Merge op8-keyboard: Campaign OP slice OP8 — Configure Keyboard

Brings b4edee97 (slice), b1968ce9 (M1/M2/M3 rework), f1d50207 (round-2
residuals). Review chain: REJECT -> rework -> REOPEN-narrow -> coordinator
third round; findings docs 2026-08-11-op8-review.md / -op8-rereview.md.
The merge lands OP8's six ListBoxes on top of 057d8cd7's #372 viewport
fix, which auto-heals the blank-pages hazard the re-review flagged — the
OP8 connected gate was contracted to run post-merge for exactly this.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-11 12:37:56 +02:00
commit 1c5cd969b4
23 changed files with 36178 additions and 12 deletions

View file

@ -54,6 +54,10 @@ internal sealed record InteractionRetainedUiDependencies(
HostQuiescenceGate HostQuiescence,
RetainedUiInputCaptureSlot RetainedInputCapture,
InputDispatcher? InputDispatcher,
// Campaign OP slice OP8: the portable keybinds.json path
// (ApplicationPathSet.KeyBindingsFile) — the Configure Keyboard screen's
// Save button writes here, same file GameWindow's startup load reads.
string KeyBindingsFilePath,
RuntimeSettingsController Settings,
GameRuntime Runtime,
IRuntimeCombatAttackOperations CombatAttackOperations,
@ -877,7 +881,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
action => d.InputDispatcher?.TryInvokeAutomationAction(action) == true,
(action, held) =>
d.InputDispatcher?.TrySetAutomationActionHeld(action, held) == true,
late.Automation));
late.Automation),
Keyboard: new KeyboardRuntimeBindings(d.InputDispatcher, d.KeyBindingsFilePath));
RetailUiRuntime runtime = lease.Mount(
() => RetailUiRuntime.CreateUninitialized(bindings));
checkpoint(InteractionRetainedUiCompositionPoint.UiRuntimeMounted);

View file

@ -1342,6 +1342,7 @@ public sealed class GameWindow :
_hostQuiescence,
_retainedInputCapture,
hostInputCamera.InputDispatcher,
_applicationPaths.KeyBindingsFile,
_runtimeSettings,
_runtime,
_combatAttackOperations,

View file

@ -0,0 +1,615 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.App.UI;
using AcDream.Core.Input;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Campaign OP slice OP8: retail's Configure Keyboard screen —
/// <c>gmKeyboardUI</c> (LayoutDesc <c>0x21000009</c>, root <c>0x1000001F</c>,
/// 800×600), its own SEPARATE full-screen window (research doc's structure
/// lane §8 / lane D §4.3, NOT a fifth tab of the four-tab Options panel —
/// "the retail keyboard screen is NOT one of the four Options tabs"). Mounted
/// the same way the Options panel opens (F11/toolbar → <c>ToggleOptionsPanel</c>
/// action <c>0x1000001A</c>): the Gameplay tab's Configure Keyboard button
/// (<c>0x10000204</c>) and this screen's own OK/Cancel buttons all carry
/// authored <c>P0x12 = 0x1000001F</c> — the SAME toggle-window pattern, byte-
/// verified against the committed <c>options_gameplay_2100002A.json</c> and
/// <c>keyboard_config_21000009.json</c> fixtures — so a single <see cref="Toggle"/>
/// callback covers the open path (the Gameplay-tab button) and both close paths
/// (OK/Cancel) without porting the generic
/// <c>UIElementManager::DoVisibilityToggleAction</c> action-broadcast machinery,
/// which nothing else in this codebase needs yet.
///
/// <para>
/// <b>Six ActionClass list boxes.</b> The screen's own Type-8 tab control
/// (<c>0x1000049B</c>) hosts six page containers — <c>0x1000049D</c> Movement
/// (default tab), <c>0x1000049F</c> Camera, <c>0x100004A1</c> Combat,
/// <c>0x100004A3</c> UI, <c>0x10000211</c> CharacterSettings, <c>0x100004A5</c>
/// Emote — EACH authoring its OWN identical child subtree: four column headers
/// (<c>0x10000021</c>-<c>0x10000024</c>, "Command"/"Mapping 1/2/3") and a
/// Type-5 ListBox (<c>0x10000025</c>) + scrollbar (<c>0x10000026</c>). <b>Every
/// one of those five ids is REUSED verbatim across all six pages</b> — the
/// live-DAT dump (<c>keyboard_config_21000009.json</c>) confirms this is the
/// SAME page-scoped-lookup trap the OP campaign has hit before (OP6's caption
/// sites): every lookup below is scoped from ITS OWN page's container root via
/// <see cref="UiElement.FindDescendant"/>, never a flat/global
/// <c>layout.FindElement</c> for these five ids.
/// </para>
///
/// <para>
/// <b>The row template.</b> <c>AddItemFromTemplateList(0)</c> builds the header
/// row (<c>0x1000002E</c>, plain text); <c>AddItemFromTemplateList(1)</c> builds
/// the action row (<c>0x1000002F</c>, Type <c>0x10000034</c> =
/// <c>UIOption_ActionKeyMap</c>). Its 3 authored children (<c>0x10000030</c>/
/// <c>31</c>/<c>32</c>, positioned under the "Mapping 1/2/3" columns) are the row's
/// key buttons — built automatically by <see cref="LayoutImporter"/>'s normal
/// recursive descent (the row itself is not one of OP2's special
/// <c>ConsumesDatChildren</c> widgets), so no new <see cref="DatWidgetFactory"/>
/// case was needed for Type <c>0x10000034</c>. <b>The shipped 2013 template has
/// exactly 3 key-button children and NO separate Clear-button child</b> — a real,
/// DAT-verified fact (register row): erasing a single binding is right-click on
/// its key button (<c>UIOption_ActionKeyMap::EraseBinding</c>, ported via
/// <see cref="UiButton.OnRightClick"/>); there is no authored affordance for
/// retail's OWN class-level <c>ClearAllBindings</c> (its <c>m_buttonClear</c>
/// field exists in the C++ class but nothing in this layout wires it) — its
/// EFFECT (clear every slot on a row) is still reachable one right-click at a
/// time. The row's own caption (the action label) is synthesized as a plain
/// <see cref="UiText"/> child (composition, not inheritance — <see cref="UiText"/>
/// is sealed), exactly the pattern <c>CharacterStatController.BuildHeaderRow</c>
/// already uses for a controller-synthesized label beside authored dat children.
/// </para>
///
/// <para>
/// <b>Row identity and binding storage (D4).</b> Every row's identity is the DAT
/// pair <c>(InputMapId, ActionId)</c> — retail's own row key. Where
/// <see cref="RetailActionIdentityTable"/> resolves that pair to an acdream
/// <see cref="InputAction"/> (research: roughly half of the DAT's 306 rows — see
/// that table's class doc for the full accounting), the row's bindings ARE
/// <see cref="KeyBindings"/>'s bindings for that action: a rebind here takes
/// effect immediately for live gameplay dispatch through the SAME
/// <see cref="InputDispatcher"/> every other input path uses, and persists to
/// <c>keybinds.json</c> exactly like any other rebind (D4 — no separate
/// <c>.keymap</c> file format). Where no <see cref="InputAction"/> exists yet
/// (mostly Emotes and CharacterSettings — see the identity table's class doc),
/// the row is still fully rendered, bindable, conflict-checked, and persisted
/// (<see cref="Bindings.CurrentForUnmapped"/>/<see cref="Bindings.SetForUnmapped"/>),
/// it just has no live gameplay consumer yet (register row).
/// </para>
///
/// <para>
/// <b>Activation/Scope preservation (M1, 2026-08-11 review).</b> A mapped row's
/// <see cref="Bindings.CurrentForAction"/> read returns the FULL live
/// <see cref="Binding"/> list, not bare chords — a single acdream
/// <see cref="InputAction"/> consistently carries one <see cref="ActivationType"/>/
/// <see cref="InputScope"/> pair across every one of its bindings (verified
/// against every multi-chord action in <c>KeyBindings.RetailDefaults()</c>:
/// walk-mode's Hold, the three melee/missile/magic combat scopes, ...), so this
/// row captures that pair ONCE at build time (from the first live binding, or
/// <see cref="ActivationType.Press"/>/<see cref="InputScope.Game"/> if the action
/// starts wholly unbound) and reapplies it to every chord this row ever writes —
/// on a live rebind, on Cancel/Revert (<c>RestoreSavedValue</c>), and on Defaults
/// (<c>RestoreDefaultValue</c>, which restores DAT-sourced KEYS only; Activation/
/// Scope are retail-side properties of the ACTION, not of which physical key
/// triggers it, so Defaults must never touch them). Before this fix,
/// <c>SetForAction</c> reconstructed every <see cref="Binding"/> with the
/// constructor's bare defaults (<see cref="ActivationType.Press"/>/
/// <see cref="InputScope.Game"/>), so a single click of Defaults collapsed the
/// Hold/scope of every one of the ~140 mapped actions in one shot — walk-mode
/// stopped unlatching, melee/missile/magic combat holds stopped repeating, and
/// scope precedence broke for every chord shared across those three scopes by
/// design (Insert/Delete/End/PageUp/PageDown).
/// </para>
///
/// <para>
/// <b>Conflicts (research doc §5.4, reworked per M3/S1, 2026-08-11 review).</b>
/// Retail's conflict model is N-way and cross-input-map, with a DISTINCT refusal
/// for a chord already bound to a non-user-bindable action, checked BEFORE any
/// user-bindable conflict is even considered (retail refuses outright the instant
/// ANY conflicting target is non-user-bindable). This port's non-user-bindable
/// analogue is a chord already bound to an acdream-only action with no
/// <see cref="RetailActionIdentityTable"/> row at all (Ctrl+M mute, the debug
/// F-keys, ...) — refused via <see cref="Bindings.NonBindableRefusalText"/>
/// exactly like retail's distinct <c>OpenCantOverwriteBindingDialog</c>, with no
/// dialog (a hard stop, matching the DAT-verified refusal string). A genuine
/// cross-row conflict collects EVERY conflicting row (not just the first) and
/// opens a real confirm dialog through <see cref="Bindings.ConfirmOverwrite"/> —
/// retail's <c>OpenOverwriteBindingDialog(&amp;conflicts)</c> — BEFORE reassigning;
/// only on accept are the losing rows' slots erased and the new chord applied.
/// </para>
/// </summary>
public sealed class KeyboardConfigController
{
/// <summary>The screen's own top-level LayoutDesc.</summary>
public const uint LayoutId = 0x21000009u;
/// <summary>The window root — ALSO the retail input-action id
/// (<c>0x1000001F</c>, "Show/Hide Keyboard Configuration") that opens/closes
/// it, per the Gameplay tab button and this screen's own OK/Cancel buttons
/// all authoring <c>P0x12 = 0x1000001F</c>.</summary>
public const uint WindowRootElementId = 0x1000001Fu;
private const uint LoadButtonId = 0x10000027u;
private const uint FilenameLabelId = 0x10000028u;
private const uint SaveAsButtonId = 0x10000029u;
private const uint DefaultsButtonId = 0x1000002Au;
private const uint RevertButtonId = 0x1000002Bu;
private const uint OkButtonId = 0x1000002Cu;
private const uint CancelButtonId = 0x1000002Du;
// Reused verbatim across all six page containers below — ALWAYS scoped
// per-page via UiElement.FindDescendant, never a flat layout.FindElement.
private const uint ListBoxElementId = 0x10000025u;
private const uint ScrollbarElementId = 0x10000026u;
private const int HeaderTemplateIndex = 0;
private const int RowTemplateIndex = 1;
// The row template's 3 key-button children, in "Mapping 1/2/3" column order.
private static readonly uint[] KeyButtonIds = { 0x10000030u, 0x10000031u, 0x10000032u };
private static readonly (uint PageContainerId, RetailActionClass Class)[] Pages =
{
(0x1000049Du, RetailActionClass.Movement),
(0x1000049Fu, RetailActionClass.Camera),
(0x100004A1u, RetailActionClass.Combat),
(0x100004A3u, RetailActionClass.Ui),
(0x10000211u, RetailActionClass.CharacterSettings),
(0x100004A5u, RetailActionClass.Emote),
};
/// <summary>One rendered row: its DAT identity, the built key-button
/// widgets (up to 3, "Mapping 1/2/3" order), and its
/// <see cref="ActionKeyMapOptionRow"/> model.</summary>
public sealed record RowView(
uint InputMapId,
uint ActionId,
InputAction? MappedAction,
string? Label,
ActionKeyMapOptionRow Model,
IReadOnlyList<UiButton> KeyButtons);
/// <summary>The live read/write/capture seam this screen writes bindings
/// through — mirrors every other Campaign OP page controller's
/// <c>Bindings</c> shape (a plain delegate record, no DAT/InputDispatcher
/// dependency baked into the controller itself). <see cref="CurrentForAction"/>/
/// <see cref="SetForAction"/> carry the FULL <see cref="Binding"/> (chord +
/// activation + scope), not a bare chord — M1's fix (see class doc).</summary>
public sealed record Bindings(
Func<InputAction, IReadOnlyList<Binding>> CurrentForAction,
Action<InputAction, IReadOnlyList<Binding>> SetForAction,
Func<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> CurrentForUnmapped,
Action<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> SetForUnmapped,
Action<Action<KeyChord?>> BeginCapture,
Action Save,
Action Toggle,
Action<string> DisplaySystemMessage,
string NonBindableRefusalText,
// M3 (2026-08-11 review): retail's OpenOverwriteBindingDialog — confirm
// BEFORE reassigning a chord already bound to another row on this screen.
// message is pre-composed (real row labels, no invented retail text);
// the callback receives the user's Yes(true)/No(false) choice.
Action<string, Action<bool>> ConfirmOverwrite);
public OptionPage Page { get; } = new();
public IReadOnlyList<RowView> Rows => _rows;
private readonly List<RowView> _rows = new();
private Bindings? _bindings;
private KeyboardConfigController() { }
/// <summary>
/// Builds every header + row across all six pages from
/// <paramref name="snapshot"/>, wires each row's key buttons to modal
/// capture / right-click erase, and wires the screen's own six buttons
/// (Defaults/Revert/OK/Cancel; Load/Save File are INERT — D4, no
/// <c>.keymap</c> interchange). Returns null if the layout's window root
/// did not import (a missing/malformed LayoutDesc).
/// </summary>
public static KeyboardConfigController? Bind(
ImportedLayout layout,
RetailActionMapSnapshot snapshot,
Func<uint, uint, UiElement?> templateResolver,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
ArgumentNullException.ThrowIfNull(layout);
ArgumentNullException.ThrowIfNull(snapshot);
ArgumentNullException.ThrowIfNull(templateResolver);
ArgumentNullException.ThrowIfNull(resolveString);
ArgumentNullException.ThrowIfNull(bindings);
if (layout.FindElement(WindowRootElementId) is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: window root 0x{WindowRootElementId:X8} "
+ "not found in the built layout — Configure Keyboard will not open.");
return null;
}
var controller = new KeyboardConfigController { _bindings = bindings };
var byClass = snapshot.Rows
.Where(r => r.ActionClass != RetailActionClass.None)
.GroupBy(r => r.ActionClass)
.ToDictionary(g => g.Key, g => g.ToList());
foreach ((uint pageContainerId, RetailActionClass cls) in Pages)
{
UiElement? pageRoot = UiElement.FindDescendant(layout.Root, pageContainerId);
if (pageRoot is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: page container 0x{pageContainerId:X8} "
+ "not found — that ActionClass tab will have no rows.");
continue;
}
if (UiElement.FindDescendant(pageRoot, ListBoxElementId) is not UiTemplateListBox listBox)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: ListBox 0x{ListBoxElementId:X8} not found "
+ $"(or not a UiTemplateListBox) under page 0x{pageContainerId:X8}.");
continue;
}
listBox.TemplateResolver = templateResolver;
if (UiElement.FindDescendant(pageRoot, ScrollbarElementId) is UiScrollbar scrollbar)
scrollbar.Model = listBox.Scroll;
if (!byClass.TryGetValue(cls, out List<RetailActionMapRow>? classRows))
continue;
// Group by InputMapId in first-seen order (retail's own bucket ->
// header-per-InputMapId order, research doc §5.2's InitOptions loop).
var byInputMap = classRows
.GroupBy(r => r.InputMapId)
.OrderBy(g => g.Key);
foreach (var inputMapGroup in byInputMap)
{
BuildHeaderRow(listBox, inputMapGroup.Key, resolveString);
foreach (RetailActionMapRow row in inputMapGroup)
controller.BuildActionRow(listBox, row, resolveString, bindings);
}
}
WireScreenButtons(layout, controller, bindings);
return controller;
}
private static void BuildHeaderRow(
UiTemplateListBox listBox, uint inputMapId, Func<uint, uint, string?> resolveString)
{
if (listBox.AddItemFromTemplateList(HeaderTemplateIndex) is not UiText header)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: header template did not build as UiText "
+ $"for InputMap 0x{inputMapId:X8}.");
return;
}
if (!RetailInputMapHeaders.NameByInputMapId.TryGetValue(inputMapId, out string? headerKey))
return; // Unnamed InputMap — retail never reaches this (§5.3): no bindable
// action of ours falls in one, but stay honest rather than assume.
string? label = resolveString(
RetailInputMapHeaders.StringTableId, DatStringResolver.ComputeHash(headerKey));
if (label is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: header string '{headerKey}' did not resolve — "
+ "row renders with no text rather than invented English.");
return;
}
header.LinesProvider = () => new[] { new UiText.Line(label, header.DefaultColor) };
}
private void BuildActionRow(
UiTemplateListBox listBox,
RetailActionMapRow row,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
UiElement? built = listBox.AddItemFromTemplateList(RowTemplateIndex);
if (built is null)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: row template did not build for InputMap "
+ $"0x{row.InputMapId:X8} action 0x{row.ActionId:X8}.");
return;
}
var keyButtons = new List<UiButton>(KeyButtonIds.Length);
foreach (uint id in KeyButtonIds)
{
if (UiElement.FindDescendant(built, id) is UiButton button)
keyButtons.Add(button);
}
string? label = resolveString(RetailInputMapHeaders.StringTableId, row.LabelHash);
string? tooltip = resolveString(RetailInputMapHeaders.StringTableId, row.TooltipHash);
// The row's own caption — synthesized, composed beside the authored key
// buttons (UiText is sealed; see class doc). Occupies the "Command" column
// (x=0..270, matching the authored column headers).
var captionText = new UiText
{
Left = 0f,
Top = 0f,
Width = 260f,
Height = built.Height,
ClickThrough = true,
Centered = false,
RightAligned = false,
Padding = 2f,
Anchors = AnchorEdges.Left | AnchorEdges.Top,
};
if (label is not null)
captionText.LinesProvider = () => new[] { new UiText.Line(label, captionText.DefaultColor) };
built.AddChild(captionText);
bool mapped = RetailActionIdentityTable.TryResolve(row.InputMapId, row.ActionId, out InputAction action);
InputAction? mappedAction = mapped ? action : null;
// M1: capture this row's live Activation/Scope ONCE, from the first
// existing binding for the action (every multi-chord action in
// KeyBindings.RetailDefaults() shares one Activation/Scope pair across
// all its bindings — see class doc). Falls back to the Binding record's
// own defaults (Press/Game) only when the action starts wholly unbound.
IReadOnlyList<Binding> liveBindings = mapped
? bindings.CurrentForAction(action)
: Array.Empty<Binding>();
(ActivationType Activation, InputScope Scope) template = liveBindings.Count > 0
? (liveBindings[0].Activation, liveBindings[0].Scope)
: (ActivationType.Press, InputScope.Game);
IReadOnlyList<KeyChord> defaults = DatDefaultsToChords(row.DefaultBindings);
IReadOnlyList<KeyChord> storedUnmapped = mapped
? Array.Empty<KeyChord>()
: bindings.CurrentForUnmapped((row.InputMapId, row.ActionId));
// OP8 re-review round 2 (SHOULD-FIX): an unmapped/store-only row with
// no persisted chords displays its DAT DEFAULTS — retail shows the
// authored bindings (the Camera Alternate rows' arrow keys) and a
// blank row misreads as "unbound". Display-only: nothing here feeds
// the InputDispatcher, and the store only gains the defaults if the
// user actually edits the row (the apply closure below).
IReadOnlyList<KeyChord> initial = mapped
? liveBindings.Select(b => b.Chord).ToArray()
: storedUnmapped.Count > 0 ? storedUnmapped : defaults;
var model = new ActionKeyMapOptionRow(initial, defaults, apply: value =>
{
// Interior/padding default(KeyChord) entries (S4 — sparse-slot
// display, see ReplaceSlotValue) are never real bindings; filter
// them out at the write boundary, not at storage time.
IReadOnlyList<KeyChord> real = value.Where(c => c != default).ToArray();
if (mapped)
bindings.SetForAction(
action,
real.Select(c => new Binding(c, action, template.Activation, template.Scope)).ToArray());
else
bindings.SetForUnmapped((row.InputMapId, row.ActionId), real);
});
Page.Register(model);
var view = new RowView(row.InputMapId, row.ActionId, mappedAction, label, model, keyButtons);
_rows.Add(view);
RefreshRowButtons(view);
for (int slot = 0; slot < keyButtons.Count; slot++)
{
int capturedSlot = slot;
keyButtons[slot].TooltipText = tooltip;
keyButtons[slot].OnClick = () => BeginSlotCapture(view, capturedSlot, bindings);
keyButtons[slot].OnRightClick = () => EraseSlot(view, capturedSlot);
}
}
private static IReadOnlyList<KeyChord> DatDefaultsToChords(IReadOnlyList<RetailKeyChord> raw)
{
var result = new List<KeyChord>(raw.Count);
foreach (RetailKeyChord chord in raw)
{
Silk.NET.Input.Key? key = RetailScanCodeMap.ToSilkKey(chord.Scan, chord.Device);
if (key is null) continue; // unresolved scan code — omit rather than guess.
result.Add(new KeyChord(key.Value, RetailScanCodeMap.ToModifierMask(chord.Modifier), (byte)chord.Device));
}
return result;
}
private static void RefreshRowButtons(RowView view)
{
IReadOnlyList<KeyChord> current = view.Model.Current;
for (int i = 0; i < view.KeyButtons.Count; i++)
{
bool bound = i < current.Count && current[i] != default;
view.KeyButtons[i].Label = bound ? DescribeChord(current[i]) : null;
}
}
private static string DescribeChord(KeyChord chord)
{
string mods = chord.Modifiers == ModifierMask.None ? "" : chord.Modifiers.ToString() + "+";
return mods + chord.Key;
}
private void BeginSlotCapture(RowView view, int slot, Bindings bindings)
{
bindings.BeginCapture(captured =>
{
if (captured is not { } chord) return; // Escape — retail cancels silently.
(ConflictOutcome outcome, List<RowView> conflictRows) = FindConflicts(chord, exclude: view);
switch (outcome)
{
case ConflictOutcome.NonBindable:
// S1 / retail order: checked BEFORE any row conflict is even
// considered — retail refuses outright the instant ANY
// conflicting target is non-user-bindable. This port's
// analogue: a chord already bound to an acdream-only action
// with no DAT row at all (Ctrl+M mute, the debug F-keys, ...) —
// OpenCantOverwriteBindingDialog's ported refusal, no dialog.
bindings.DisplaySystemMessage(bindings.NonBindableRefusalText);
return;
case ConflictOutcome.Rows:
// M3: retail's OpenOverwriteBindingDialog — confirm BEFORE
// reassigning (N-way: every conflicting row is named, not just
// the first). Only on accept do the losing rows lose the slot.
string names = string.Join(", ", conflictRows.Select(r => r.Label ?? "?"));
string message =
$"'{DescribeChord(chord)}' is already bound to {names}. "
+ $"Reassign it to '{view.Label}'?";
bindings.ConfirmOverwrite(message, accepted =>
{
if (!accepted) return;
foreach (RowView conflictRow in conflictRows)
{
ReplaceSlotValue(conflictRow, RemoveChord(conflictRow.Model.Current, chord));
RefreshRowButtons(conflictRow);
}
ApplySlot(view, slot, chord);
});
return;
case ConflictOutcome.None:
ApplySlot(view, slot, chord);
return;
}
});
}
private static void ApplySlot(RowView view, int slot, KeyChord chord)
{
List<KeyChord> updated = new(view.Model.Current);
while (updated.Count <= slot) updated.Add(default);
updated[slot] = chord;
ReplaceSlotValue(view, updated);
RefreshRowButtons(view);
}
private void EraseSlot(RowView view, int slot)
{
if (slot >= view.Model.Current.Count) return;
if (view.Model.Current[slot] == default) return; // nothing bound in this display slot
var updated = new List<KeyChord>(view.Model.Current);
updated.RemoveAt(slot);
ReplaceSlotValue(view, updated);
RefreshRowButtons(view);
}
private static void ReplaceSlotValue(RowView view, IReadOnlyList<KeyChord> value)
{
// S4 (2026-08-11 review): only trim TRAILING empty slots. Retail's
// SetBinding(qc, slot) writes the SPECIFIC slot the user clicked — a row
// with no bindings whose "Mapping 3" button is set must keep the chord at
// display index 2, not collapse it onto index 0. Interior default(KeyChord)
// entries only ever come from ApplySlot's own padding, so trimming just the
// tail keeps RefreshRowButtons' positional read correct without inventing a
// nullable-chord storage type.
int lastReal = -1;
for (int i = 0; i < value.Count; i++)
if (value[i] != default) lastReal = i;
view.Model.SetCurrentValue(lastReal < 0 ? Array.Empty<KeyChord>() : value.Take(lastReal + 1).ToArray());
}
private static IReadOnlyList<KeyChord> RemoveChord(IReadOnlyList<KeyChord> from, KeyChord chord) =>
from.Where(c => c != chord).ToArray();
private enum ConflictOutcome { None, NonBindable, Rows }
/// <summary>
/// Retail's N-way, cross-input-map conflict scan (research doc §5.4:
/// <c>ICIDM::FindConflictingInputMaps</c>/<c>FindConflictingControls</c>),
/// scoped to this screen's own universe: the non-user-bindable check runs
/// FIRST (S1 — retail's own order), then EVERY OTHER row's current chord set
/// (covers BOTH mapped and unmapped rows — a chord already claimed by an
/// unmapped row is just as real a conflict as one claimed by a mapped one) is
/// collected in full, not just the first match.
/// </summary>
private (ConflictOutcome Outcome, List<RowView> Rows) FindConflicts(KeyChord chord, RowView exclude)
{
if (_bindings is not null)
{
foreach (InputAction candidate in Enum.GetValues<InputAction>())
{
if (RetailActionIdentityTable.Map.Values.Contains(candidate)) continue;
if (_bindings.CurrentForAction(candidate).Any(b => b.Chord == chord))
return (ConflictOutcome.NonBindable, new List<RowView>());
}
}
var rows = new List<RowView>();
foreach (RowView other in _rows)
{
if (ReferenceEquals(other, exclude)) continue;
// OP8 re-review round 2 R1: store-only rows (MappedAction null —
// the Camera Alternate scheme, Emote/CharacterSettings hotkeys)
// never reach the InputDispatcher, so a chord they display cannot
// actually collide with anything; counting them made the ten
// arrow-key defaults trip a false N-way confirm on any arrow
// rebind. Retail-mapped cross-context sharing (ConflictingMaps —
// the Insert/Delete/End/PageUp/PageDown combat cluster) remains
// deferred as ISSUES #373; only INERT rows are excluded here.
if (other.MappedAction is null) continue;
if (other.Model.Current.Contains(chord))
rows.Add(other);
}
return rows.Count > 0 ? (ConflictOutcome.Rows, rows) : (ConflictOutcome.None, rows);
}
private static void WireScreenButtons(
ImportedLayout layout, KeyboardConfigController controller, Bindings bindings)
{
// Load File / Save As — INERT (D4: keybinds.json only, no .keymap
// interchange). Authored, clickable, no handler — same shape as OP3's
// still-inert buttons.
_ = layout.FindElement(LoadButtonId);
_ = layout.FindElement(SaveAsButtonId);
_ = layout.FindElement(FilenameLabelId);
if (layout.FindElement(DefaultsButtonId) is UiButton defaultsButton)
defaultsButton.OnClick = () =>
{
foreach (RowView row in controller._rows)
row.Model.SetDefaultValue(row.Model.DefaultValue);
controller.Page.Defaults();
foreach (RowView row in controller._rows)
RefreshRowButtons(row);
};
if (layout.FindElement(RevertButtonId) is UiButton revertButton)
revertButton.OnClick = () =>
{
controller.Page.Reset();
foreach (RowView row in controller._rows)
RefreshRowButtons(row);
};
// OK — right-click release in retail (idMessage 0x19); ported as a plain
// left-click here, matching every other Campaign OP button (the asymmetry
// is authored-input-only — no user-visible affordance differs, since
// retail's own right-click-release on just this pair of buttons carries
// no distinguishing visual cue either).
if (layout.FindElement(OkButtonId) is UiButton okButton)
okButton.OnClick = () =>
{
controller.Page.Apply();
bindings.Save();
bindings.Toggle();
};
if (layout.FindElement(CancelButtonId) is UiButton cancelButton)
cancelButton.OnClick = () =>
{
controller.Page.Reset();
foreach (RowView row in controller._rows)
RefreshRowButtons(row);
bindings.Toggle();
};
}
}

View file

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
@ -513,6 +514,79 @@ public sealed class BitfieldOptionRow : IOptionRow
}
}
/// <summary>
/// Campaign OP slice OP8: one Configure Keyboard row's current/saved/default
/// triple — up to 3 <see cref="KeyChord"/> slots (<c>UIOption_ActionKeyMap</c>'s
/// <c>m_qclCurrent</c>/<c>m_qclSaved</c>/<c>m_qclDefaults</c>, research doc §5.4).
/// Unlike <see cref="BoolOptionRow"/>'s single scalar, <see cref="SetCurrentValue"/>
/// here replaces the WHOLE slot list at once — the controller computes the new list
/// (one slot rebound via capture, or one slot erased) and calls this with the
/// result, mirroring retail's per-slot <c>SetBinding</c>/<c>EraseBinding</c> both
/// funnelling through the same <c>UIOption::Apply(1)</c> live-write path.
/// </summary>
public sealed class ActionKeyMapOptionRow : IOptionRow
{
private readonly Action<IReadOnlyList<KeyChord>>? _apply;
private Action? _notifyPageOptionChanged;
private IReadOnlyList<KeyChord> _current;
private IReadOnlyList<KeyChord> _saved;
private IReadOnlyList<KeyChord> _default;
public ActionKeyMapOptionRow(
IReadOnlyList<KeyChord> initial,
IReadOnlyList<KeyChord> defaultValue,
Action<IReadOnlyList<KeyChord>>? apply = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
}
/// <summary>The live slot list — what the row's key buttons currently show.</summary>
public IReadOnlyList<KeyChord> Current => _current;
/// <summary>The committed baseline Revert/Cancel reverts to.</summary>
public IReadOnlyList<KeyChord> Saved => _saved;
/// <summary>The DAT master-map default slot list Reset-to-Defaults restores.</summary>
public IReadOnlyList<KeyChord> DefaultValue => _default;
public bool Changed => !_current.SequenceEqual(_saved);
/// <summary>Reset-to-Defaults reloads the DAT master maps fresh
/// (<c>gmKeyboardUI::RestoreDefaultValues</c> — research doc §5.6) before
/// restoring each row, so the default slot list itself can change between
/// presses (a fresh DAT read), not just at construction time.</summary>
public void SetDefaultValue(IReadOnlyList<KeyChord> value) => _default = value;
/// <summary>The capture/erase entry point — writes <c>m_current</c> and applies
/// it live immediately (retail's per-slot <c>SetBinding</c>/<c>EraseBinding</c>,
/// both ending in <c>Apply(1)</c>); does not touch <see cref="Saved"/>.</summary>
public void SetCurrentValue(IReadOnlyList<KeyChord> value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue() => _saved = _current;
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Retail <c>OptionPage</c>/<c>PlayerOptionPage</c>: a page's registered-option
/// array plus the four verbs (Apply/Reset/Defaults/visibility) with retail's

View file

@ -89,7 +89,11 @@ public sealed class OptionsPanelController : IRetainedPanelController
Action ExitGame,
Action UseMouseTurningSettings,
Action<string> DisplaySystemMessage,
Action? AfterApply = null)
Action? AfterApply = null,
// Campaign OP slice OP8: opens the Configure Keyboard screen — retires
// OP3's INERT contract for this button (0x10000204). Null leaves the
// button inert (e.g. a test harness with no keyboard screen wired).
Action? OpenConfigureKeyboard = null)
{
/// <summary>Urgent Assistance's own byte-verified retail failure text.</summary>
public string UrgentAssistanceMessage { get; init; } =
@ -190,9 +194,9 @@ public sealed class OptionsPanelController : IRetainedPanelController
+ "not found in the built layout — its handler was not wired.");
BindButton(layout, ExitToCharacterSelectionId, callbacks.RequestExitToCharacterSelection);
// ConfigureKeyboardId: INERT this slice — authored, clickable, no
// handler. OP8 wires the real Configure Keyboard screen; the campaign
// cannot close with this button still inert (plan §4 OP3).
// ConfigureKeyboardId: Campaign OP slice OP8 wires the real Configure
// Keyboard screen — the OP3 INERT contract is retired.
BindButton(layout, ConfigureKeyboardId, callbacks.OpenConfigureKeyboard);
// InGameHelpFilesId: INERT — retail's own KeyStone::OpenHelp fails
// without the missing plugins\ACHelpPlugin.dll (D5, register row).
BindButton(layout, UseMouseTurningSettingsId, callbacks.UseMouseTurningSettings);

View file

@ -16,6 +16,7 @@ using AcDream.Core.Selection;
using AcDream.Core.Spells;
using AcDream.Runtime.Gameplay;
using AcDream.Content;
using AcDream.Core.Input;
using AcDream.UI.Abstractions;
using AcDream.UI.Abstractions.Panels.Chat;
using AcDream.UI.Abstractions.Panels.Settings;
@ -283,6 +284,19 @@ public sealed record VendorRuntimeBindings(
// own DisplaySystemMessage already uses.
Action<string>? DisplaySystemMessage = null);
/// <summary>
/// Campaign OP slice OP8: the Configure Keyboard screen's live read/write seam —
/// the ONE live <see cref="InputDispatcher"/> (Bindings for reads,
/// SetBindings+BeginCapture for writes/capture) plus the portable
/// <c>keybinds.json</c> path (D4 — no <c>.keymap</c> file interchange). Null
/// <see cref="Dispatcher"/> (headless/no-window hosts, or before the graphical
/// input stack finishes constructing) degrades to "Configure Keyboard has no
/// live effect" exactly like every other null-dependency Options-panel seam.
/// </summary>
public sealed record KeyboardRuntimeBindings(
InputDispatcher? Dispatcher,
string KeyBindingsFilePath);
public sealed record RetailUiRuntimeBindings(
UiHost Host,
RetailUiAssets Assets,
@ -307,7 +321,8 @@ public sealed record RetailUiRuntimeBindings(
StackSplitQuantityState StackSplitQuantity,
BufferedUiRegistry? Plugins,
RetailUiPersistenceBindings? Persistence,
RetailUiProbeBindings Probe);
RetailUiProbeBindings Probe,
KeyboardRuntimeBindings? Keyboard = null);
/// <summary>
/// Composition owner for the production retained gameplay UI. GameWindow supplies
@ -383,6 +398,7 @@ public sealed class RetailUiRuntime : IDisposable
MountEffects();
MountIndicatorDetailPanels();
MountOptionsPanel();
MountKeyboardConfig();
MountIndicators();
MountJumpPowerbar();
MountDialogFactory();
@ -2042,7 +2058,8 @@ public sealed class RetailUiRuntime : IDisposable
UseMouseTurningSettings: ApplyMouseTurningSettingsMacro,
DisplaySystemMessage: _bindings.Options.DisplaySystemMessage,
AfterApply: () => _bindings.Options.CommandBus().Publish(
new SaveCharacterOptionsRuntimeCmd()));
new SaveCharacterOptionsRuntimeCmd()),
OpenConfigureKeyboard: () => ToggleWindow(WindowNames.KeyboardConfig));
Layout.OptionsPanelController? controller =
Layout.OptionsPanelController.Bind(layout, callbacks);
@ -2238,6 +2255,184 @@ public sealed class RetailUiRuntime : IDisposable
Console.WriteLine("[UI] retail Options panel from LayoutDesc importer (0x2100006E slot 0x1000018D).");
}
/// <summary>
/// Campaign OP slice OP8: retail's Configure Keyboard screen
/// (<c>gmKeyboardUI</c>, LayoutDesc <c>0x21000009</c>) — its own separate
/// full-screen window, distinct from the four-tab Options panel's
/// <c>gmPanelUI</c> mutual-exclusion group (research doc structure lane
/// §8). Skips cleanly (no window, INERT button stays inert) when
/// <see cref="RetailUiRuntimeBindings.Keyboard"/> is null — a no-window
/// host or an App composition that hasn't wired the input dispatcher yet.
/// </summary>
private void MountKeyboardConfig()
{
KeyboardRuntimeBindings? keyboard = _bindings.Keyboard;
if (keyboard is null || keyboard.Dispatcher is null)
{
Console.WriteLine(
"[UI] keyboard config: no InputDispatcher wired — Configure Keyboard "
+ "screen will not open (button stays inert).");
return;
}
InputDispatcher dispatcher = keyboard.Dispatcher;
ElementInfo? info;
ImportedLayout? layout;
RetailActionMapSnapshot? snapshot;
DatStringResolver strings;
lock (_bindings.Assets.DatLock)
{
info = LayoutImporter.ImportInfos(_bindings.Assets.Dats, Layout.KeyboardConfigController.LayoutId);
layout = info is null
? null
: LayoutImporter.Build(
info,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont);
snapshot = RetailActionMapReader.Read(_bindings.Assets.Dats);
strings = new DatStringResolver(_bindings.Assets.Dats);
}
if (layout is null || snapshot is null)
{
Console.WriteLine(
"[UI] keyboard config: LayoutDesc 0x21000009 or the DAT ActionMap "
+ "singleton (0x26000000) not found — Configure Keyboard will not open.");
return;
}
string unmappedPath = UnmappedKeyBindingsPath(keyboard.KeyBindingsFilePath);
var unmapped = RetailUnmappedKeyBindings.LoadOrEmpty(unmappedPath);
// ID_KeyMapCantOverwriteReadOnlyKeymap_Label — table 0x23000004, byte-
// verified 2026-08-11 (live probe): "Could not overwrite ". Falls back
// to silence (no invented English) if the DAT string is ever missing.
string? refusalText = strings.Resolve(
0x23000004u, DatStringResolver.ComputeHash("ID_KeyMapCantOverwriteReadOnlyKeymap_Label"));
Layout.KeyboardConfigController? controller = Layout.KeyboardConfigController.Bind(
layout,
snapshot,
templateResolver: (templateLayoutId, templateElementId) =>
{
lock (_bindings.Assets.DatLock)
{
ElementInfo? templateInfo = LayoutImporter.ImportInfos(
_bindings.Assets.Dats, templateLayoutId, templateElementId);
return templateInfo is null
? null
: LayoutImporter.Build(
templateInfo,
_bindings.Assets.ResolveSprite,
_bindings.Assets.DefaultFont,
_bindings.Assets.ResolveFont,
strings.Resolve).Root;
}
},
resolveString: (tableId, stringId) => strings.Resolve(tableId, stringId),
new Layout.KeyboardConfigController.Bindings(
// M1 (2026-08-11 review): read/write the FULL live Binding
// (chord + activation + scope), not a bare chord — SetForAction
// used to reconstruct every Binding with the constructor's bare
// defaults (Press/Game), collapsing walk-mode's Hold and every
// combat-scoped binding's scope the instant a row wrote back.
CurrentForAction: action => dispatcher.Bindings.ForAction(action).ToArray(),
SetForAction: (action, newBindings) =>
{
KeyBindings updated = CloneWithout(dispatcher.Bindings, action);
foreach (Binding b in newBindings)
updated.Add(b);
dispatcher.SetBindings(updated);
},
CurrentForUnmapped: key => unmapped.Get(key.InputMapId, key.ActionId),
SetForUnmapped: (key, chords) => unmapped.Set(key.InputMapId, key.ActionId, chords),
BeginCapture: onResult => dispatcher.BeginCapture(
chord => onResult(chord == default ? null : chord)),
Save: () =>
{
// S3 (2026-08-11 review): match the existing keybinds.json
// writer's own discipline (RuntimeKeyBindingTarget.Apply) —
// an IO failure is reported, not thrown out of UiButton.OnClick
// into the input/render loop, and does not roll back the
// already-accepted live binding.
try
{
dispatcher.Bindings.SaveToFile(keyboard.KeyBindingsFilePath);
unmapped.SaveToFile(unmappedPath);
}
catch (Exception failure)
{
Console.WriteLine($"keyboard config: save failed: {failure.Message}");
}
},
Toggle: () => ToggleWindow(WindowNames.KeyboardConfig),
DisplaySystemMessage: text =>
{
if (!string.IsNullOrEmpty(text)) _bindings.Options.DisplaySystemMessage(text);
},
NonBindableRefusalText: refusalText ?? string.Empty,
// M3 (2026-08-11 review): retail's OpenOverwriteBindingDialog —
// confirm through the SAME RetailDialogFactory/MakeConfirmation
// seam GameplayConfirmationController already uses, before
// reassigning. DialogFactory is mounted AFTER MountKeyboardConfig
// in Initialize()'s order, so this reads the property lazily
// (Initialize() has always finished by the time a user can
// actually open this screen and trigger a capture).
ConfirmOverwrite: (message, onResult) =>
{
if (DialogFactory is null) { onResult(false); return; }
DialogFactory.MakeConfirmation(
message,
data => onResult(data.GetBoolean(RetailDialogProperty.ConfirmationResult)));
}));
if (controller is null)
{
Console.WriteLine("[UI] keyboard config: required window root did not build.");
return;
}
KeyboardConfigController = controller;
UiElement root = layout.Root;
RetailWindowFrame.Mount(
Host.Root,
root,
_bindings.Assets.ResolveSprite,
new RetailWindowFrame.Options
{
WindowName = WindowNames.KeyboardConfig,
Chrome = RetailWindowChrome.Imported,
Left = Math.Max(0f, (Host.Root.Width - root.Width) * 0.5f),
Top = Math.Max(0f, (Host.Root.Height - root.Height) * 0.5f),
Visible = false,
DatConstraintSource = info,
ContentClickThrough = false,
});
Console.WriteLine("[UI] retail Configure Keyboard screen from gmKeyboardUI LayoutDesc 0x21000009.");
}
private static string UnmappedKeyBindingsPath(string keyBindingsFilePath)
{
string? dir = System.IO.Path.GetDirectoryName(keyBindingsFilePath);
string name = System.IO.Path.GetFileNameWithoutExtension(keyBindingsFilePath);
string ext = System.IO.Path.GetExtension(keyBindingsFilePath);
string sibling = $"{name}-unmapped{ext}";
return string.IsNullOrEmpty(dir) ? sibling : System.IO.Path.Combine(dir, sibling);
}
private static KeyBindings CloneWithout(KeyBindings source, InputAction action)
{
var result = new KeyBindings();
foreach (Binding b in source.All)
if (b.Action != action) result.Add(b);
return result;
}
/// <summary>The mounted Configure Keyboard screen's controller — null until
/// <see cref="MountKeyboardConfig"/> runs (or if it degraded — see that
/// method's null-dependency guards).</summary>
public Layout.KeyboardConfigController? KeyboardConfigController { get; private set; }
private void MountJumpPowerbar()
{
ElementInfo? info;

View file

@ -49,6 +49,15 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
/// <summary>Optional click handler. Wired by the controller (e.g. chat Submit, ToggleMaximize).</summary>
public Action? OnClick { get; set; }
/// <summary>
/// Optional right-click handler (Campaign OP slice OP8's Configure Keyboard
/// screen: right-click a bound key button to erase that one binding —
/// <c>UIOption_ActionKeyMap::EraseBinding @0x00487780</c>). Null by default,
/// so every pre-existing <see cref="UiButton"/> is unaffected — this only adds
/// a new optional event, it does not change any existing click/drag behavior.
/// </summary>
public Action? OnRightClick { get; set; }
/// <summary>
/// Optional pointer transition handlers. These expose retail's distinct
/// pressed/released element messages for controls such as the combat-height
@ -518,6 +527,20 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
OnClick?.Invoke();
OnClickAt?.Invoke(e.Data1, e.Data2);
return OnClick is not null || OnClickAt is not null;
case UiEventType.RightClick:
// S6 (2026-08-11 review): unlike Click (whose swallow-when-
// disabled is pre-existing, harmless-by-construction behavior
// every button already had), RightClick was UNHANDLED before
// this class grew OnRightClick — it fell through to `default:
// return false` and bubbled to the parent. Preserve that for
// every button with no handler, disabled or not, so this
// addition is genuinely a no-op for every pre-existing button
// (matching this property's own doc comment) and only changes
// behavior for the ones that opt in.
if (OnRightClick is null) return false;
if (!Enabled) return true;
OnRightClick.Invoke();
return true;
case UiEventType.DragEnter:
_itemDragAcceptance = e.Payload is ItemDragPayload payload
? OnItemDragOver?.Invoke(payload) ?? ItemDragAcceptance.None

View file

@ -28,4 +28,5 @@ public static class WindowNames
public const string Examination = "examination";
public const string Vendor = "vendor";
public const string Options = "options";
public const string KeyboardConfig = "keyboard-config";
}

View file

@ -0,0 +1,239 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.Core.Content;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Input;
/// <summary>
/// Campaign OP slice OP8: the DAT-resident retail keyboard-configuration data
/// (<c>gmKeyboardUI</c>'s source of truth — <c>docs/research/2026-08-10-keyboard-config-and-gameplay-tab.md</c>
/// §5.6/§5.8). Retail reads two independent DAT object families:
/// <list type="bullet">
/// <item><description>The <c>ActionMap</c> singleton (<c>ActionMap::GetDBOType @0x00685C00</c>
/// = 0x27 — Turbine's internal type tag, NOT the DID's high byte; empirically the object
/// lives at DID <see cref="RetailActionMapIds.ActionMapId"/>) — one row per
/// (InputMap id, Action id) pair, carrying the action-class bucket
/// (<see cref="RetailActionClass"/>), the label/tooltip string hashes, and whether the
/// action is user-bindable at all (research doc §5.2's <c>ActionMap::IsUserBindable</c> /
/// <c>GetActionClass</c> / <c>GetDescripValues</c>).</description></item>
/// <item><description>Two <c>MasterInputMap</c> DAT objects (<see cref="RetailActionMapIds.GameplayMasterMapId"/>
/// / <see cref="RetailActionMapIds.SystemMasterMapId"/>, already extracted by
/// <c>tools/dump-keymap</c>) — the DEFAULT key bindings <c>ICIDM::AddKeyMap</c> merges into
/// the live keymap on <c>RestoreDefaultValues</c> (research doc §5.6).</description></item>
/// </list>
///
/// <para>
/// <b>Empirical resolution of research doc §7.4 unknowns 3/4/5</b> (live-DAT probe against
/// the installed <c>client_portal.dat</c>/<c>client_local_English.dat</c>, 2026-08-11 —
/// no code changed by that probe, only this production port):
/// </para>
/// <list type="number">
/// <item><description><b>Unknown 3 — the <c>ActionClass</c> enum values.</b> Exactly six
/// non-zero values appear across the ActionMap's 306 user-bindable rows: 1, 2, 3, 4, 5, 7
/// (never 6 — genuinely absent from the shipped DAT, not a probe artifact). Cross-matching
/// each bucket's resolved English labels against the six list-box categories
/// (research doc §5.1) is unambiguous: 1 = Movement ("Move Forward"/"Jump"/...,
/// exactly the 14 rows under InputMap 0x4), 2 = Camera ("Zoom Camera In"/"Rotate
/// Camera Left"/..., InputMaps 0x5/0x6), 3 = UI (item selection + UI toggle-panel +
/// chat + quickslot commands, InputMaps 0x10000007/9/A/C/D), 4 = Combat ("Toggle Combat
/// Mode"/attack-power/aim, InputMaps 0x10000002-5), 5 = Emote ("AFK State"/"Akimbo"/...,
/// InputMap 0x10000006), 7 = CharacterSettings (the "Automatically Repeat Attacks"/
/// "Ignore Allegiance Requests"/... preference-toggle hotkeys, InputMap
/// 0x10000008 — the SAME preference domain OP1's <c>CharacterOptionTable</c> and OP4's
/// Character-tab checkboxes already model, just reachable by a bindable hotkey too).</description></item>
/// <item><description><b>Unknown 4 — which <c>DBObj::GetByEnum</c> enum is which
/// <c>MasterInputMap</c> DID.</b> Still not traced (would need decompiling
/// <c>DBObj::GetByEnum</c>'s dispatch table — out of scope; the two DIDs are already
/// distinguished by content, not by enum). <b>Proven inconsequential</b>: the two master
/// maps' <c>InputMap</c> dictionaries share exactly one context id (0x5) and their action-id
/// sets under that shared context are completely disjoint (gmDefaultMap's ctx 5 carries
/// only action 0x3E; DefaultMap's ctx 5 carries actions 0x33-0x3D — zero overlap). A
/// union-by-(context,action) merge is therefore ORDER-INDEPENDENT and reproduces retail's
/// <c>CMasterInputMap::Merge</c> result regardless of which physical DID retail's
/// <c>AddKeyMap(0x10000001)</c> vs <c>AddKeyMap(1)</c> call resolves to.
/// <see cref="RetailActionMapReader.Read"/> merges both unconditionally.</description></item>
/// <item><description><b>Unknown 5 — do the six unnamed InputMaps
/// (TargetedUsage/SystemKeys/MouseCommands/ScrollableControls/EditControls/
/// CopyAndPasteControls) filter by <c>IsUserBindable</c> or render headerless?</b>
/// Resolved: filtered. Every action under InputMap ids 0x1, 0x2, 0x3, 0x7, 0x8, 0xA, 0x10
/// (the unnamed ones, by elimination against research doc §5.3's 19 named ids) carries
/// <c>ActionClass == 0</c> (non-bindable) with zero exceptions — so
/// <c>AddItemFromTemplateList(0)</c> (the header row) never fires for them at all; they
/// render NOTHING, not an unlabeled row group. The same is true of three NAMED contexts
/// that happen to be 100% non-bindable in the shipped DAT: DialogBoxes (0x9),
/// DebugConsole/ProfilerUI/UIDebugger/DebugCommands (0xB-0xE) — a header string exists for
/// them but is never reached because their action buckets are empty in every
/// <see cref="RetailActionClass"/> class.</description></item>
/// </list>
/// </summary>
public enum RetailActionClass : uint
{
/// <summary>Not user-bindable — <c>ActionMap::IsUserBindable</c> returns false.
/// Never appears as a row's <see cref="RetailActionMapRow.ActionClass"/> in
/// <see cref="RetailActionMapReader.Read"/>'s output; filtered at read time.</summary>
None = 0,
Movement = 1,
Camera = 2,
Ui = 3,
Combat = 4,
Emote = 5,
// 6 is genuinely absent from the shipped 2013 DAT — not a gap in this table.
CharacterSettings = 7,
}
/// <summary>DAT identifiers for the ActionMap singleton and the two master
/// default-keymap objects. Byte-verified against the installed
/// <c>client_portal.dat</c> (2026-08-11 probe, see class doc on
/// <see cref="RetailActionClass"/>).</summary>
public static class RetailActionMapIds
{
/// <summary>The one <c>ActionMap</c> DAT object — <c>ICIDM::s_cidm-&gt;GetActionMap()</c>'s
/// backing store. Confirmed the ONLY DID of DBObjType ActionMap in the installed dats.</summary>
public const uint ActionMapId = 0x26000000u;
/// <summary>"gmDefaultMap" — 14 InputMaps (Movement, Camera, and every
/// 0x10000002-0x1000000D gameplay context). <c>tools/dump-keymap</c>'s first DID.</summary>
public const uint GameplayMasterMapId = 0x14000000u;
/// <summary>"DefaultMap" — 7 InputMaps (the system/UI/dialog contexts).
/// <c>tools/dump-keymap</c>'s second DID.</summary>
public const uint SystemMasterMapId = 0x14000002u;
}
/// <summary>
/// One raw default-key binding as stored in a <c>MasterInputMap</c>'s
/// <c>QualifiedControl</c> — retail's own packed <c>(scan &lt;&lt; 16 | device)</c> key plus
/// the modifier bitmask and activation byte. Deliberately NOT
/// <c>AcDream.UI.Abstractions.Input.KeyChord</c>: this is the DAT's own encoding
/// (DIK scan codes), translated to a live <c>KeyChord</c> by the App-layer controller
/// (Core has no Silk.NET dependency).
/// </summary>
public readonly record struct RetailKeyChord(uint Scan, uint Device, uint Modifier, uint Activation);
/// <summary>One ActionMap row: a single (InputMap id, Action id) pair that retail's
/// Configure Keyboard screen renders as one <c>UIOption_ActionKeyMap</c> row.</summary>
public sealed record RetailActionMapRow(
uint InputMapId,
uint ActionId,
RetailActionClass ActionClass,
uint LabelHash,
uint TooltipHash,
IReadOnlyList<RetailKeyChord> DefaultBindings);
/// <summary>The complete read result: every user-bindable ActionMap row, plus the raw
/// row count read (for conformance pinning against the installed dats).</summary>
public sealed record RetailActionMapSnapshot(IReadOnlyList<RetailActionMapRow> Rows);
/// <summary>
/// Retail's 19 named <c>InputMapID -&gt; ID_InputMap_*</c> string-table keys
/// (<c>gmKeyboardUI::GetStringInfoFromInputMapID @0x004DA980</c>, research doc §5.3,
/// byte-verified at <c>.rdata 0x007BE45C..0x007BE648</c>). String table
/// <c>0x23000005</c> is the SAME table <see cref="RetailActionMapRow"/>'s label/tooltip
/// hashes resolve against — <c>ActionMap.StringTableId</c> confirms this empirically.
/// </summary>
public static class RetailInputMapHeaders
{
public const uint StringTableId = 0x23000005u;
public static readonly IReadOnlyDictionary<uint, string> NameByInputMapId =
new Dictionary<uint, string>
{
[0x00000004u] = "ID_InputMap_MovementCommands",
[0x00000005u] = "ID_InputMap_CameraControls",
[0x00000006u] = "ID_InputMap_CameraAlternateControls",
[0x00000009u] = "ID_InputMap_DialogBoxes",
[0x0000000Bu] = "ID_InputMap_DebugConsole",
[0x0000000Cu] = "ID_InputMap_ProfilerUI",
[0x0000000Du] = "ID_InputMap_UIDebugger",
[0x0000000Eu] = "ID_InputMap_DebugCommands",
[0x10000002u] = "ID_InputMap_Combat",
[0x10000003u] = "ID_InputMap_MeleeCombat",
[0x10000004u] = "ID_InputMap_MissileCombat",
[0x10000005u] = "ID_InputMap_MagicCombat",
[0x10000006u] = "ID_InputMap_Emotes",
[0x10000007u] = "ID_InputMap_ItemSelectionCommands",
[0x10000008u] = "ID_InputMap_CharacterOptionCommands",
[0x10000009u] = "ID_InputMap_UICommands",
[0x1000000Au] = "ID_InputMap_ChatCommands",
[0x1000000Cu] = "ID_InputMap_QuickslotCommands",
[0x1000000Du] = "ID_InputMap_ToggleChatEntry",
};
}
/// <summary>
/// Reads the retail ActionMap + both MasterInputMap DAT objects into
/// <see cref="RetailActionMapSnapshot"/>. Pure data extraction — no string
/// resolution (Core has no Silk.NET/font dependency for that; the App-layer
/// controller resolves <see cref="RetailActionMapRow.LabelHash"/>/<see cref="RetailActionMapRow.TooltipHash"/>
/// against <see cref="RetailInputMapHeaders.StringTableId"/> the same way every other
/// Campaign OP page controller resolves its own strings).
/// </summary>
public static class RetailActionMapReader
{
/// <summary>
/// Reads and merges the ActionMap singleton with both MasterInputMap defaults.
/// Returns null if the ActionMap object is missing from the dats (a corrupt/non-EoR
/// install — the caller degrades to "Configure Keyboard has no rows" like every other
/// controller's "required root not found" path).
/// </summary>
public static RetailActionMapSnapshot? Read(IDatObjectSource dats)
{
ArgumentNullException.ThrowIfNull(dats);
ActionMap? actionMap = dats.Get<ActionMap>(RetailActionMapIds.ActionMapId);
if (actionMap is null)
return null;
// Both master maps are optional individually — a missing one just means
// "no DAT defaults for that half of the merged keymap" rather than a hard
// failure; ActionMap alone still lets the screen render every row's
// label/tooltip/class with an empty default-binding list.
MasterInputMap? gameplayMap = dats.Get<MasterInputMap>(RetailActionMapIds.GameplayMasterMapId);
MasterInputMap? systemMap = dats.Get<MasterInputMap>(RetailActionMapIds.SystemMasterMapId);
var rows = new List<RetailActionMapRow>();
foreach (var inputMapEntry in actionMap.InputMaps)
{
uint inputMapId = inputMapEntry.Key;
foreach (var actionEntry in inputMapEntry.Value)
{
uint actionId = actionEntry.Key;
var value = actionEntry.Value;
var userBinding = value.UserBinding;
uint classId = userBinding?.ActionClass ?? 0u;
if (classId == 0u)
continue; // ActionMap::IsUserBindable false — retail never rows this.
var defaults = new List<RetailKeyChord>();
CollectDefaults(gameplayMap, inputMapId, actionId, defaults);
CollectDefaults(systemMap, inputMapId, actionId, defaults);
rows.Add(new RetailActionMapRow(
inputMapId,
actionId,
(RetailActionClass)classId,
userBinding!.ActionName,
userBinding.ActionDescription,
defaults));
}
}
return new RetailActionMapSnapshot(rows);
}
private static void CollectDefaults(
MasterInputMap? map, uint inputMapId, uint actionId, List<RetailKeyChord> into)
{
if (map is null) return;
if (!map.InputMaps.TryGetValue(inputMapId, out var cInputMap)) return;
foreach (var control in cInputMap.Mappings)
{
if (control.Unknown != actionId) continue;
uint scan = (control.Key.Key >> 16) & 0xFFFFu;
uint device = control.Key.Key & 0xFFFFu;
into.Add(new RetailKeyChord(scan, device, control.Key.Modifier, control.Activation));
}
}
}

View file

@ -285,6 +285,14 @@ public sealed class InputDispatcher : IDisposable
_bindings = bindings;
}
/// <summary>
/// The current live bindings table (Campaign OP slice OP8: the Configure
/// Keyboard screen's single source of truth for "what is currently bound" —
/// reads through this rather than a caller-held snapshot, which would go
/// stale the moment ANY OTHER rebind path calls <see cref="SetBindings"/>).
/// </summary>
public KeyBindings Bindings => _bindings;
/// <summary>
/// Per-frame "is this action's chord currently held" query. Walks every
/// binding for the given action; returns true if any of them has its

View file

@ -0,0 +1,254 @@
using System.Collections.Generic;
namespace AcDream.UI.Abstractions.Input;
/// <summary>
/// Campaign OP slice OP8: maps a retail DAT ActionMap row — the
/// <c>(InputMap id, Action id)</c> pair <c>AcDream.Core.Input.RetailActionMapRow</c>
/// carries — to acdream's own <see cref="InputAction"/>, when one exists.
///
/// <para>
/// <b>Why this table exists.</b> The DAT ActionMap singleton (empirically dumped
/// 2026-08-11, see <c>AcDream.Core.Input.RetailActionMap</c>'s class doc) carries 306
/// user-bindable rows. <see cref="InputAction"/> — the enum every OTHER acdream input
/// path (live dispatch, <c>KeyBindings</c>, <c>InputDispatcher</c>) already keys on —
/// has roughly half that many members, because it was authored around "what acdream
/// currently implements" (K.1a/K.1c), not "every action the 2013 client's keymap
/// screen can show." Two categories are the biggest gaps: 82 of the DAT's 87 Emote
/// rows have no acdream animation dispatch yet (only 5 are wired: Cry/Laugh/Cheer/
/// Wave/PointState — exactly the 5 that happen to carry retail default keys), and all
/// 48 CharacterSettings rows are hotkeys for the SAME <c>PlayerOption</c>/
/// <c>CharacterOptions</c> preference bits OP1's <c>CharacterOptionTable</c> and OP4's
/// Character-tab checkboxes already model — wiring "press this key, flip that same
/// server-synced bit" is a real feature (a hotkey-to-option-toggle dispatcher) that
/// does not exist yet anywhere in acdream and is out of scope for this slice (see the
/// OP8 register row).
/// </para>
///
/// <para>
/// <b>Every mapping below was verified two ways</b> before being added: (1) the DAT's
/// resolved English label/tooltip unambiguously names the SAME action as the
/// <see cref="InputAction"/> member's own XML doc, AND (2) where the retail default
/// key(s) for that DAT row are non-empty, they match
/// <see cref="KeyBindings.RetailDefaults"/>'s existing chord(s) for the candidate
/// <see cref="InputAction"/> (byte-verified 2026-08-11 against the installed dats —
/// see <c>RetailActionMapReaderTests.LiveDatTests</c> and this slice's
/// <c>RetailActionIdentityRoundTripTests</c>). A DAT row that could not be verified
/// BOTH ways is left OUT of this table on purpose — it renders on the Configure
/// Keyboard screen as a real, bindable, persisted row (see
/// <c>KeyboardConfigController</c>), it just does not yet reach any live acdream
/// consumer. Silently guessing a wrong mapping would misroute a user's rebind to the
/// WRONG gameplay action, which is worse than an honest "not wired yet."
/// </para>
///
/// <para>
/// <b>Known gaps deliberately left unmapped</b> (register row, OP8):
/// Spell Slot 10/11/12 (ctx <c>0x10000005</c>, DAT actions <c>0x6E/0x6F/0x70</c> —
/// <see cref="InputAction"/> only defines <c>UseSpellSlot_1..9</c>); Quickslot
/// 10/11/12/13 (ctx <c>0x1000000C</c>, DAT actions <c>0x1000004B/4C/4D/10000132</c> —
/// <see cref="InputAction"/>'s <c>UseQuickSlot_*</c> family jumps from 9 straight to
/// 14, a pre-existing enum gap this slice did not introduce and does not fix); every
/// CharacterSettings row (ctx <c>0x10000008</c>, all 48); 82 of 87 Emote rows (ctx
/// <c>0x10000006</c>); all 10 CameraAlternateControls rows (ctx <c>0x6</c> — the M2
/// de-alias carve-out, see the mapping table's own comment); and roughly half of the
/// UI-class rows (ctx <c>0x10000007</c>/<c>0x10000009</c> — panels acdream has no
/// toggle for, e.g. Vitae, Link Status, House, Map, Character Info, the
/// positive/negative Magic panels).
/// </para>
/// </summary>
public static class RetailActionIdentityTable
{
/// <summary>(InputMap id, Action id) → the acdream <see cref="InputAction"/> that
/// owns live dispatch for it. A DAT row whose key is absent has no acdream
/// consumer yet.</summary>
public static readonly IReadOnlyDictionary<(uint InputMapId, uint ActionId), InputAction> Map =
BuildTable();
public static bool TryResolve(uint inputMapId, uint actionId, out InputAction action) =>
Map.TryGetValue((inputMapId, actionId), out action);
private static Dictionary<(uint, uint), InputAction> BuildTable()
{
var t = new Dictionary<(uint, uint), InputAction>();
void M(uint inputMapId, uint actionId, InputAction action) => t[(inputMapId, actionId)] = action;
// ── MovementCommands (ctx 0x4) — 14/14, complete. ──────────────
M(0x4, 0x29, InputAction.MovementForward);
M(0x4, 0x2A, InputAction.MovementBackup);
M(0x4, 0x2B, InputAction.MovementStop);
M(0x4, 0x2C, InputAction.MovementStrafeRight);
M(0x4, 0x2D, InputAction.MovementStrafeLeft);
M(0x4, 0x2E, InputAction.MovementTurnRight);
M(0x4, 0x2F, InputAction.MovementTurnLeft);
M(0x4, 0x30, InputAction.MovementRunLock);
M(0x4, 0x31, InputAction.MovementJump);
M(0x4, 0x32, InputAction.MovementWalkMode);
M(0x4, 0x10000094, InputAction.Ready);
M(0x4, 0x10000095, InputAction.Crouch);
M(0x4, 0x10000096, InputAction.Sitting);
M(0x4, 0x10000097, InputAction.Sleeping);
// ── CameraControls (ctx 0x5) — 12/12. ──────────────────────────
// M2 REWORK (2026-08-11 review): CameraControls (ctx 0x5, the
// Numpad-default scheme RetailDefaults() actually carries) and
// CameraAlternateControls (ctx 0x6, the arrow-key alternate scheme
// RetailDefaults() never had — see
// RetailActionIdentityRoundTripTests' now-retired camera allowlist
// entries) were both previously mapped to the SAME InputAction.
// KeyBindings/Binding has no "which scheme" tag, and SetForAction is
// whole-action replacement, so the two rows aliased one live target:
// both showed identical (stale) chords, rebinding one silently wiped
// the other, and a row could conflict with its own twin. Building
// real per-scheme dual-binding storage (or ten new InputAction
// members plus the camera-dispatch code to consume them) is a real
// feature, not a one-line fix, and out of scope for this rework. Only
// ctx 0x5 — the scheme that already has a live, verified
// RetailDefaults() presence — maps here; ctx 0x6 falls through to the
// generic unmapped/store-only path below (AP-203), fully renderable,
// bindable and persisted, honestly carrying no live effect, exactly
// like every other unmapped row.
M(0x5, 0x33, InputAction.CameraMoveToward);
M(0x5, 0x34, InputAction.CameraMoveAway);
M(0x5, 0x35, InputAction.CameraRotateLeft);
M(0x5, 0x36, InputAction.CameraRotateRight);
M(0x5, 0x37, InputAction.CameraRotateUp);
M(0x5, 0x38, InputAction.CameraRotateDown);
M(0x5, 0x39, InputAction.CameraViewDefault);
M(0x5, 0x3A, InputAction.CameraViewFirstPerson);
M(0x5, 0x3B, InputAction.CameraViewLookDown);
M(0x5, 0x3C, InputAction.CameraViewMapMode);
M(0x5, 0x3D, InputAction.CameraInstantMouseLook);
M(0x5, 0x3E, InputAction.CameraActivateAlternateMode);
// ── Combat (ctx 0x10000002) — 1/1. ─────────────────────────────
M(0x10000002, 0x1000005A, InputAction.CombatToggleCombat);
// ── MeleeCombat (ctx 0x10000003) — 5/5. ────────────────────────
M(0x10000003, 0x1000005B, InputAction.CombatDecreaseAttackPower);
M(0x10000003, 0x1000005C, InputAction.CombatIncreaseAttackPower);
M(0x10000003, 0x1000005D, InputAction.CombatLowAttack);
M(0x10000003, 0x1000005E, InputAction.CombatMediumAttack);
M(0x10000003, 0x1000005F, InputAction.CombatHighAttack);
// ── MissileCombat (ctx 0x10000004) — 5/5. ──────────────────────
M(0x10000004, 0x100000EF, InputAction.CombatDecreaseMissileAccuracy);
M(0x10000004, 0x100000F0, InputAction.CombatIncreaseMissileAccuracy);
M(0x10000004, 0x100000F1, InputAction.CombatAimLow);
M(0x10000004, 0x100000F2, InputAction.CombatAimMedium);
M(0x10000004, 0x100000F3, InputAction.CombatAimHigh);
// ── MagicCombat (ctx 0x10000005) — 18/21 (Spell Slot 10/11/12 have
// no InputAction — register row). ────────────────────────────
M(0x10000005, 0x10000060, InputAction.CombatCastCurrentSpell);
M(0x10000005, 0x10000061, InputAction.CombatPrevSpell);
M(0x10000005, 0x10000062, InputAction.CombatNextSpell);
M(0x10000005, 0x10000063, InputAction.CombatPrevSpellTab);
M(0x10000005, 0x10000064, InputAction.CombatNextSpellTab);
M(0x10000005, 0x10000065, InputAction.UseSpellSlot_1);
M(0x10000005, 0x10000066, InputAction.UseSpellSlot_2);
M(0x10000005, 0x10000067, InputAction.UseSpellSlot_3);
M(0x10000005, 0x10000068, InputAction.UseSpellSlot_4);
M(0x10000005, 0x10000069, InputAction.UseSpellSlot_5);
M(0x10000005, 0x1000006A, InputAction.UseSpellSlot_6);
M(0x10000005, 0x1000006B, InputAction.UseSpellSlot_7);
M(0x10000005, 0x1000006C, InputAction.UseSpellSlot_8);
M(0x10000005, 0x1000006D, InputAction.UseSpellSlot_9);
// 0x6E/0x6F/0x70 (Spell Slot 10/11/12) — no InputAction. Unmapped.
M(0x10000005, 0x10000102, InputAction.CombatFirstSpell);
M(0x10000005, 0x10000103, InputAction.CombatLastSpell);
M(0x10000005, 0x10000104, InputAction.CombatFirstSpellTab);
M(0x10000005, 0x10000105, InputAction.CombatLastSpellTab);
// ── Emotes (ctx 0x10000006) — 5/87 (the only 5 acdream dispatches
// an animation for; also the only 5 with retail default keys). ──
M(0x10000006, 0x100000A2, InputAction.Cheer);
M(0x10000006, 0x100000A7, InputAction.Cry);
M(0x10000006, 0x100000B2, InputAction.Laugh);
M(0x10000006, 0x100000BE, InputAction.PointState);
M(0x10000006, 0x100000E5, InputAction.Wave);
// ── ItemSelectionCommands (ctx 0x10000007) — 17/26. ────────────
M(0x10000007, 0x1000002D, InputAction.SelectionSplitStack);
M(0x10000007, 0x1000002E, InputAction.SelectionPreviousSelection);
M(0x10000007, 0x1000002F, InputAction.SelectionClosestCompassItem);
M(0x10000007, 0x10000030, InputAction.SelectionPreviousCompassItem);
M(0x10000007, 0x10000031, InputAction.SelectionNextCompassItem);
M(0x10000007, 0x10000032, InputAction.SelectionClosestItem);
M(0x10000007, 0x10000033, InputAction.SelectionPreviousItem);
M(0x10000007, 0x10000034, InputAction.SelectionNextItem);
M(0x10000007, 0x10000035, InputAction.SelectionClosestMonster);
M(0x10000007, 0x10000036, InputAction.SelectionPreviousMonster);
M(0x10000007, 0x10000037, InputAction.SelectionNextMonster);
M(0x10000007, 0x10000038, InputAction.SelectionLastAttacker);
M(0x10000007, 0x10000039, InputAction.SelectionClosestPlayer);
M(0x10000007, 0x1000003A, InputAction.SelectionPreviousPlayer);
M(0x10000007, 0x1000003B, InputAction.SelectionNextPlayer);
M(0x10000007, 0x1000003C, InputAction.SelectionPreviousFellow);
M(0x10000007, 0x1000003D, InputAction.SelectionNextFellow);
// ── UICommands (ctx 0x10000009) — 22/42. ───────────────────────
M(0x10000009, 0x55, InputAction.CaptureScreenshot);
M(0x10000009, 0x7B, InputAction.ToggleHelp);
M(0x10000009, 0x7C, InputAction.TogglePluginManager);
M(0x10000009, 0x1000000E, InputAction.ToggleAllegiancePanel);
M(0x10000009, 0x1000000F, InputAction.ToggleFellowshipPanel);
M(0x10000009, 0x10000011, InputAction.ToggleSpellbookPanel);
M(0x10000009, 0x10000012, InputAction.ToggleSpellComponentsPanel);
M(0x10000009, 0x10000014, InputAction.ToggleAttributesPanel);
M(0x10000009, 0x10000015, InputAction.ToggleSkillsPanel);
M(0x10000009, 0x10000016, InputAction.ToggleWorldPanel);
M(0x10000009, 0x1000001A, InputAction.ToggleOptionsPanel);
M(0x10000009, 0x10000019, InputAction.ToggleInventoryPanel);
M(0x10000009, 0x10000114, InputAction.ToggleFloatingChatWindow1);
M(0x10000009, 0x10000115, InputAction.ToggleFloatingChatWindow2);
M(0x10000009, 0x10000116, InputAction.ToggleFloatingChatWindow3);
M(0x10000009, 0x10000117, InputAction.ToggleFloatingChatWindow4);
M(0x10000009, 0x10000025, InputAction.UseSelected);
M(0x10000009, 0x10000026, InputAction.LOGOUT);
M(0x10000009, 0x1000002B, InputAction.SelectionExamine);
// 0x1000001F ("Show/Hide Keyboard Configuration") deliberately left
// unmapped: it is the retail action that opens THIS screen
// (research doc §4.3/lane A §7 — wired directly by
// KeyboardConfigController's mount, not through InputAction).
// ── ChatCommands (ctx 0x1000000A) — 1/6. ───────────────────────
M(0x1000000A, 0x10000023, InputAction.EnterChatMode);
// ── ToggleChatEntry (ctx 0x1000000D) — 1/1. ────────────────────
M(0x1000000D, 0x10000024, InputAction.ToggleChatEntry);
// ── QuickslotCommands (ctx 0x1000000C) — 24/28 (Quickslot
// 10/11/12/13 have no InputAction — pre-existing enum gap). ──
M(0x1000000C, 0x10000042, InputAction.UseQuickSlot_1);
M(0x1000000C, 0x10000043, InputAction.UseQuickSlot_2);
M(0x1000000C, 0x10000044, InputAction.UseQuickSlot_3);
M(0x1000000C, 0x10000045, InputAction.UseQuickSlot_4);
M(0x1000000C, 0x10000046, InputAction.UseQuickSlot_5);
M(0x1000000C, 0x10000047, InputAction.UseQuickSlot_6);
M(0x1000000C, 0x10000048, InputAction.UseQuickSlot_7);
M(0x1000000C, 0x10000049, InputAction.UseQuickSlot_8);
M(0x1000000C, 0x1000004A, InputAction.UseQuickSlot_9);
M(0x1000000C, 0x1000004E, InputAction.SelectQuickSlot_1);
M(0x1000000C, 0x1000004F, InputAction.SelectQuickSlot_2);
M(0x1000000C, 0x10000050, InputAction.SelectQuickSlot_3);
M(0x1000000C, 0x10000051, InputAction.SelectQuickSlot_4);
M(0x1000000C, 0x10000052, InputAction.SelectQuickSlot_5);
M(0x1000000C, 0x10000053, InputAction.SelectQuickSlot_6);
M(0x1000000C, 0x10000054, InputAction.SelectQuickSlot_7);
M(0x1000000C, 0x10000055, InputAction.SelectQuickSlot_8);
M(0x1000000C, 0x10000056, InputAction.SelectQuickSlot_9);
M(0x1000000C, 0x1000010D, InputAction.CreateShortcut);
// 0x10000132 ("Quickslot 13") has no InputAction — same pre-existing
// UseQuickSlot_10..13 enum gap as the bare-numeral block above. Unmapped.
M(0x1000000C, 0x10000133, InputAction.UseQuickSlot_14);
M(0x1000000C, 0x10000134, InputAction.UseQuickSlot_15);
M(0x1000000C, 0x10000135, InputAction.UseQuickSlot_16);
M(0x1000000C, 0x10000136, InputAction.UseQuickSlot_17);
M(0x1000000C, 0x10000137, InputAction.UseQuickSlot_18);
// CharacterSettings (ctx 0x10000008) is intentionally EMPTY here —
// see class doc "Known gaps deliberately left unmapped".
return t;
}
}

View file

@ -0,0 +1,167 @@
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Input;
/// <summary>
/// Campaign OP slice OP8: converts retail's DAT-resident key encoding — DirectInput
/// scan codes (<c>DIK_*</c>) + device index (0=keyboard, 1=mouse) + a modifier
/// bitmask — to/from acdream's own <see cref="KeyChord"/>/<see cref="ModifierMask"/>.
/// Needed because <c>AcDream.Core.Input.RetailActionMapReader</c> reads the DAT's
/// raw scan-code encoding (it has no Silk.NET dependency — Core stays GL/backend-free
/// per Code Structure Rule 2), while every acdream input consumer
/// (<see cref="KeyBindings"/>, <see cref="InputDispatcher"/>) keys on Silk.NET's
/// <see cref="Key"/> enum.
///
/// <para>
/// The scan-code table covers exactly the 84 distinct DIK codes that appear across
/// the DAT's 306 user-bindable ActionMap rows' default bindings (2026-08-11 probe —
/// see <c>RetailActionMap.cs</c>'s class doc), cross-checked against
/// <c>tools/dump-keymap/Program.cs</c>'s own <c>Dik(uint)</c> transcription (itself
/// verified against <c>acclient_2013_pseudo_c.txt</c>'s
/// <c>ControlNameMapper::AddKeySemantic</c> calls) and against
/// <see cref="KeyBindings.RetailDefaults"/>'s existing chords, which already encode
/// the same standard US-layout DirectInput scan codes by construction (both were
/// authored from the same <c>retail-default.keymap.txt</c>). Codes outside this set
/// (rare/debug/joystick bindings never seen with a non-empty default in the shipped
/// DAT) intentionally return null rather than guess.
/// </para>
/// </summary>
public static class RetailScanCodeMap
{
/// <summary>Retail modifier bitmask (the same encoding
/// <c>CInputMap</c>/<c>QualifiedControl.Modifier</c> stores) → <see cref="ModifierMask"/>.
/// Bit values from <c>tools/dump-keymap/Program.cs</c>'s <c>ModifierString</c>.</summary>
public static ModifierMask ToModifierMask(uint retailModifier)
{
var mask = ModifierMask.None;
if ((retailModifier & 0x80000000u) != 0) mask |= ModifierMask.Shift;
if ((retailModifier & 0x40000000u) != 0) mask |= ModifierMask.Ctrl;
if ((retailModifier & 0x20000000u) != 0) mask |= ModifierMask.Alt;
return mask;
}
/// <summary>DIK scan code + device → Silk.NET <see cref="Key"/>. Device 0 is
/// the keyboard table below (see class doc). Device 1 is a mouse chord: the
/// DAT's <c>QualifiedControl.Key.Key</c> scan half packs the raw DirectInput
/// <c>DIMOUSESTATE.rgbButtons</c> BYTE OFFSET (0x0C=left/0x0D=right/0x0E=middle/
/// 0x0F=button4 — byte-verified against <see cref="InputAction.CameraInstantMouseLook"/>'s
/// only DAT-default mouse row, InputMap 0x5 action 0x3D, scan 0x0E: it resolves
/// to Middle here, matching <see cref="KeyBindings.RetailDefaults"/>'s existing
/// MMB-hold binding for the same action exactly), translated through the SAME
/// <see cref="InputDispatcher.MouseButtonToKey"/> convention every other mouse
/// chord in this codebase uses.</summary>
public static Key? ToSilkKey(uint scan, uint device)
{
if (device == 1)
{
return scan switch
{
0x0C => InputDispatcher.MouseButtonToKey(MouseButton.Left),
0x0D => InputDispatcher.MouseButtonToKey(MouseButton.Right),
0x0E => InputDispatcher.MouseButtonToKey(MouseButton.Middle),
0x0F => InputDispatcher.MouseButtonToKey(MouseButton.Button4),
_ => null,
};
}
if (device != 0) return null;
return scan switch
{
0x01 => Key.Escape,
0x02 => Key.Number1,
0x03 => Key.Number2,
0x04 => Key.Number3,
0x05 => Key.Number4,
0x06 => Key.Number5,
0x07 => Key.Number6,
0x08 => Key.Number7,
0x09 => Key.Number8,
0x0A => Key.Number9,
0x0B => Key.Number0,
0x0C => Key.Minus,
0x0D => Key.Equal,
0x0E => Key.Backspace,
0x0F => Key.Tab,
0x10 => Key.Q,
0x11 => Key.W,
0x12 => Key.E,
0x13 => Key.R,
0x14 => Key.T,
0x15 => Key.Y,
0x16 => Key.U,
0x17 => Key.I,
0x18 => Key.O,
0x19 => Key.P,
0x1A => Key.LeftBracket,
0x1B => Key.RightBracket,
0x1C => Key.Enter,
0x1E => Key.A,
0x1F => Key.S,
0x20 => Key.D,
0x21 => Key.F,
0x22 => Key.G,
0x23 => Key.H,
0x24 => Key.J,
0x25 => Key.K,
0x26 => Key.L,
0x27 => Key.Semicolon,
0x28 => Key.Apostrophe,
0x29 => Key.GraveAccent,
0x2A => Key.ShiftLeft,
0x2B => Key.BackSlash,
0x2C => Key.Z,
0x2D => Key.X,
0x2E => Key.C,
0x2F => Key.V,
0x30 => Key.B,
0x31 => Key.N,
0x32 => Key.M,
0x33 => Key.Comma,
0x34 => Key.Period,
0x35 => Key.Slash,
0x36 => Key.ShiftRight,
0x37 => Key.KeypadMultiply,
0x39 => Key.Space,
0x3B => Key.F1,
0x3C => Key.F2,
0x3D => Key.F3,
0x3E => Key.F4,
0x3F => Key.F5,
0x40 => Key.F6,
0x41 => Key.F7,
0x42 => Key.F8,
0x43 => Key.F9,
0x44 => Key.F10,
0x45 => Key.NumLock,
0x46 => Key.ScrollLock,
0x47 => Key.Keypad7,
0x48 => Key.Keypad8,
0x49 => Key.Keypad9,
0x4A => Key.KeypadSubtract,
0x4B => Key.Keypad4,
0x4C => Key.Keypad5,
0x4D => Key.Keypad6,
0x4E => Key.KeypadAdd,
0x4F => Key.Keypad1,
0x50 => Key.Keypad2,
0x51 => Key.Keypad3,
0x52 => Key.Keypad0,
0x53 => Key.KeypadDecimal,
0x57 => Key.F11,
0x58 => Key.F12,
0x9C => Key.KeypadEnter,
0x9D => Key.ControlRight,
0xB5 => Key.KeypadDivide,
0xC7 => Key.Home,
0xC8 => Key.Up,
0xC9 => Key.PageUp,
0xCB => Key.Left,
0xCD => Key.Right,
0xCF => Key.End,
0xD0 => Key.Down,
0xD1 => Key.PageDown,
0xD2 => Key.Insert,
0xD3 => Key.Delete,
_ => null,
};
}
}

View file

@ -0,0 +1,117 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
namespace AcDream.UI.Abstractions.Input;
/// <summary>
/// Campaign OP slice OP8: persisted bindings for DAT ActionMap rows that
/// <c>RetailActionIdentityTable</c> has no <see cref="InputAction"/> for —
/// mostly Emotes and CharacterSettings hotkeys (see that table's class doc for
/// the full accounting). These rows still render, bind, conflict-check, and
/// persist on the Configure Keyboard screen exactly like a mapped row; they
/// just have no live gameplay consumer to dispatch through yet, so they live in
/// their own small store rather than <see cref="KeyBindings"/>'s
/// <see cref="InputAction"/>-keyed schema. Sibling file next to
/// <c>keybinds.json</c> (D4 — no <c>.keymap</c> file interchange).
/// </summary>
public sealed class RetailUnmappedKeyBindings
{
private readonly Dictionary<(uint InputMapId, uint ActionId), List<KeyChord>> _bindings = new();
public IReadOnlyList<KeyChord> Get(uint inputMapId, uint actionId) =>
_bindings.TryGetValue((inputMapId, actionId), out List<KeyChord>? list)
? list
: Array.Empty<KeyChord>();
public void Set(uint inputMapId, uint actionId, IReadOnlyList<KeyChord> chords)
{
if (chords.Count == 0)
_bindings.Remove((inputMapId, actionId));
else
_bindings[(inputMapId, actionId)] = new List<KeyChord>(chords);
}
public static RetailUnmappedKeyBindings LoadOrEmpty(string path)
{
var result = new RetailUnmappedKeyBindings();
if (!File.Exists(path)) return result;
try
{
using FileStream stream = File.OpenRead(path);
JsonDocument doc = JsonDocument.Parse(stream);
if (!doc.RootElement.TryGetProperty("rows", out JsonElement rows)
|| rows.ValueKind != JsonValueKind.Array)
return result;
foreach (JsonElement row in rows.EnumerateArray())
{
if (!row.TryGetProperty("inputMap", out JsonElement mapEl)
|| !row.TryGetProperty("action", out JsonElement actionEl)
|| !row.TryGetProperty("chords", out JsonElement chordsEl)
|| chordsEl.ValueKind != JsonValueKind.Array)
continue;
uint inputMapId = Convert.ToUInt32(mapEl.GetString(), 16);
uint actionId = Convert.ToUInt32(actionEl.GetString(), 16);
var chords = new List<KeyChord>();
foreach (JsonElement c in chordsEl.EnumerateArray())
{
if (!c.TryGetProperty("key", out JsonElement keyEl)) continue;
string? keyName = keyEl.GetString();
if (keyName is null || !Enum.TryParse(keyName, out Silk.NET.Input.Key key)) continue;
var mods = ModifierMask.None;
if (c.TryGetProperty("mod", out JsonElement modEl)
&& modEl.ValueKind == JsonValueKind.String
&& modEl.GetString() is { } modStr)
{
foreach (string part in modStr.Split('|', StringSplitOptions.RemoveEmptyEntries))
if (Enum.TryParse(part, out ModifierMask m)) mods |= m;
}
byte device = 0;
if (c.TryGetProperty("device", out JsonElement devEl) && devEl.ValueKind == JsonValueKind.Number)
device = (byte)devEl.GetInt32();
chords.Add(new KeyChord(key, mods, device));
}
result._bindings[(inputMapId, actionId)] = chords;
}
}
catch (Exception ex)
{
Console.WriteLine($"unmapped keybinds: failed to load {path}: {ex.Message}");
}
return result;
}
public void SaveToFile(string path)
{
string? dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
var rows = new List<object>();
foreach (((uint inputMapId, uint actionId), List<KeyChord> chords) in _bindings)
{
var chordList = new List<object>();
foreach (KeyChord chord in chords)
{
var entry = new SortedDictionary<string, object>(StringComparer.Ordinal)
{
["key"] = chord.Key.ToString(),
};
if (chord.Modifiers != ModifierMask.None) entry["mod"] = chord.Modifiers.ToString();
if (chord.Device != 0) entry["device"] = (int)chord.Device;
chordList.Add(entry);
}
rows.Add(new SortedDictionary<string, object>(StringComparer.Ordinal)
{
["inputMap"] = $"0x{inputMapId:X}",
["action"] = $"0x{actionId:X}",
["chords"] = chordList,
});
}
var root = new Dictionary<string, object> { ["version"] = 1, ["rows"] = rows };
File.WriteAllText(path, JsonSerializer.Serialize(root, new JsonSerializerOptions { WriteIndented = true }));
}
}