feat(input): #22 Phase K.1b - cut handlers over to dispatcher (single input path)

Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).

Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.

Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
  query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
  Controller can read action state without polling raw keys.
  Internally walks all bindings for the action; chord match
  requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
  drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
  mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
  switch + per-mouse-button handlers. Single dispatcher event drives:
    - F1  AcdreamToggleDebugPanel
    - F2  AcdreamToggleCollisionWires
    - F3  AcdreamDumpNearby
    - F7  AcdreamCycleTimeOfDay
    - F8  AcdreamSensitivityDown
    - F9  AcdreamSensitivityUp
    - F10 AcdreamCycleWeather
    - F   AcdreamToggleFlyMode
    - Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
          reassign this to ToggleChatEntry)
    - Esc EscapeKey (cancel fly mode etc.)
    - Mouse wheel ScrollUp/ScrollDown (camera zoom)
    - RMB held (Hold) drives orbit; LMB drag still drives orbit
      camera; mouse position handled by surviving MouseMove handler
      which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
  MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
  _playerMouseDeltaX field stays defined for chase-camera RMB-orbit
  but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
  handler in GameWindow (defense in depth - dispatcher already gates
  via IMouseSource.WantCaptureMouse).

Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.

Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
   zoom). Acceptable - discrete wheel-tick matches retail feel
   anyway.
2. Movement chords are duplicated with both ModifierMask.None and
   ModifierMask.Shift (covering "shift held to run while walking
   forward" etc.) so the dispatcher's modifier-strict matching
   preserves the modifier-blind feel of the old IsKeyPressed
   polling. Will be reshaped cleanly in K.1c when retail's
   walk-modifier semantics flip (default = run, shift held = walk).

15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
  release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
  proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
  MovementInput.Forward -> PlayerMovementController produces the
  expected motion-command bytes. Includes the regression-prevention
  test that mouse-X delta value (zero vs nonzero) doesn't affect
  the motion bytes.

Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-25 23:43:11 +02:00
parent 84512d3c64
commit 256e9624bd
8 changed files with 887 additions and 334 deletions

View file

@ -70,15 +70,41 @@ public sealed class KeyBindings
{
var b = new KeyBindings();
// Movement (current acdream — wrong for retail but unchanged for K.1a)
b.Add(new(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
b.Add(new(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementBackup));
b.Add(new(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
b.Add(new(new KeyChord(Key.D, ModifierMask.None), InputAction.MovementTurnRight));
b.Add(new(new KeyChord(Key.Z, ModifierMask.None), InputAction.MovementStrafeLeft));
b.Add(new(new KeyChord(Key.X, ModifierMask.None), InputAction.MovementStrafeRight));
b.Add(new(new KeyChord(Key.ShiftLeft, ModifierMask.None), InputAction.MovementRunLock, ActivationType.Hold));
b.Add(new(new KeyChord(Key.Space, ModifierMask.None), InputAction.MovementJump));
// Movement (current acdream — wrong for retail but unchanged for K.1a/K.1b).
//
// Each movement key gets BOTH a bare-mods chord and a Shift-mods chord
// so the per-frame IsActionHeld query stays true while the user holds
// Shift (the acdream-current run-modifier). Before K.1b, movement
// polled IsKeyPressed(Key.W) directly — modifier-blind. K.1b's
// dispatcher does strict modifier matching, so we duplicate-bind here
// to preserve the modifier-blind feel until K.1c reshapes the whole
// table to retail defaults.
b.Add(new(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
b.Add(new(new KeyChord(Key.W, ModifierMask.Shift), InputAction.MovementForward));
b.Add(new(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementBackup));
b.Add(new(new KeyChord(Key.S, ModifierMask.Shift), InputAction.MovementBackup));
b.Add(new(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
b.Add(new(new KeyChord(Key.A, ModifierMask.Shift), InputAction.MovementTurnLeft));
b.Add(new(new KeyChord(Key.D, ModifierMask.None), InputAction.MovementTurnRight));
b.Add(new(new KeyChord(Key.D, ModifierMask.Shift), InputAction.MovementTurnRight));
b.Add(new(new KeyChord(Key.Z, ModifierMask.None), InputAction.MovementStrafeLeft));
b.Add(new(new KeyChord(Key.Z, ModifierMask.Shift), InputAction.MovementStrafeLeft));
b.Add(new(new KeyChord(Key.X, ModifierMask.None), InputAction.MovementStrafeRight));
b.Add(new(new KeyChord(Key.X, ModifierMask.Shift), InputAction.MovementStrafeRight));
// Run-modifier: Shift held triggers run. When ShiftLeft/ShiftRight
// is held, the keyboard's CurrentModifiers includes Shift — so the
// chord requires Modifiers=Shift. Both sides resolve to the same
// action so a held-poll on either side answers true.
b.Add(new(new KeyChord(Key.ShiftLeft, ModifierMask.Shift), InputAction.MovementRunLock, ActivationType.Hold));
b.Add(new(new KeyChord(Key.ShiftRight, ModifierMask.Shift), InputAction.MovementRunLock, ActivationType.Hold));
b.Add(new(new KeyChord(Key.Space, ModifierMask.None), InputAction.MovementJump));
b.Add(new(new KeyChord(Key.Space, ModifierMask.Shift), InputAction.MovementJump));
// Fly-camera descend — Ctrl held in fly mode lowers the camera.
// ControlLeft held delivers CurrentModifiers=Ctrl, so chord uses
// mask=Ctrl. Both Ctrl sides resolve to the same action.
b.Add(new(new KeyChord(Key.ControlLeft, ModifierMask.Ctrl), InputAction.AcdreamFlyDown, ActivationType.Hold));
b.Add(new(new KeyChord(Key.ControlRight, ModifierMask.Ctrl), InputAction.AcdreamFlyDown, ActivationType.Hold));
// Acdream debug binds
b.Add(new(new KeyChord(Key.F1, ModifierMask.None), InputAction.AcdreamToggleDebugPanel));
@ -90,6 +116,15 @@ public sealed class KeyBindings
b.Add(new(new KeyChord(Key.F10, ModifierMask.None), InputAction.AcdreamCycleWeather));
b.Add(new(new KeyChord(Key.F, ModifierMask.None), InputAction.AcdreamToggleFlyMode));
b.Add(new(new KeyChord(Key.Tab, ModifierMask.None), InputAction.AcdreamTogglePlayerMode));
b.Add(new(new KeyChord(Key.Escape, ModifierMask.None), InputAction.EscapeKey));
// K.1b mouse: RMB-hold drives camera-only orbit (never character yaw).
// Device=1 marks this as a mouse chord; the dispatcher routes
// _mouse.IsHeld(Right) through this chord for IsActionHeld lookup.
b.Add(new(
new KeyChord(InputDispatcher.MouseButtonToKey(Silk.NET.Input.MouseButton.Right), ModifierMask.None, Device: 1),
InputAction.AcdreamRmbOrbitHold,
ActivationType.Hold));
return b;
}