acdream/tests/AcDream.UI.Abstractions.Tests/Input/InputDispatcherIsActionHeldTests.cs
Erik 256e9624bd feat(input): #22 Phase K.1b - cut handlers over to dispatcher (single input path)
Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).

Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.

Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
  query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
  Controller can read action state without polling raw keys.
  Internally walks all bindings for the action; chord match
  requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
  drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
  mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
  switch + per-mouse-button handlers. Single dispatcher event drives:
    - F1  AcdreamToggleDebugPanel
    - F2  AcdreamToggleCollisionWires
    - F3  AcdreamDumpNearby
    - F7  AcdreamCycleTimeOfDay
    - F8  AcdreamSensitivityDown
    - F9  AcdreamSensitivityUp
    - F10 AcdreamCycleWeather
    - F   AcdreamToggleFlyMode
    - Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
          reassign this to ToggleChatEntry)
    - Esc EscapeKey (cancel fly mode etc.)
    - Mouse wheel ScrollUp/ScrollDown (camera zoom)
    - RMB held (Hold) drives orbit; LMB drag still drives orbit
      camera; mouse position handled by surviving MouseMove handler
      which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
  MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
  _playerMouseDeltaX field stays defined for chase-camera RMB-orbit
  but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
  handler in GameWindow (defense in depth - dispatcher already gates
  via IMouseSource.WantCaptureMouse).

Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.

Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
   zoom). Acceptable - discrete wheel-tick matches retail feel
   anyway.
2. Movement chords are duplicated with both ModifierMask.None and
   ModifierMask.Shift (covering "shift held to run while walking
   forward" etc.) so the dispatcher's modifier-strict matching
   preserves the modifier-blind feel of the old IsKeyPressed
   polling. Will be reshaped cleanly in K.1c when retail's
   walk-modifier semantics flip (default = run, shift held = walk).

15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
  release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
  proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
  MovementInput.Forward -> PlayerMovementController produces the
  expected motion-command bytes. Includes the regression-prevention
  test that mouse-X delta value (zero vs nonzero) doesn't affect
  the motion bytes.

Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 23:43:11 +02:00

133 lines
5.3 KiB
C#

using System.Collections.Generic;
using AcDream.UI.Abstractions.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Input;
/// <summary>
/// K.1b: <see cref="InputDispatcher.IsActionHeld"/> per-frame held-key
/// polling. Movement (WASD/Shift/Space) needs "is W currently held this
/// frame" — that's IsActionHeld. The dispatcher's <c>Fired</c> events
/// drive press/release transitions; <c>IsActionHeld</c> drives the
/// per-frame <c>MovementInput</c> struct.
/// </summary>
public class InputDispatcherIsActionHeldTests
{
private static (InputDispatcher dispatcher, FakeKeyboardSource kb, FakeMouseSource mouse, KeyBindings bindings)
Build()
{
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var bindings = new KeyBindings();
var dispatcher = new InputDispatcher(kb, mouse, bindings);
return (dispatcher, kb, mouse, bindings);
}
[Fact]
public void IsActionHeld_returns_true_while_bound_key_held()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyUp(Key.W, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_returns_false_when_no_binding_for_action()
{
var (dispatcher, kb, _, bindings) = Build();
// No binding for MovementBackup at all.
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementBackup));
}
[Fact]
public void IsActionHeld_modifier_mismatch_returns_false()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.A, ModifierMask.Ctrl), InputAction.SelectionExamine));
// A held without Ctrl — chord doesn't match.
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.SelectionExamine));
// Now release A and press Ctrl+A.
kb.EmitKeyUp(Key.A, ModifierMask.None);
kb.EmitKeyDown(Key.A, ModifierMask.Ctrl);
Assert.True(dispatcher.IsActionHeld(InputAction.SelectionExamine));
}
[Fact]
public void IsActionHeld_any_of_multiple_bindings_satisfies()
{
var (dispatcher, kb, _, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
bindings.Add(new Binding(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.Up, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyUp(Key.Up, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
[Fact]
public void IsActionHeld_works_for_mouse_button_chord()
{
var (dispatcher, _, mouse, bindings) = Build();
var rmb = new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1);
bindings.Add(new Binding(rmb, InputAction.AcdreamRmbOrbitHold, ActivationType.Hold));
Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
mouse.EmitMouseDown(MouseButton.Right, ModifierMask.None);
Assert.True(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
mouse.EmitMouseUp(MouseButton.Right, ModifierMask.None);
Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
}
[Fact]
public void IsActionHeld_returns_false_for_None_action()
{
var (dispatcher, _, _, _) = Build();
Assert.False(dispatcher.IsActionHeld(InputAction.None));
}
[Fact]
public void IsActionHeld_does_not_check_WantCaptureMouse()
{
// Per-frame held-state lookup is independent of UI capture: even
// with WantCaptureMouse=true a movement key already held when
// ImGui took focus continues to read as held until KeyUp. Press
// events ARE gated (the Press wouldn't fire while UI captures),
// but IsActionHeld answers the keyboard's underlying "is the
// physical key down right now" — which the legacy IsKeyPressed
// also did. The per-frame OnUpdate guard on
// ImGui.GetIO().WantCaptureKeyboard is what suppresses movement
// when chat is focused.
var (dispatcher, kb, mouse, bindings) = Build();
bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
kb.EmitKeyDown(Key.W, ModifierMask.None);
mouse.WantCaptureMouse = true;
mouse.WantCaptureKeyboard = true;
// Even with both capture flags set, IsActionHeld remains true
// because W is physically held. The dispatcher only suppresses
// press transitions.
Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
}
}