De-risk gate for Sub-phase C: verifies that the gmPaperDollUI subtree imported under the inventory frame (0x21000023) materialises a representative set of 6 equip-slot element ids as UiItemList widgets, confirming the controller-binding plan can proceed without an importer pre-fix. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
89 lines
4.2 KiB
C#
89 lines
4.2 KiB
C#
using System;
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using System.IO;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Real-dat smoke test for the gmInventoryUI frame (0x21000023) import + the sub-window
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/// mount. Locks the #145-continuation fix: the mount keeps each mounted panel slot's OWN
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/// frame ZLevel instead of inheriting the sub-window root's ZLevel 1000. Before the fix the
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/// merge's zero-wins-base rule gave the slots ZLevel 1000 → the #145 ZOrder fold
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/// (ReadOrder − ZLevel·10000) sank them to ≈ −10,000,000, BEHIND the frame's Alphablend
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/// backdrop (ZLevel 100 → ≈ −1,000,000), and the backdrop washed out the panels' captions,
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/// burden meter, and item cells. Skips when the live dat directory is absent (CI).
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/// </summary>
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public class InventoryFrameImportProbe
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{
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private const uint Frame = 0x21000023u;
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private const uint Backdrop = 0x100001D0u; // full-window Alphablend backdrop (ZLevel 100)
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private const uint BackpackPanel = 0x100001CEu; // mounted gmBackpackUI slot
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private const uint ItemsPanel = 0x100001CFu; // mounted gm3DItemsUI slot
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private const uint PaperdollPanel = 0x100001CDu; // mounted gmPaperDollUI slot
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private const uint BurdenMeter = 0x100001D9u; // backpack content (proves the mount attached it)
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private const uint ContentsGrid = 0x100001C6u; // 3D-items content
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private static string? DatDir()
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{
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var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(d) ? d : null;
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}
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[Fact]
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public void Paperdoll_equip_slots_resolve_to_item_lists()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat — skip
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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// A representative spread across the slot grid (head, shield, the weapon composite, cloak,
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// trinket, a finger). All inherit base 0x100001E4 → 0x2100003D (Type 0x10000031 = UIElement_ItemList).
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foreach (uint id in new[] { 0x100005ABu, 0x100001E1u, 0x100001DFu, 0x100005E9u, 0x1000058Eu, 0x100001DCu })
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{
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var el = layout!.FindElement(id);
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Assert.True(el is UiItemList,
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$"equip slot 0x{id:X8} resolved to {el?.GetType().Name ?? "null"}, expected UiItemList");
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}
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}
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[Fact]
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public void Mounted_panels_sit_in_front_of_the_backdrop()
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{
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var datDir = DatDir();
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if (datDir is null) return; // CI: no live dat — skip (this is a smoke test)
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, Frame, _ => (0u, 0, 0), null);
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Assert.NotNull(layout);
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var backdrop = layout!.FindElement(Backdrop);
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Assert.NotNull(backdrop); // the full-window backdrop is a direct child of the frame
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// The sub-window mount brings each panel's content into the by-id index.
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Assert.NotNull(layout.FindElement(BurdenMeter)); // backpack burden meter
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Assert.NotNull(layout.FindElement(ContentsGrid)); // 3D-items contents grid
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// The fix: every mounted panel slot must draw IN FRONT of the backdrop
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// (higher ZOrder = painted later = on top), so the backdrop sits behind the content.
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foreach (var (id, name) in new[]
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{
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(BackpackPanel, "backpack"), (ItemsPanel, "3D-items"), (PaperdollPanel, "paperdoll"),
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})
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{
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var panel = layout.FindElement(id);
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Assert.True(panel is not null, $"{name} panel 0x{id:X8} missing from the imported tree");
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Assert.True(panel!.ZOrder > backdrop!.ZOrder,
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$"{name} panel ZOrder {panel.ZOrder} must be > backdrop ZOrder {backdrop.ZOrder} " +
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"(else the Alphablend backdrop overpaints/washes out the panel content)");
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}
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}
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}
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