acdream/tests/AcDream.UI.Abstractions.Tests/FakePanelRenderer.cs
Erik f42c164b90 feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.

InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.

IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.

SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).

SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.

GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).

Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.

Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.

Closes Phase K.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 09:44:56 +02:00

201 lines
7.6 KiB
C#

using System.Numerics;
namespace AcDream.UI.Abstractions.Tests;
/// <summary>
/// In-memory test double for <see cref="IPanelRenderer"/>. Records every
/// widget call so tests can assert against the recorded trace without
/// running an ImGui context. New widgets added to the interface must
/// implement here too — that compilation error IS the TDD red signal.
/// </summary>
internal sealed class FakePanelRenderer : IPanelRenderer
{
/// <summary>Ordered list of (method, args) pairs recorded across this renderer's lifetime.</summary>
public List<(string Method, object?[] Args)> Calls { get; } = new();
/// <summary>If <see cref="Begin"/> is called, return this value. Defaults to true so panels render.</summary>
public bool BeginReturns { get; set; } = true;
// -- Inputs the panel under test can mutate via ref args -----------
/// <summary>Pre-set return value for the next <see cref="Checkbox"/> — caller flips bool to simulate user click.</summary>
public bool CheckboxNextReturn { get; set; }
public bool? CheckboxNextValue { get; set; }
/// <summary>Pre-set return value for the next <see cref="Button"/> — caller sets to simulate user click.</summary>
public bool ButtonNextReturn { get; set; }
/// <summary>Pre-set return value for the next <see cref="Combo"/>.</summary>
public bool ComboNextReturn { get; set; }
public int? ComboNextSelectedIndex { get; set; }
/// <summary>Pre-set return for <see cref="SliderFloat"/>.</summary>
public bool SliderFloatNextReturn { get; set; }
public float? SliderFloatNextValue { get; set; }
/// <summary>Pre-set return for <see cref="CollapsingHeader"/>.</summary>
public bool CollapsingHeaderNextReturn { get; set; } = true;
/// <summary>Pre-set return for <see cref="TreeNode"/>.</summary>
public bool TreeNodeNextReturn { get; set; } = true;
/// <summary>Pre-set return for <see cref="BeginTable"/>.</summary>
public bool BeginTableNextReturn { get; set; } = true;
/// <summary>Pre-set return for <see cref="BeginChild"/>.</summary>
public bool BeginChildNextReturn { get; set; } = true;
/// <summary>Pre-set return value for <see cref="FrameHeightWithSpacing"/>.</summary>
public float FrameHeightWithSpacingValue { get; set; } = 24f;
/// <summary>Pre-set "submitted" string for the next <see cref="InputTextSubmit"/>; null = no submit this frame.</summary>
public string? InputTextSubmitNextSubmitted { get; set; }
public string? InputTextSubmitNextBufferAfter { get; set; }
/// <summary>K.3: <see cref="BeginMainMenuBar"/> return value (default true).</summary>
public bool MainMenuBarReturns { get; set; } = true;
/// <summary>K.3: <see cref="BeginMenu"/> return value (default true).</summary>
public bool MenuReturns { get; set; } = true;
/// <summary>K.3: <see cref="MenuItem"/> return value (default false — only true for the frame the user "clicks").</summary>
public bool MenuItemReturns { get; set; }
public bool Begin(string title)
{
Calls.Add(("Begin", new object?[] { title }));
return BeginReturns;
}
public void End() => Calls.Add(("End", Array.Empty<object?>()));
public void Text(string text) => Calls.Add(("Text", new object?[] { text }));
public void SameLine() => Calls.Add(("SameLine", Array.Empty<object?>()));
public void Separator() => Calls.Add(("Separator", Array.Empty<object?>()));
public void ProgressBar(float fraction, float width, string? overlay = null)
=> Calls.Add(("ProgressBar", new object?[] { fraction, width, overlay }));
public void TextColored(Vector4 rgba, string text)
=> Calls.Add(("TextColored", new object?[] { rgba, text }));
public bool CollapsingHeader(string label, bool defaultOpen = true)
{
Calls.Add(("CollapsingHeader", new object?[] { label, defaultOpen }));
return CollapsingHeaderNextReturn;
}
public bool TreeNode(string label)
{
Calls.Add(("TreeNode", new object?[] { label }));
return TreeNodeNextReturn;
}
public void TreePop() => Calls.Add(("TreePop", Array.Empty<object?>()));
public bool Checkbox(string label, ref bool value)
{
Calls.Add(("Checkbox", new object?[] { label, value }));
if (CheckboxNextValue is bool nv) value = nv;
return CheckboxNextReturn;
}
public bool Button(string label)
{
Calls.Add(("Button", new object?[] { label }));
return ButtonNextReturn;
}
public bool Combo(string label, ref int selectedIndex, string[] items)
{
Calls.Add(("Combo", new object?[] { label, selectedIndex, items }));
if (ComboNextSelectedIndex is int idx) selectedIndex = idx;
return ComboNextReturn;
}
public bool SliderFloat(string label, ref float value, float min, float max)
{
Calls.Add(("SliderFloat", new object?[] { label, value, min, max }));
if (SliderFloatNextValue is float v) value = v;
return SliderFloatNextReturn;
}
public void PlotLines(
string label,
float[] values,
int count,
int offset = 0,
string? overlay = null,
float? min = null,
float? max = null,
Vector2? size = null)
=> Calls.Add(("PlotLines", new object?[] { label, values, count, offset, overlay, min, max, size }));
public void BeginTable(string id, int columns)
=> Calls.Add(("BeginTable", new object?[] { id, columns }));
public void TableNextColumn() => Calls.Add(("TableNextColumn", Array.Empty<object?>()));
public void EndTable() => Calls.Add(("EndTable", Array.Empty<object?>()));
public bool InputTextSubmit(string label, ref string buffer, int maxLen, out string? submitted)
{
Calls.Add(("InputTextSubmit", new object?[] { label, buffer, maxLen }));
submitted = InputTextSubmitNextSubmitted;
if (submitted is not null)
buffer = InputTextSubmitNextBufferAfter ?? string.Empty;
return submitted is not null;
}
public void Spacing() => Calls.Add(("Spacing", Array.Empty<object?>()));
public void Dummy(Vector2 size) => Calls.Add(("Dummy", new object?[] { size }));
public void TextWrapped(string text) => Calls.Add(("TextWrapped", new object?[] { text }));
public bool BeginChild(string id, Vector2 size, bool border = false)
{
Calls.Add(("BeginChild", new object?[] { id, size, border }));
return BeginChildNextReturn;
}
public void EndChild() => Calls.Add(("EndChild", Array.Empty<object?>()));
public float FrameHeightWithSpacing()
{
Calls.Add(("FrameHeightWithSpacing", Array.Empty<object?>()));
return FrameHeightWithSpacingValue;
}
public void SetScrollHereY(float ratio)
=> Calls.Add(("SetScrollHereY", new object?[] { ratio }));
public void SetKeyboardFocusHere()
=> Calls.Add(("SetKeyboardFocusHere", Array.Empty<object?>()));
// -- Phase K.3 — main menu bar -----------------------------------------
public bool BeginMainMenuBar()
{
Calls.Add(("BeginMainMenuBar", Array.Empty<object?>()));
return MainMenuBarReturns;
}
public void EndMainMenuBar()
=> Calls.Add(("EndMainMenuBar", Array.Empty<object?>()));
public bool BeginMenu(string label)
{
Calls.Add(("BeginMenu", new object?[] { label }));
return MenuReturns;
}
public void EndMenu()
=> Calls.Add(("EndMenu", Array.Empty<object?>()));
public bool MenuItem(string label, string? shortcut = null)
{
Calls.Add(("MenuItem", new object?[] { label, shortcut }));
return MenuItemReturns;
}
}