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";
}