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:
parent
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8 changed files with 887 additions and 334 deletions
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using System.Collections.Generic;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Input;
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/// <summary>
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/// K.1b: <see cref="InputDispatcher.IsActionHeld"/> per-frame held-key
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/// polling. Movement (WASD/Shift/Space) needs "is W currently held this
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/// frame" — that's IsActionHeld. The dispatcher's <c>Fired</c> events
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/// drive press/release transitions; <c>IsActionHeld</c> drives the
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/// per-frame <c>MovementInput</c> struct.
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/// </summary>
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public class InputDispatcherIsActionHeldTests
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{
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private static (InputDispatcher dispatcher, FakeKeyboardSource kb, FakeMouseSource mouse, KeyBindings bindings)
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Build()
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{
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var bindings = new KeyBindings();
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var dispatcher = new InputDispatcher(kb, mouse, bindings);
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return (dispatcher, kb, mouse, bindings);
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}
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[Fact]
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public void IsActionHeld_returns_true_while_bound_key_held()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyUp(Key.W, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_returns_false_when_no_binding_for_action()
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{
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var (dispatcher, kb, _, bindings) = Build();
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// No binding for MovementBackup at all.
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementBackup));
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}
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[Fact]
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public void IsActionHeld_modifier_mismatch_returns_false()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.A, ModifierMask.Ctrl), InputAction.SelectionExamine));
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// A held without Ctrl — chord doesn't match.
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.SelectionExamine));
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// Now release A and press Ctrl+A.
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kb.EmitKeyUp(Key.A, ModifierMask.None);
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kb.EmitKeyDown(Key.A, ModifierMask.Ctrl);
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Assert.True(dispatcher.IsActionHeld(InputAction.SelectionExamine));
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}
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[Fact]
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public void IsActionHeld_any_of_multiple_bindings_satisfies()
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{
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var (dispatcher, kb, _, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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bindings.Add(new Binding(new KeyChord(Key.Up, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.Up, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyUp(Key.Up, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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[Fact]
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public void IsActionHeld_works_for_mouse_button_chord()
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{
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var (dispatcher, _, mouse, bindings) = Build();
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var rmb = new KeyChord(InputDispatcher.MouseButtonToKey(MouseButton.Right), ModifierMask.None, Device: 1);
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bindings.Add(new Binding(rmb, InputAction.AcdreamRmbOrbitHold, ActivationType.Hold));
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Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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mouse.EmitMouseDown(MouseButton.Right, ModifierMask.None);
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Assert.True(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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mouse.EmitMouseUp(MouseButton.Right, ModifierMask.None);
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Assert.False(dispatcher.IsActionHeld(InputAction.AcdreamRmbOrbitHold));
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}
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[Fact]
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public void IsActionHeld_returns_false_for_None_action()
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{
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var (dispatcher, _, _, _) = Build();
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Assert.False(dispatcher.IsActionHeld(InputAction.None));
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}
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[Fact]
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public void IsActionHeld_does_not_check_WantCaptureMouse()
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{
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// Per-frame held-state lookup is independent of UI capture: even
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// with WantCaptureMouse=true a movement key already held when
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// ImGui took focus continues to read as held until KeyUp. Press
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// events ARE gated (the Press wouldn't fire while UI captures),
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// but IsActionHeld answers the keyboard's underlying "is the
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// physical key down right now" — which the legacy IsKeyPressed
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// also did. The per-frame OnUpdate guard on
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// ImGui.GetIO().WantCaptureKeyboard is what suppresses movement
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// when chat is focused.
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var (dispatcher, kb, mouse, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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mouse.WantCaptureMouse = true;
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mouse.WantCaptureKeyboard = true;
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// Even with both capture flags set, IsActionHeld remains true
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// because W is physically held. The dispatcher only suppresses
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// press transitions.
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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}
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@ -186,4 +186,31 @@ public class InputDispatcherTests
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dispatcher.Tick();
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Assert.Empty(fired);
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}
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[Fact]
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public void Scroll_positive_emits_ScrollUp_press()
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{
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var (_, _, mouse, _, fired) = Build();
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mouse.EmitScroll(1.0f);
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Assert.Single(fired);
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Assert.Equal((InputAction.ScrollUp, ActivationType.Press), fired[0]);
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}
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[Fact]
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public void Scroll_negative_emits_ScrollDown_press()
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{
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var (_, _, mouse, _, fired) = Build();
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mouse.EmitScroll(-1.0f);
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Assert.Single(fired);
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Assert.Equal((InputAction.ScrollDown, ActivationType.Press), fired[0]);
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}
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[Fact]
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public void WantCaptureMouse_suppresses_Scroll_events()
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{
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var (_, _, mouse, _, fired) = Build();
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mouse.WantCaptureMouse = true;
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mouse.EmitScroll(1.0f);
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Assert.Empty(fired);
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}
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}
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@ -87,8 +87,11 @@ public class KeyBindingsTests
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[Fact]
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public void AcdreamCurrentDefaults_binds_shift_as_hold_for_run()
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{
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// K.1b: when ShiftLeft is held the OS keyboard delivers
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// CurrentModifiers=Shift, so the chord must be (ShiftLeft, Shift).
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// Lookup with the matching modifier mask succeeds.
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var b = KeyBindings.AcdreamCurrentDefaults();
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var hold = b.Find(new KeyChord(Key.ShiftLeft, ModifierMask.None), ActivationType.Hold);
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var hold = b.Find(new KeyChord(Key.ShiftLeft, ModifierMask.Shift), ActivationType.Hold);
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Assert.NotNull(hold);
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Assert.Equal(InputAction.MovementRunLock, hold!.Value.Action);
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}
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