DetailPanel exposes the currently-shown piece id; Main's key handler delegates Delete or Backspace to the same path as the Retirer button when a piece is selected. Harness gains "delete" under key() so UI tests can exercise the shortcut directly.
72 lines
2.1 KiB
C#
72 lines
2.1 KiB
C#
using System;
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using Chessistics.Engine.Simulation;
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using Chessistics.Scripts.Input;
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using Chessistics.Scripts.Presentation;
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using Chessistics.Scripts.UI;
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namespace Chessistics.Scripts.Automation;
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/// <summary>
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/// Thin pass-through from the automation harness to the runtime objects it needs.
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/// The harness never talks to Main directly — only through this facade — so the
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/// surface to audit stays tiny.
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/// </summary>
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internal class AutomationFacade
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{
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public Func<GameSim?> Sim { get; }
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public InputMapper Input { get; }
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public EventAnimator Animator { get; }
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public PieceStockPanel Stock { get; }
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public ControlBar ControlBar { get; }
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public Action<string, int> LoadMission { get; }
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public Action Play { get; }
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public Action Pause { get; }
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public Action Step { get; }
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public Action TogglePlayPause { get; }
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public Action BackToMenu { get; }
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public Action<float> SetSpeed { get; }
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public Action Quit { get; }
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public Action QuickSave { get; }
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public Action QuickLoad { get; }
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public Action Undo { get; }
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public Action DeleteSelected { get; }
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public AutomationFacade(
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Func<GameSim?> sim,
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InputMapper input,
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EventAnimator animator,
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PieceStockPanel stock,
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ControlBar controlBar,
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Action<string, int> loadMission,
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Action play,
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Action pause,
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Action step,
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Action togglePlayPause,
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Action backToMenu,
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Action<float> setSpeed,
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Action quit,
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Action quickSave,
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Action quickLoad,
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Action undo,
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Action deleteSelected)
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{
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Sim = sim;
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Input = input;
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Animator = animator;
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Stock = stock;
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ControlBar = controlBar;
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LoadMission = loadMission;
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Play = play;
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Pause = pause;
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Step = step;
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TogglePlayPause = togglePlayPause;
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BackToMenu = backToMenu;
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SetSpeed = setSpeed;
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Quit = quit;
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QuickSave = quickSave;
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QuickLoad = quickLoad;
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Undo = undo;
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DeleteSelected = deleteSelected;
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}
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}
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