acdream/tests/AcDream.App.Tests/Composition
Erik 6b0fa4ff0d feat(ui): Map/House panel — slices 2+3, panel shell + Map tab
Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16)
as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3
recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar
button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and
.Toolbar). Combined into one commit because MapHousePanelController.Bind
depends on both MapPageController and HousePageController existing —
splitting them would mean landing dead code first.

Map tab (gmMapUI, MapPageController):
- Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s"
  shape, reusing WorldTimeService.CurrentCalendar (new
  Func<DerethDateTime.Calendar> dependency threaded through
  InteractionRetainedUiDependencies/GameWindow — a stable long-lived
  service, not routed through the deferred-binding machinery Radar's
  per-session state needs). MonthName enum values already match retail
  display text; HourName's "AndHalf" suffix is rewritten to "-and-Half".
- Coordinate math + marker placement reuse RadarCoordinates/
  LandDefs.GidToLcoord verbatim (both already byte-exact ports of
  CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port.
  PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from
  gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the
  coordinate text and hides the player marker, matching
  gmMapUI::Update's else branch.
- 53-town s_rgLocations table ported verbatim into MapLocations.cs.
  Markers built once at bind time via the panel's own RowTemplateResolver
  against m_pMap's authored hotspot-template attrs (0x47/0x48), with
  literal-string tooltips through AuthoredTooltipText/Enabled
  (RetailTooltipPresenter) — closes divergence-register row TS-85's last
  item, gmMapUI::AddMapNote @0x004A1C51.
- Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1
  BUTTON (the GM click-to-teleport hook at
  gmMapUI::ListenToElementMessage), and the player/house icons
  (0x100001ED/EE) are its own NESTED children, not siblings —
  UiButton.ConsumesDatChildren swallows them from the normally-built
  tree. Both are re-resolved standalone through the same template
  resolver the town hotspots use and reattached under m_pMap.

House tab (gmHouseUI, HousePageController): mounts the ListBox
(0x100001E6) with its authored row template, wired to an empty Lines()
source by default — genuinely empty until Slice 4's wire lands, matching
retail's own PostInit (no Update call, no static content).

21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests):
tab table pairing, close button, town-hotspot count/tooltips, calendar
formatter golden values (Frostfell 27/119 P.Y., every HourName incl.
AndHalf), player/house marker placement and indoor-gating reproduced
against the real fixture via already-tested RadarCoordinates (no
re-derivation). Fixture map_house_2100006E_1000018C.json captured via
the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately
NOT regenerated — out of scope for this batch, would touch unrelated
panels' schema drift).

Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live;
one earlier flaky streaming failure unrelated to this change, confirmed
pre-existing on the branch before these commits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 02:04:19 +02:00
..
AnimationHookRegistrationSetTests.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
CompositionAcquisitionScopeTests.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
ContentEffectsAudioCompositionTests.cs feat(app): Campaign CC slice CC4 — chargen screen shell + Heritage/Profession/Skills/Town pages 2026-08-15 17:45:51 +02:00
FrameRootCompositionTests.cs feat(rendering): compare the incremental shadow scene 2026-07-24 22:24:30 +02:00
GameWindowCompositionPipelineTests.cs refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
GameWindowPlatformAcquisitionTests.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
HostInputCameraCompositionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionRetainedUiCompositionTests.cs feat(ui): Map/House panel — slices 2+3, panel shell + Map tab 2026-08-17 02:04:19 +02:00
InteractionUiRuntimeSourcesTests.cs fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name 2026-08-15 11:50:45 +02:00
LivePresentationCompositionTests.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
PreparedSetupResolverTests.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
SessionPlayerCompositionTests.cs Implement retail character management screen 2026-08-14 20:29:19 +02:00
SessionStartCompositionTests.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
SwapchainRecreateViewportTargetTests.cs fix #387: window resize never recreated the Vulkan swapchain (stretch) 2026-08-13 09:05:13 +02:00
TestGameWindowGraphics.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
WorldRenderCompositionTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00