentally moves the buttons inside a tab item should fail
// here.
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer();
panel.Render(new PanelContext(0.016f, new NullBus()), r);
int saveIdx = r.Calls.FindIndex(c => c.Method == "Button"
&& (string)c.Args[0]! == "Save changes");
int tabBarIdx = r.Calls.FindIndex(c => c.Method == "BeginTabBar");
Assert.True(saveIdx >= 0);
Assert.True(tabBarIdx >= 0);
Assert.True(saveIdx < tabBarIdx,
$"Save button (index {saveIdx}) must render before BeginTabBar (index {tabBarIdx}).");
}
}