feat(input): #24 Phase K.2 - auto-enter player mode at login + MMB mouse-look + DebugPanel free-fly + Tab to chat-input focus

Five changes:

1. PlayerModeAutoEntry — testable guard class that fires once after
   EnterWorld + WorldSession.State.InWorld + player entity present +
   PlayerController.State == InWorld. GameWindow arms the entry
   after EnterWorld; per-frame Tick checks all four guards and
   invokes the same fly-to-player transition the Tab handler runs.
   User-initiated fly toggle (DebugPanel button) Cancel()s pending
   entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
   stays default for testing.

2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
   InputAction.CameraInstantMouseLook. GameWindow subscribes:
   - Press: hide cursor, capture position, _mouseLookActive = true.
   - Release: restore cursor, deactivate.
   - WantCaptureMouse=true while held → suspend (release cursor).
   - MouseMove while active: combined drive — chase camera yaw +
     character heading move together (retail's signature mouse-look
     behavior). Camera Y still pitches camera-only.

3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
   action delegate — replaces the F-key as the primary discovery
   path for free-fly. Gated on DevToolsEnabled.

4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
   primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
   _chatPanel.FocusInput() so Tab moves focus to the chat input
   field. Replaces the K.1c TODO stub.

5. WantCaptureMouse gating reinforcement on surviving mouse handlers
   (no new code; verified intact from K.1b).

21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-26 09:20:17 +02:00
parent da189103b8
commit af74eac0c2
12 changed files with 972 additions and 66 deletions

View file

@ -0,0 +1,115 @@
using System;
namespace AcDream.App.Input;
/// <summary>
/// Phase K.2 — one-shot guard that auto-enters player mode after a
/// successful login once every prerequisite is satisfied. Owned by
/// <c>GameWindow</c> and ticked each frame from <c>OnUpdate</c>.
///
/// <para>
/// Why is this its own class? The auto-entry has three independent
/// preconditions (live session reaches <c>InWorld</c>, the player
/// entity has been streamed into the world dictionary, and the player
/// movement controller is constructible) plus a manual-override path
/// (the user can flip into fly mode before the auto-entry fires —
/// their choice wins). All four interact with each other in a way
/// that's painful to test through GameWindow but trivial here against
/// fakes.
/// </para>
///
/// <para>
/// The public surface is:
/// <list type="bullet">
/// <item><see cref="Arm"/> — call after <c>EnterWorld</c> succeeds to
/// arm the entry trigger.</item>
/// <item><see cref="Cancel"/> — call when the user manually enters
/// fly mode (or any other code path that pre-empts the auto-entry).</item>
/// <item><see cref="TryEnter"/> — call once per frame; runs the
/// guard and fires the entry callback when armed AND every
/// precondition is satisfied; returns true on the firing tick.</item>
/// </list>
/// </para>
///
/// <para>
/// All preconditions are passed in as predicates so the class doesn't
/// pull in <c>WorldSession</c>, <c>PlayerMovementController</c>, or
/// any GameWindow-internal types — the unit test wires them to plain
/// boolean fields.
/// </para>
/// </summary>
public sealed class PlayerModeAutoEntry
{
private readonly Func<bool> _isLiveInWorld;
private readonly Func<bool> _isPlayerEntityPresent;
private readonly Func<bool> _isPlayerControllerReady;
private readonly Action _enterPlayerMode;
private bool _armed;
/// <summary>
/// Build an auto-entry guard.
/// </summary>
/// <param name="isLiveInWorld">True iff the live session is in the
/// <c>InWorld</c> state. Skip auto-entry when the session is null
/// or hasn't reached InWorld yet.</param>
/// <param name="isPlayerEntityPresent">True iff the player's
/// server-guid is already in the local entity dictionary (server
/// has streamed at least one CreateObject for the character).</param>
/// <param name="isPlayerControllerReady">True iff the per-frame
/// PlayerMovementController is set up. Stays true once player mode
/// is established; the auto-entry's job is to flip it from false
/// to true exactly once.</param>
/// <param name="enterPlayerMode">Action invoked on the firing
/// tick. The same routine the manual Tab handler invokes (fly →
/// player transition). Must construct the controller + chase
/// camera and switch the active camera; the auto-entry doesn't
/// reach inside.</param>
public PlayerModeAutoEntry(
Func<bool> isLiveInWorld,
Func<bool> isPlayerEntityPresent,
Func<bool> isPlayerControllerReady,
Action enterPlayerMode)
{
_isLiveInWorld = isLiveInWorld ?? throw new ArgumentNullException(nameof(isLiveInWorld));
_isPlayerEntityPresent = isPlayerEntityPresent ?? throw new ArgumentNullException(nameof(isPlayerEntityPresent));
_isPlayerControllerReady = isPlayerControllerReady ?? throw new ArgumentNullException(nameof(isPlayerControllerReady));
_enterPlayerMode = enterPlayerMode ?? throw new ArgumentNullException(nameof(enterPlayerMode));
}
/// <summary>True iff <see cref="TryEnter"/> would still fire if the
/// preconditions become true. Flips false on a successful entry
/// (one-shot) or when <see cref="Cancel"/> is invoked.</summary>
public bool IsArmed => _armed;
/// <summary>
/// Arm the trigger. Call after <c>WorldSession.EnterWorld</c>
/// returns successfully. Calling again while already armed is a
/// no-op.
/// </summary>
public void Arm() => _armed = true;
/// <summary>
/// Disarm the trigger without firing the callback. Call when the
/// user has manually entered fly mode (or any other code path
/// that pre-empts the auto-entry) — the user's choice wins.
/// </summary>
public void Cancel() => _armed = false;
/// <summary>
/// Guard tick. If the trigger is armed AND every precondition is
/// satisfied, invokes <c>enterPlayerMode</c>, disarms, and
/// returns true. Returns false otherwise (no side effects).
/// </summary>
public bool TryEnter()
{
if (!_armed) return false;
if (!_isLiveInWorld()) return false;
if (!_isPlayerEntityPresent()) return false;
if (!_isPlayerControllerReady()) return false;
_armed = false;
_enterPlayerMode();
return true;
}
}