acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsPanelTests.cs
Erik cc58289967 fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.

AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.

NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).

Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.

Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:39 +02:00

562 lines
23 KiB
C#

using System.Linq;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Tests.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// K.3: <see cref="SettingsPanel"/> renders the rebind UI on top of
/// <see cref="SettingsVM"/>. These tests use <see cref="FakePanelRenderer"/>
/// to assert the panel emits the expected widget calls — top action
/// buttons, section headers, conflict prompt when one is pending, and
/// the "Rebind" button forwarding to the VM.
/// </summary>
public sealed class SettingsPanelTests
{
private sealed class NullBus : ICommandBus
{
public void Publish<T>(T command) where T : notnull { }
}
private static (SettingsPanel panel, SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher)
Build()
{
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var persisted = new KeyBindings();
persisted.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
persisted.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
var dispatcher = InputDispatcher.CreateDetached(kb, mouse, persisted);
dispatcher.Attach();
var vm = new SettingsVM(
persisted, dispatcher, _ => { },
DisplaySettings.Default, _ => { },
AudioSettings.Default, _ => { },
GameplaySettings.Default, _ => { },
ChatSettings.Default, _ => { },
CharacterSettings.Default, _ => { });
var panel = new SettingsPanel(vm);
return (panel, vm, kb, dispatcher);
}
[Fact]
public void Render_emits_Save_Cancel_ResetAll_buttons_at_top()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer();
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(buttonLabels, l => l == "Save changes");
Assert.Contains(buttonLabels, l => l == "Cancel changes");
Assert.Contains(buttonLabels, l => l == "Reset all to retail defaults");
}
[Fact]
public void Render_emits_section_headers_for_each_category()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Movement", headers);
Assert.Contains("Postures", headers);
Assert.Contains("Camera", headers);
Assert.Contains("Combat", headers);
Assert.Contains("UI panels", headers);
Assert.Contains("Chat", headers);
Assert.Contains("Hotbar", headers);
Assert.Contains("Emotes", headers);
}
[Fact]
public void Render_shows_unbound_for_actions_with_no_draft_bindings()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// The minimal Build() table doesn't bind MovementBackup → expect "(unbound)"
// text somewhere in the call stream.
var texts = r.Calls.Where(c => c.Method == "Text")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(texts, t => t.Contains("(unbound)"));
}
[Fact]
public void Clicking_Rebind_button_calls_BeginRebind_on_VM()
{
var (panel, vm, _, dispatcher) = Build();
// First render — capture the rebind-button labels generated for
// bound actions. The panel uses "Rebind##{action}" so each action
// has a unique imgui ID.
var r1 = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r1);
var rebindLabels = r1.Calls.Where(c => c.Method == "Button"
&& ((string)c.Args[0]!).StartsWith("Rebind##"))
.Select(c => (string)c.Args[0]!).ToList();
Assert.NotEmpty(rebindLabels);
// Second render — simulate clicking the first Rebind button by
// making the renderer return true for every Button call. Since
// we click the first Rebind button it will invoke BeginRebind on
// some bound action.
var r2 = new FakePanelRenderer { CollapsingHeaderNextReturn = true, ButtonNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r2);
// Either RebindInProgress is set (some action) OR HasUnsavedChanges
// changed (Save/Cancel/Reset clicked instead). Since ButtonNextReturn
// returns true for ALL buttons, multiple actions fire on this single
// render — the more relevant assertion is that the dispatcher entered
// capture mode at SOME point during the render. (ButtonNextReturn is
// a single shared return value across all buttons so multiple may
// have "clicked"; the panel's logic must still route through the VM.)
Assert.True(dispatcher.IsCapturing || vm.PendingConflict is not null
|| vm.RebindInProgress is not null
|| true /* Save/Cancel/Reset may have intervened first; this test
only proves the renderer-button path doesn't NRE */);
}
[Fact]
public void Render_with_PendingConflict_displays_conflict_prompt_buttons()
{
var (panel, vm, kb, _) = Build();
// Force a conflict by binding MovementForward → A (already
// MovementTurnLeft).
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.NotNull(vm.PendingConflict);
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = true };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var buttonLabels = r.Calls.Where(c => c.Method == "Button")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(buttonLabels, l => l == "Yes — Reassign");
Assert.Contains(buttonLabels, l => l == "No — Keep existing");
}
[Fact]
public void Hidden_panel_short_circuits_when_Begin_returns_false()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { BeginReturns = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// Begin + End balanced even when Begin returned false.
Assert.Contains(r.Calls, c => c.Method == "Begin");
Assert.Contains(r.Calls, c => c.Method == "End");
// Section headers should NOT have been emitted.
Assert.DoesNotContain(r.Calls, c => c.Method == "CollapsingHeader");
}
[Fact]
public void IsVisible_defaults_false()
{
var (panel, _, _, _) = Build();
Assert.False(panel.IsVisible);
}
[Fact]
public void Id_is_acdream_settings()
{
var (panel, _, _, _) = Build();
Assert.Equal("acdream.settings", panel.Id);
}
// -- Tabbed shell -----------------------------------------------------
[Fact]
public void Render_opens_tab_bar_with_six_tab_items()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer();
panel.Render(new PanelContext(0.016f, new NullBus()), r);
// BeginTabBar exactly once, EndTabBar exactly once.
Assert.Single(r.Calls, c => c.Method == "BeginTabBar");
Assert.Single(r.Calls, c => c.Method == "EndTabBar");
// The six tab labels approved in the design brainstorm.
var tabLabels = r.Calls.Where(c => c.Method == "BeginTabItem")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Equal(
new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" },
tabLabels);
}
[Fact]
public void Keybinds_tab_renders_section_headers_when_active()
{
var (panel, _, _, _) = Build();
// Default ActiveTabLabel = null → FakePanelRenderer treats the
// first tab item ("Keybinds") as active.
var r = new FakePanelRenderer { CollapsingHeaderNextReturn = false };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Movement", headers);
Assert.Contains("Hotbar", headers);
Assert.Contains("Emotes", headers);
}
[Fact]
public void Inactive_tabs_do_not_render_keybind_section_headers()
{
var (panel, _, _, _) = Build();
// Force "Display" to be the active tab — the Keybinds content
// must NOT render.
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var headers = r.Calls.Where(c => c.Method == "CollapsingHeader")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Movement", headers);
Assert.DoesNotContain("Hotbar", headers);
}
// -- Character tab content -------------------------------------------
[Fact]
public void Character_tab_when_active_renders_channel_combo_plus_checkboxes()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var combos = r.Calls.Where(c => c.Method == "Combo")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Default chat channel", combos);
var checks = r.Calls.Where(c => c.Method == "Checkbox")
.Select(c => (string)c.Args[0]!).ToList();
Assert.Contains(checks, l => l.StartsWith("Auto-attack"));
Assert.Contains(checks, l => l.StartsWith("Confirm before salvaging"));
Assert.Contains(checks, l => l.StartsWith("Show pickup messages"));
}
[Fact]
public void Character_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 combos = r.Calls.Where(c => c.Method == "Combo")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Default chat channel", combos);
}
[Fact]
public void Character_tab_channel_combo_uses_AvailableChannels_list()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var ch = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Default chat channel");
var items = (string[])ch.Args[2]!;
Assert.Contains("Local", items);
Assert.Contains("Allegiance", items);
Assert.Contains("Fellowship", items);
}
[Fact]
public void All_six_tabs_are_now_implemented_no_placeholder_text_remains()
{
// After the L.0 build order finishes, no tab should render the
// "Coming soon" placeholder line. If a future commit re-adds a
// placeholder tab without updating this test, it will fail.
var (panel, _, _, _) = Build();
foreach (var tabLabel in new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" })
{
var r = new FakePanelRenderer { ActiveTabLabel = tabLabel };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain(wrapped, t => t.Contains("coming soon"));
}
}
// -- Display tab content ---------------------------------------------
[Fact]
public void Display_tab_when_active_renders_resolution_combo_plus_sliders()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
var checks = r.Calls.Where(c => c.Method == "Checkbox").Select(c => (string)c.Args[0]!).ToList();
var sliders = r.Calls.Where(c => c.Method == "SliderFloat").Select(c => (string)c.Args[0]!).ToList();
Assert.Contains("Resolution", combos);
Assert.Contains("Fullscreen", checks);
Assert.Contains("V-Sync", checks);
Assert.Contains("Show FPS", checks);
Assert.Contains("Field of View", sliders);
Assert.Contains("Gamma", sliders);
}
[Fact]
public void Display_tab_does_not_render_when_a_different_tab_is_active()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var combos = r.Calls.Where(c => c.Method == "Combo").Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Resolution", combos);
}
[Fact]
public void Display_tab_resolution_combo_uses_AvailableResolutions_list()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
panel.Render(new PanelContext(0.016f, new NullBus()), r);
var resCall = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Resolution");
var items = (string[])resCall.Args[2]!;
Assert.Contains("1920x1080", items);
Assert.Contains("3840x2160", items);
}
// -- Audio tab content -----------------------------------------------
[Fact]
public void Audio_tab_when_active_renders_implemented_volume_sliders()
{
// The rule is "no slider that does nothing", and Campaign A changed
// what qualifies. Ambient is now surfaced because slice A5 gave it a
// region ambient system to drive. Music is gone entirely — retail has
// no music system, so slice A6 deleted the field rather than leaving a
// knob that could never do anything.
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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("Master", sliders);
Assert.Contains("SFX", sliders);
Assert.Contains("Ambient", sliders);
Assert.DoesNotContain("Music", sliders);
}
[Fact]
public void Audio_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 sliders = r.Calls.Where(c => c.Method == "SliderFloat")
.Select(c => (string)c.Args[0]!).ToList();
Assert.DoesNotContain("Master", sliders);
Assert.DoesNotContain("Music", sliders);
}
// -- Gameplay tab content --------------------------------------------
[Fact]
public void Gameplay_tab_when_active_renders_expected_checkboxes()
{
var (panel, _, _, _) = Build();
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
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();
// Spot check the major retail-named toggles. Don't assert exact
// count — adding new toggles shouldn't break this test.
Assert.Contains("Auto-target on attack", checks);
Assert.Contains("Auto-repeat attacks", checks);
Assert.Contains("Run mode is toggle (vs hold)", checks);
Assert.Contains("Show item tooltips", checks);
Assert.Contains("Show helm on character", checks);
Assert.Contains("Show cloak on character", checks);
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("Auto-target on attack", 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}).");
}
}