Test: Ensure Escape key does not consume event when pointer lock is active
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@@ -3889,6 +3889,73 @@ describe("RuntimeHost", () => {
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host.dispose();
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});
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it("does not consume Escape for clear-target while pointer lock is active", () => {
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const host = new RuntimeHost({
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enableRendering: false
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});
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const hostInternals = host as unknown as {
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domElement: HTMLCanvasElement;
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runtimeScene: unknown;
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sceneReady: boolean;
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activeRuntimeTargetReference: {
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kind: "npc" | "interactable";
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entityId: string;
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} | null;
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handleRuntimeKeyDown(event: KeyboardEvent): void;
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};
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const escapeEvent = {
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code: "Escape",
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defaultPrevented: false,
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repeat: false,
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altKey: false,
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ctrlKey: false,
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metaKey: false,
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target: null,
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preventDefault: vi.fn(),
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stopImmediatePropagation: vi.fn()
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} as unknown as KeyboardEvent;
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Object.defineProperty(document, "pointerLockElement", {
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configurable: true,
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get: () => hostInternals.domElement
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});
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hostInternals.runtimeScene = {
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playerInputBindings: {
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keyboard: {
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clearTarget: "Escape",
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pauseTime: "KeyP"
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}
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},
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entities: {
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cameraRigs: [],
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interactables: [],
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npcs: []
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},
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interactionLinks: []
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} as never;
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hostInternals.sceneReady = true;
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hostInternals.activeRuntimeTargetReference = {
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kind: "npc",
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entityId: "npc-active"
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};
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hostInternals.handleRuntimeKeyDown(escapeEvent);
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expect(hostInternals.activeRuntimeTargetReference).toEqual({
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kind: "npc",
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entityId: "npc-active"
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});
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expect(escapeEvent.preventDefault).not.toHaveBeenCalled();
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expect(escapeEvent.stopImmediatePropagation).not.toHaveBeenCalled();
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Object.defineProperty(document, "pointerLockElement", {
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configurable: true,
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get: () => null
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});
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host.dispose();
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});
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it("switches an active target once from directional screen-space look input", () => {
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const host = new RuntimeHost({
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enableRendering: false
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