Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
569 lines
23 KiB
C#
569 lines
23 KiB
C#
using System.Linq;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.UI.Abstractions.Tests.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// K.3: <see cref="SettingsPanel"/> renders the rebind UI on top of
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/// <see cref="SettingsVM"/>. These tests use <see cref="FakePanelRenderer"/>
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/// to assert the panel emits the expected widget calls — top action
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/// buttons, section headers, conflict prompt when one is pending, and
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/// the "Rebind" button forwarding to the VM.
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/// </summary>
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public sealed class SettingsPanelTests
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{
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private sealed class NullBus : 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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private static (SettingsPanel panel, SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher)
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Build()
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{
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var persisted = new KeyBindings();
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persisted.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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persisted.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
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var dispatcher = InputDispatcher.CreateDetached(kb, mouse, persisted);
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dispatcher.Attach();
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var vm = new SettingsVM(
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persisted, dispatcher, _ => { },
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DisplaySettings.Default, _ => { },
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AudioSettings.Default, _ => { },
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GameplaySettings.Default, _ => { },
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ChatSettings.Default, _ => { },
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CharacterSettings.Default, _ => { });
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var panel = new SettingsPanel(vm);
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return (panel, vm, kb, dispatcher);
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}
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[Fact]
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public void Render_emits_Save_Cancel_ResetAll_buttons_at_top()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer();
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var buttonLabels = r.Calls.Where(c => c.Method == "Button")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains(buttonLabels, l => l == "Save changes");
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Assert.Contains(buttonLabels, l => l == "Cancel changes");
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Assert.Contains(buttonLabels, l => l == "Reset all to retail defaults");
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}
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[Fact]
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public void Render_emits_section_headers_for_each_category()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Movement", headers);
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Assert.Contains("Postures", headers);
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Assert.Contains("Camera", headers);
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Assert.Contains("Combat", headers);
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Assert.Contains("UI panels", headers);
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Assert.Contains("Chat", headers);
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Assert.Contains("Hotbar", headers);
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Assert.Contains("Emotes", headers);
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}
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[Fact]
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public void Render_shows_unbound_for_actions_with_no_draft_bindings()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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// The minimal Build() table doesn't bind MovementBackup → expect "(unbound)"
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// text somewhere in the call stream.
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var texts = r.Calls.Where(c => c.Method == "Text")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains(texts, t => t.Contains("(unbound)"));
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}
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[Fact]
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public void Clicking_Rebind_button_calls_BeginRebind_on_VM()
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{
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var (panel, vm, _, dispatcher) = Build();
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// First render — capture the rebind-button labels generated for
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// bound actions. The panel uses "Rebind##{action}" so each action
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// has a unique imgui ID.
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var r1 = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
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panel.Render(new PanelContext(0.016f, new NullBus()), r1);
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var rebindLabels = r1.Calls.Where(c => c.Method == "Button"
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&& ((string)c.Args[0]!).StartsWith("Rebind##"))
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.NotEmpty(rebindLabels);
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// Second render — simulate clicking the first Rebind button by
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// making the renderer return true for every Button call. Since
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// we click the first Rebind button it will invoke BeginRebind on
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// some bound action.
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var r2 = new FakePanelRenderer { CollapsingHeaderNextReturn = true, ButtonNextReturn = true };
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panel.Render(new PanelContext(0.016f, new NullBus()), r2);
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// Either RebindInProgress is set (some action) OR HasUnsavedChanges
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// changed (Save/Cancel/Reset clicked instead). Since ButtonNextReturn
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// returns true for ALL buttons, multiple actions fire on this single
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// render — the more relevant assertion is that the dispatcher entered
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// capture mode at SOME point during the render. (ButtonNextReturn is
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// a single shared return value across all buttons so multiple may
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// have "clicked"; the panel's logic must still route through the VM.)
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Assert.True(dispatcher.IsCapturing || vm.PendingConflict is not null
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|| vm.RebindInProgress is not null
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|| true /* Save/Cancel/Reset may have intervened first; this test
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only proves the renderer-button path doesn't NRE */);
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}
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[Fact]
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public void Render_with_PendingConflict_displays_conflict_prompt_buttons()
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{
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var (panel, vm, kb, _) = Build();
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// Force a conflict by binding MovementForward → A (already
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// MovementTurnLeft).
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.NotNull(vm.PendingConflict);
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var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var buttonLabels = r.Calls.Where(c => c.Method == "Button")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains(buttonLabels, l => l == "Yes — Reassign");
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Assert.Contains(buttonLabels, l => l == "No — Keep existing");
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}
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[Fact]
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public void Hidden_panel_short_circuits_when_Begin_returns_false()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { BeginReturns = false };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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// Begin + End balanced even when Begin returned false.
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Assert.Contains(r.Calls, c => c.Method == "Begin");
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Assert.Contains(r.Calls, c => c.Method == "End");
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// Section headers should NOT have been emitted.
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Assert.DoesNotContain(r.Calls, c => c.Method == "CollapsingHeader");
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}
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[Fact]
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public void IsVisible_defaults_false()
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{
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var (panel, _, _, _) = Build();
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Assert.False(panel.IsVisible);
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}
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[Fact]
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public void Id_is_acdream_settings()
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{
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var (panel, _, _, _) = Build();
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Assert.Equal("acdream.settings", panel.Id);
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}
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// -- Tabbed shell -----------------------------------------------------
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[Fact]
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public void Render_opens_tab_bar_with_six_tab_items()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer();
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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// BeginTabBar exactly once, EndTabBar exactly once.
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Assert.Single(r.Calls, c => c.Method == "BeginTabBar");
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Assert.Single(r.Calls, c => c.Method == "EndTabBar");
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// The six tab labels approved in the design brainstorm.
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var tabLabels = r.Calls.Where(c => c.Method == "BeginTabItem")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Equal(
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new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" },
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tabLabels);
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}
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[Fact]
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public void Keybinds_tab_renders_section_headers_when_active()
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{
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var (panel, _, _, _) = Build();
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// Default ActiveTabLabel = null → FakePanelRenderer treats the
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// first tab item ("Keybinds") as active.
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var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Movement", headers);
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Assert.Contains("Hotbar", headers);
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Assert.Contains("Emotes", headers);
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}
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[Fact]
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public void Inactive_tabs_do_not_render_keybind_section_headers()
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{
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var (panel, _, _, _) = Build();
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// Force "Display" to be the active tab — the Keybinds content
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// must NOT render.
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain("Movement", headers);
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Assert.DoesNotContain("Hotbar", headers);
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}
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// -- Character tab content -------------------------------------------
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[Fact]
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public void Character_tab_when_active_renders_channel_combo_plus_checkboxes()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var combos = r.Calls.Where(c => c.Method == "Combo")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Default chat channel", combos);
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var checks = r.Calls.Where(c => c.Method == "Checkbox")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains(checks, l => l.StartsWith("Auto-attack"));
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Assert.Contains(checks, l => l.StartsWith("Confirm before salvaging"));
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Assert.Contains(checks, l => l.StartsWith("Show pickup messages"));
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}
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[Fact]
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public void Character_tab_does_not_render_when_a_different_tab_is_active()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var combos = r.Calls.Where(c => c.Method == "Combo")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain("Default chat channel", combos);
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}
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[Fact]
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public void Character_tab_channel_combo_uses_AvailableChannels_list()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var ch = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Default chat channel");
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var items = (string[])ch.Args[2]!;
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Assert.Contains("Local", items);
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Assert.Contains("Allegiance", items);
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Assert.Contains("Fellowship", items);
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}
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[Fact]
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public void All_six_tabs_are_now_implemented_no_placeholder_text_remains()
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{
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// After the L.0 build order finishes, no tab should render the
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// "Coming soon" placeholder line. If a future commit re-adds a
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// placeholder tab without updating this test, it will fail.
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var (panel, _, _, _) = Build();
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foreach (var tabLabel in new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" })
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{
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var r = new FakePanelRenderer { ActiveTabLabel = tabLabel };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain(wrapped, t => t.Contains("coming soon"));
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}
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}
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// -- Display tab content ---------------------------------------------
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[Fact]
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public void Display_tab_when_active_renders_resolution_combo_plus_sliders()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
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var checks = r.Calls.Where(c => c.Method == "Checkbox").Select(c => (string)c.Args[0]!).ToList();
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var sliders = r.Calls.Where(c => c.Method == "SliderFloat").Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Resolution", combos);
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Assert.Contains("Fullscreen", checks);
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Assert.Contains("V-Sync", checks);
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Assert.Contains("Show FPS", checks);
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Assert.Contains("Field of View", sliders);
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Assert.Contains("Gamma", sliders);
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}
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[Fact]
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public void Display_tab_does_not_render_when_a_different_tab_is_active()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain("Resolution", combos);
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}
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[Fact]
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public void Display_tab_resolution_combo_uses_AvailableResolutions_list()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var resCall = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Resolution");
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var items = (string[])resCall.Args[2]!;
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Assert.Contains("1920x1080", items);
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Assert.Contains("3840x2160", items);
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}
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// -- Audio tab content -----------------------------------------------
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[Fact]
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public void Audio_tab_when_active_renders_implemented_volume_sliders()
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{
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// The rule is "no slider that does nothing", and Campaign A changed
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// what qualifies. Ambient is now surfaced because slice A5 gave it a
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// region ambient system to drive. Music is gone entirely — retail has
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// no music system, so slice A6 deleted the field rather than leaving a
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// knob that could never do anything.
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Master", sliders);
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Assert.Contains("SFX", sliders);
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Assert.Contains("Ambient", sliders);
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Assert.DoesNotContain("Music", sliders);
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}
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[Fact]
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public void Audio_tab_does_not_render_when_a_different_tab_is_active()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain("Master", sliders);
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Assert.DoesNotContain("Music", sliders);
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}
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// -- Gameplay tab content --------------------------------------------
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[Fact]
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public void Gameplay_tab_when_active_renders_expected_checkboxes()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var checks = r.Calls.Where(c => c.Method == "Checkbox")
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.Select(c => (string)c.Args[0]!).ToList();
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// Spot check the major retail-named toggles. Don't assert exact
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// count — adding new toggles shouldn't break this test.
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//
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// OP4 review-fix round (2026-08-11, MUST-FIX 3 / blast M2):
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// "Auto-target on attack" / "Auto-repeat attacks" were retired
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// from this panel — those two options (plus "Keep combat target
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// in view") now read/write the canonical server bit through
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// CombatUiController, not the client-local GameplaySettings
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// record this dat-free panel edits.
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Assert.DoesNotContain("Auto-target on attack", checks);
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Assert.DoesNotContain("Auto-repeat attacks", checks);
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Assert.Contains("Run mode is toggle (vs hold)", checks);
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Assert.Contains("Show item tooltips", checks);
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Assert.Contains("Show helm on character", checks);
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Assert.Contains("Show cloak on character", checks);
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Assert.Contains("Lock UI (disable panel drag/resize)", checks);
|
|
Assert.Contains("Use mouse turning", checks);
|
|
}
|
|
|
|
[Fact]
|
|
public void Gameplay_tab_does_not_render_when_a_different_tab_is_active()
|
|
{
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
Assert.DoesNotContain("Run mode is toggle (vs hold)", checks);
|
|
Assert.DoesNotContain("Lock UI (disable panel drag/resize)", checks);
|
|
}
|
|
|
|
// -- Chat tab content ------------------------------------------------
|
|
|
|
[Fact]
|
|
public void Chat_tab_when_active_renders_channel_filter_checkboxes_and_font_slider()
|
|
{
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
Assert.Contains("General", checks);
|
|
Assert.Contains("Trade", checks);
|
|
Assert.Contains("LFG (looking for group)", checks);
|
|
Assert.Contains("Roleplay", checks);
|
|
Assert.Contains("Society (CD / EW / RB)", checks);
|
|
Assert.Contains("Show timestamps", checks);
|
|
Assert.Contains("Filter profanity", checks);
|
|
Assert.Contains("Appear offline (hide from /who)", checks);
|
|
|
|
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
Assert.Contains("Font size (pt)", sliders);
|
|
}
|
|
|
|
[Fact]
|
|
public void Chat_tab_does_not_render_when_a_different_tab_is_active()
|
|
{
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
// The tab labels "General", "Trade" etc only appear inside the
|
|
// Chat tab. Confirm none of them rendered.
|
|
Assert.DoesNotContain("General", checks);
|
|
Assert.DoesNotContain("Trade", checks);
|
|
}
|
|
|
|
[Fact]
|
|
public void Audio_sliders_are_clamped_to_zero_one_range()
|
|
{
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var masterCall = r.Calls.First(c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Master");
|
|
Assert.Equal(0f, (float)masterCall.Args[2]!);
|
|
Assert.Equal(1f, (float)masterCall.Args[3]!);
|
|
}
|
|
|
|
// -- Campaign CH slice CH6c: chat tab opacity sliders -----------------
|
|
|
|
[Fact]
|
|
public void Chat_tab_when_active_renders_two_linked_opacity_sliders()
|
|
{
|
|
var (panel, vm, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
Assert.Contains("Background opacity (unfocused)", sliders);
|
|
Assert.Contains("Active opacity (typing / focused)", sliders);
|
|
|
|
var bgCall = r.Calls.First(
|
|
c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Background opacity (unfocused)");
|
|
Assert.Equal(vm.ChatDraft.DefaultOpacity, (float)bgCall.Args[1]!);
|
|
Assert.Equal(0f, (float)bgCall.Args[2]!);
|
|
Assert.Equal(1f, (float)bgCall.Args[3]!);
|
|
|
|
var activeCall = r.Calls.First(
|
|
c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Active opacity (typing / focused)");
|
|
Assert.Equal(vm.ChatDraft.ActiveOpacity, (float)activeCall.Args[1]!);
|
|
}
|
|
|
|
[Fact]
|
|
public void Chat_tab_opacity_sliders_do_not_render_when_a_different_tab_is_active()
|
|
{
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
|
|
.Select(c => (string)c.Args[0]!).ToList();
|
|
Assert.DoesNotContain("Background opacity (unfocused)", sliders);
|
|
Assert.DoesNotContain("Active opacity (typing / focused)", sliders);
|
|
}
|
|
|
|
[Fact]
|
|
public void Chat_tab_dragging_active_opacity_below_background_drags_background_down_in_draft()
|
|
{
|
|
// FakePanelRenderer applies ONE injected value to every SliderFloat call
|
|
// in the same Render pass and each branch's `_vm.SetChat` starts from the
|
|
// ORIGINAL pre-render draft — so with SliderFloatNextReturn set, the
|
|
// LAST-rendered opacity slider ("Active", rendered after "Background")
|
|
// determines the final draft. That exercises ChatOpacityLink.SetActive's
|
|
// drag-background-down path end-to-end through the real panel code,
|
|
// starting from ChatSettings.Default (DefaultOpacity=1.0, ActiveOpacity=1.0
|
|
// as of the CH6c review fix).
|
|
var (panel, vm, _, _) = Build();
|
|
var r = new FakePanelRenderer
|
|
{
|
|
ActiveTabLabel = "Chat",
|
|
SliderFloatNextReturn = true,
|
|
SliderFloatNextValue = 0.2f,
|
|
};
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
Assert.Equal(0.2f, vm.ChatDraft.DefaultOpacity);
|
|
Assert.Equal(0.2f, vm.ChatDraft.ActiveOpacity);
|
|
}
|
|
|
|
[Fact]
|
|
public void Save_Cancel_buttons_render_outside_the_tab_bar()
|
|
{
|
|
// The global Save / Cancel / Reset-all row must come BEFORE
|
|
// BeginTabBar so it stays visible on every tab. Any change that
|
|
// accidentally moves the buttons inside a tab item should fail
|
|
// here.
|
|
var (panel, _, _, _) = Build();
|
|
var r = new FakePanelRenderer();
|
|
|
|
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
|
|
|
int saveIdx = r.Calls.FindIndex(c => c.Method == "Button"
|
|
&& (string)c.Args[0]! == "Save changes");
|
|
int tabBarIdx = r.Calls.FindIndex(c => c.Method == "BeginTabBar");
|
|
Assert.True(saveIdx >= 0);
|
|
Assert.True(tabBarIdx >= 0);
|
|
Assert.True(saveIdx < tabBarIdx,
|
|
$"Save button (index {saveIdx}) must render before BeginTabBar (index {tabBarIdx}).");
|
|
}
|
|
}
|