acdream/tests/AcDream.UI.Abstractions.Tests/Input
Erik 8b8afeefa3 refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
2026-07-22 11:59:33 +02:00
..
FakeKeyboardSource.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
FakeMouseSource.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
InputDispatcherCaptureTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
InputDispatcherDoubleClickTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
InputDispatcherIsActionHeldTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
InputDispatcherLifetimeTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
InputDispatcherTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
KeyBindingsJsonTests.cs feat: port retail magic lifecycle and retained spell UI 2026-07-15 10:55:22 +02:00
KeyBindingsRetailTests.cs feat(combat): port retail basic combat bar 2026-07-11 14:03:28 +02:00
KeyBindingsTests.cs feat: port retail magic lifecycle and retained spell UI 2026-07-15 10:55:22 +02:00
KeyChordTests.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
MmbMouseLookTests.cs fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
ModifierMaskTests.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00