acdream/tests/AcDream.App.Tests/UI/Layout/FixtureLoader.cs
Erik df9c7a35eb feat(ui): Campaign OP slice OP2 — tab control, template ListBox, UIOption widget mappings
Ships the two new widget primitives the retail Options panel needs plus the
four remaining UIOption_* factory mappings, so every tab page (OP3-OP6) has
somewhere to mount.

- ElementReader/ElementInfo gain three new dat-property readers, following
  the existing effective-state-resolution pattern (never a per-state
  first-wins scan, per the round-5 N1 lesson): the Type-8 tab table
  (property 0x2E -> TabTable), a ListBox's row-template list (property
  0x64 -> TemplateList), and scrollbar linkage (property 0x72 ->
  ScrollbarElementId). LayoutImporter gains one hook
  (IUiChildrenAttachedListener) so a widget can resolve cross-references
  its own dat properties name by id once its subtree actually exists.

- UiTabControl (Type 8): switches exactly one page-slot child visible,
  syncs each tab button's Open/Closed state via the existing
  RetailTabBinding helper, and honors the authored default tab on mount.

- UiTemplateListBox (Type 5 with an authored template list): wraps a
  UiScrollablePanel viewport (sealed, so composition not inheritance) and
  ports AddItemFromTemplateList(index) — the resolver seam a page
  controller wires with real DAT access via the SAME
  LayoutImporter.ImportInfos(dats, layoutId, elementId) overload
  RetailDialogFactory already uses for its catalog LayoutDesc.

- DatWidgetFactory maps the four remaining UIOption_* widgets, each
  verified against the regenerated options_2100002B.json fixture before
  writing any code: 0x10000037 (Slider) is structurally an ordinary
  horizontal UIElement_Scrollbar, so it reuses BuildScrollbar directly;
  0x10000038 (Menu) is structurally identical to the vendor category
  dropdown UiMenu already models, so it reuses `new UiMenu()` like the
  Type-6 case; 0x10000036 (CheckboxSlider) composes an existing
  UIOption_Checkbox child + UIOption_Slider child via the new
  UiOptionToggleSlider wrapper; 0x10000044 (CheckboxBitfield64) authors
  zero children in the dat (every row is added at runtime via retail's own
  AddChild(lowMask, highMask, label, tooltip) call shape), so it's a new
  UiCheckboxBitfield64 composing UiButton per row. No new drawing code
  anywhere in this set.

- Five new committed fixtures (options_2100002B/2100002A/21000028/
  2100005C/21000029) plus 25 new conformance tests pinning the tab table
  (4 entries, Gameplay default), all three template arrays, scrollbar
  linkage, every new widget-type mapping, and a UiTabControl behavioral
  test (switch -> exactly one page visible, click-through the tab
  button). The Character ListBox's authored 6-header/49-toggle shape
  (lane B section counts) is proven reachable end-to-end through
  AddItemFromTemplateList against the committed fixture.

- Regenerating fixtures also touched 27 PRE-EXISTING, unrelated fixtures
  (an Outline/OutlineColor field pair added by an earlier commit,
  bcc34ee3, that predates when those fixtures were last regenerated).
  Per the slice contract, that drift was NOT committed — reverted back to
  HEAD, only the five new Options-panel fixtures are new files here.

- Filed TS-72: UiCheckboxBitfield64's click-toggle bit math (AND/OR
  set/clear semantics) is a documented approximation — the decompiled
  excerpt this campaign pulled covers UIOption_CheckboxBitfield64::Apply's
  WRITE side, not its own click-handler's bit math. Flagged for OP5 (the
  Chat tab controller, the first consumer that reaches the wire) to
  verify against the real decomp before any live transaction depends on
  it; nothing user-reachable can observe this yet.

Full Release suite: 12,770 passed / 4 skipped / 0 failed (was 12,745/4/0
post-OP1 — 25 net new tests, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 00:06:43 +02:00

266 lines
12 KiB
C#

using System.IO;
using System.Text.Json;
using AcDream.App.UI.Layout;
namespace AcDream.App.Tests.UI.Layout;
/// <summary>
/// Loads the committed layout ElementInfo fixtures and builds widget trees —
/// no dats required. Fixtures were generated from the real portal.dat and
/// serialized with <see cref="System.Text.Json"/>.
/// </summary>
public static class FixtureLoader
{
private static readonly JsonSerializerOptions _opts = new()
{
IncludeFields = true,
};
/// <summary>
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture (copied to
/// the test output directory via the csproj <c>CopyToOutputDirectory</c> item)
/// into an <see cref="ElementInfo"/> tree, then builds and returns the
/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
/// dat font — sufficient for conformance checks on tree structure and slice ids.
/// </summary>
public static ImportedLayout LoadVitals()
{
var root = LoadVitalsInfos();
return LayoutImporter.Build(root, _ => (0u, 0, 0), null);
}
/// <summary>
/// Deserializes the committed <c>vitals_2100006C.json</c> fixture into a raw
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
/// tree directly (e.g. inheritance-resolution checks) without exercising the
/// widget factory.
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadVitalsInfos()
=> LoadInfos("vitals_2100006C.json");
/// <summary>
/// Deserializes the committed <c>chat_2100006f.json</c> fixture (retail's
/// ACTUAL main chat window, LayoutDesc <c>0x2100006F</c> — Campaign CH slice
/// CH6a; the old <c>chat_21000006.json</c> fixture imported the WRONG,
/// unrelated layout) into a raw <see cref="ElementInfo"/> tree and builds the
/// <see cref="ImportedLayout"/> using a null-returning sprite resolver and no
/// dat font — sufficient for conformance checks on tree structure and
/// resolved types.
/// </summary>
public static ImportedLayout LoadChat()
=> LayoutImporter.Build(LoadChatInfos(), _ => (0u, 0, 0), null);
/// <summary>
/// Deserializes the committed <c>chat_2100006f.json</c> fixture into a raw
/// <see cref="ElementInfo"/> tree WITHOUT calling <see cref="LayoutImporter.Build"/>.
/// Use this when the test needs to inspect the resolved <see cref="ElementInfo"/>
/// tree directly (e.g. resolved Type values per element id).
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadChatInfos()
=> LoadInfos("chat_2100006f.json");
/// <summary>
/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture
/// (retail's floating chat windows 1-4, LayoutDesc <c>0x2100005B</c> — CH6a/b
/// REJECT-review SHOULD-FIX 4) into a raw <see cref="ElementInfo"/> tree and
/// builds the <see cref="ImportedLayout"/> using a null-returning sprite
/// resolver and no dat font — sufficient for conformance checks on resolved
/// widget types.
/// </summary>
public static ImportedLayout LoadFloatyChat()
=> LayoutImporter.Build(LoadFloatyChatInfos(), _ => (0u, 0, 0), null);
/// <summary>
/// Deserializes the committed <c>chat_floaty_2100005b.json</c> fixture into
/// a raw <see cref="ElementInfo"/> tree WITHOUT calling
/// <see cref="LayoutImporter.Build"/>.
/// </summary>
public static AcDream.App.UI.Layout.ElementInfo LoadFloatyChatInfos()
=> LoadInfos("chat_floaty_2100005b.json");
/// <summary>Builds the committed retail radar LayoutDesc 0x21000074 fixture.</summary>
public static ImportedLayout LoadRadar()
=> LayoutImporter.Build(LoadRadarInfos(), _ => (0u, 0, 0), null);
/// <summary>Returns the resolved ElementInfo tree for retail radar LayoutDesc 0x21000074.</summary>
public static AcDream.App.UI.Layout.ElementInfo LoadRadarInfos()
=> LoadInfos("radar_21000074.json");
public static ImportedLayout LoadToolbar()
=> LayoutImporter.Build(LoadToolbarInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadToolbarInfos()
=> LoadInfos("toolbar_21000016.json");
public static ImportedLayout LoadInventory()
=> LayoutImporter.Build(LoadInventoryInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadInventoryInfos()
=> LoadInfos("inventory_21000023.json");
public static ImportedLayout LoadPaperdoll()
=> LayoutImporter.Build(LoadPaperdollInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPaperdollInfos()
=> LoadInfos("paperdoll_21000024.json");
public static ImportedLayout LoadCharacter()
=> LayoutImporter.Build(LoadCharacterInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCharacterInfos()
=> LoadInfos("character_2100002E.json");
public static ImportedLayout LoadCombat()
=> LayoutImporter.Build(LoadCombatInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCombatInfos()
=> LoadInfos("combat_21000073.json");
public static ImportedLayout LoadSpellbook()
=> LayoutImporter.Build(LoadSpellbookInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadSpellbookInfos()
=> LoadInfos("spellbook_21000034.json");
public static ElementInfo LoadComponentCategoryTemplateInfos()
=> LoadInfos("component_category_21000033_10000466.json");
public static ElementInfo LoadComponentRowTemplateInfos()
=> LoadInfos("component_row_21000033_10000467.json");
public static ImportedLayout LoadExamination()
=> LayoutImporter.Build(LoadExaminationInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadExaminationInfos()
=> LoadInfos("examine_2100006B_100005F2.json");
public static ElementInfo LoadExaminationRowTemplateInfos()
=> LoadInfos("examine_row_2100006B_10000166.json");
public static ElementInfo LoadExaminationComponentTemplateInfos()
=> LoadInfos("examine_component_2100006B_1000032E.json");
public static ImportedLayout LoadPowerbar()
=> LayoutImporter.Build(LoadPowerbarInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPowerbarInfos()
=> LoadInfos("powerbar_21000072.json");
public static ImportedLayout LoadConfirmationDialog()
=> LayoutImporter.Build(LoadConfirmationDialogInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadConfirmationDialogInfos()
=> LoadInfos("dialogs_2100003C.json");
public static ImportedLayout LoadFpsDisplay()
=> LayoutImporter.Build(LoadFpsDisplayInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadFpsDisplayInfos()
=> LoadInfos("smartbox_fps_2100000F.json");
public static ImportedLayout LoadPositiveEffects()
=> LayoutImporter.Build(LoadPositiveEffectsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadPositiveEffectsInfos()
=> LoadInfos("effects_positive_2100001B.json");
public static ImportedLayout LoadNegativeEffects()
=> LayoutImporter.Build(LoadNegativeEffectsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadNegativeEffectsInfos()
=> LoadInfos("effects_negative_2100001B.json");
public static ElementInfo LoadEffectRowTemplateInfos()
=> LoadInfos("effects_row_2100001B_10000128.json");
public static ImportedLayout LoadCharacterInformation()
=> LayoutImporter.Build(
LoadCharacterInformationInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadCharacterInformationInfos()
=> LoadInfos("character_info_2100006E_10000183.json");
public static ImportedLayout LoadIndicators()
=> LayoutImporter.Build(LoadIndicatorsInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadIndicatorsInfos()
=> LoadInfos("indicators_21000071.json");
public static ImportedLayout LoadLinkStatus()
=> LayoutImporter.Build(LoadLinkStatusInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadLinkStatusInfos()
=> LoadInfos("link_status_2100001D.json");
public static ImportedLayout LoadVitae()
=> LayoutImporter.Build(LoadVitaeInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadVitaeInfos()
=> LoadInfos("vitae_21000020.json");
public static ImportedLayout LoadMiniGame()
=> LayoutImporter.Build(LoadMiniGameInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadMiniGameInfos()
=> LoadInfos("mini_game_2100001E.json");
public static ImportedLayout LoadVendor()
=> LayoutImporter.Build(LoadVendorInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadVendorInfos()
=> LoadInfos("vendor_21000012_100000B7.json");
/// <summary>Options panel LayoutDesc <c>0x2100002B</c> — the tab control + all four
/// mounted pages (via BaseLayoutId/BaseElement) + the seven row-template elements,
/// as one combined tree (Campaign OP slice OP2).</summary>
public static ImportedLayout LoadOptionsPanel()
=> LayoutImporter.Build(LoadOptionsPanelInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsPanelInfos()
=> LoadInfos("options_2100002B.json");
/// <summary>Gameplay Options page LayoutDesc <c>0x2100002A</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsGameplay()
=> LayoutImporter.Build(LoadOptionsGameplayInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsGameplayInfos()
=> LoadInfos("options_gameplay_2100002A.json");
/// <summary>Character page LayoutDesc <c>0x21000028</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsCharacter()
=> LayoutImporter.Build(LoadOptionsCharacterInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsCharacterInfos()
=> LoadInfos("options_character_21000028.json");
/// <summary>Chat page LayoutDesc <c>0x2100005C</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsChat()
=> LayoutImporter.Build(LoadOptionsChatInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsChatInfos()
=> LoadInfos("options_chat_2100005C.json");
/// <summary>Config page LayoutDesc <c>0x21000029</c> (standalone import).</summary>
public static ImportedLayout LoadOptionsConfig()
=> LayoutImporter.Build(LoadOptionsConfigInfos(), _ => (0u, 0, 0), null);
public static ElementInfo LoadOptionsConfigInfos()
=> LoadInfos("options_config_21000029.json");
// ── Shared loader ────────────────────────────────────────────────────────
private static AcDream.App.UI.Layout.ElementInfo LoadInfos(string fileName)
{
var path = Path.Combine(AppContext.BaseDirectory, "UI", "Layout", "fixtures", fileName);
if (!File.Exists(path)) throw new FileNotFoundException($"fixture not found at: {path}");
var bytes = File.ReadAllBytes(path);
// Strip UTF-8 BOM (EF BB BF) if present so JsonSerializer.Deserialize<T>(ReadOnlySpan<byte>)
// does not reject the first byte.
ReadOnlySpan<byte> span = bytes;
if (span.Length >= 3 && span[0] == 0xEF && span[1] == 0xBB && span[2] == 0xBF)
span = span[3..];
return JsonSerializer.Deserialize<AcDream.App.UI.Layout.ElementInfo>(span, _opts)
?? throw new InvalidOperationException($"fixture deserialized to null: {path}");
}
}