Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
71 lines
3 KiB
C#
71 lines
3 KiB
C#
using AcDream.Core.Chat;
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using AcDream.UI.Abstractions.Panels.Chat;
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namespace AcDream.UI.Abstractions.Tests.Panels.Chat;
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/// <summary>
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/// Phase K.2 — Tab fires <see cref="AcDream.UI.Abstractions.Input.InputAction.ToggleChatEntry"/>,
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/// which calls <see cref="ChatPanel.FocusInput"/>. The chat panel honors
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/// the request on the very next <see cref="ChatPanel.Render"/> by emitting
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/// a <c>SetKeyboardFocusHere</c> immediately before the input field. After
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/// it fires once, subsequent renders without another <c>FocusInput</c>
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/// call must not re-fire (one-shot semantics) — otherwise the chat field
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/// would steal focus on every frame and the user could never click out.
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/// </summary>
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public sealed class ChatPanelFocusTests
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{
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private sealed class NullBus : AcDream.UI.Abstractions.ICommandBus
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{
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public void Publish<T>(T command) where T : notnull { }
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}
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[Fact]
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public void FocusInput_NextRender_EmitsSetKeyboardFocusHereBeforeInput()
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{
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var panel = new ChatPanel(new ChatVM(new ChatLog()));
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var renderer = new FakePanelRenderer();
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panel.FocusInput();
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panel.Render(new PanelContext(0.016f, new NullBus()), renderer);
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// Find the SetKeyboardFocusHere call; it must come before the
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// InputTextSubmit call so ImGui applies the focus to that widget.
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int focusIdx = -1, inputIdx = -1;
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for (int i = 0; i < renderer.Calls.Count; i++)
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{
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if (renderer.Calls[i].Method == "SetKeyboardFocusHere") focusIdx = i;
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else if (renderer.Calls[i].Method == "InputTextSubmit") inputIdx = i;
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}
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Assert.True(focusIdx >= 0, "ChatPanel must call SetKeyboardFocusHere when FocusInput requested.");
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Assert.True(inputIdx >= 0, "ChatPanel must still render the InputTextSubmit field.");
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Assert.True(focusIdx < inputIdx, "SetKeyboardFocusHere must precede the InputTextSubmit it targets.");
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}
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[Fact]
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public void Render_WithoutFocusInputCall_DoesNotEmitSetKeyboardFocusHere()
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{
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var panel = new ChatPanel(new ChatVM(new ChatLog()));
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var renderer = new FakePanelRenderer();
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panel.Render(new PanelContext(0.016f, new NullBus()), renderer);
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Assert.DoesNotContain(renderer.Calls, c => c.Method == "SetKeyboardFocusHere");
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}
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[Fact]
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public void FocusInput_OnlyAffectsTheNextRender_OneShot()
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{
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var panel = new ChatPanel(new ChatVM(new ChatLog()));
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// Frame 1 — FocusInput requested → expect a SetKeyboardFocusHere.
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var r1 = new FakePanelRenderer();
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panel.FocusInput();
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panel.Render(new PanelContext(0.016f, new NullBus()), r1);
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Assert.Contains(r1.Calls, c => c.Method == "SetKeyboardFocusHere");
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// Frame 2 — no further FocusInput call → must NOT re-fire.
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var r2 = new FakePanelRenderer();
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panel.Render(new PanelContext(0.016f, new NullBus()), r2);
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Assert.DoesNotContain(r2.Calls, c => c.Method == "SetKeyboardFocusHere");
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}
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}
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