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>
168 lines
6.4 KiB
C#
168 lines
6.4 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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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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}
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