fix(ui): OP8 rework — activation/scope preservation, camera-row de-alias, conflict-confirm dialog
Fixes the three MUST-FIX findings from the 2026-08-11 combined dual-lens
review of commit b4edee97 (docs/research/2026-08-11-op8-review.md).
M1 — SetForAction destroyed ActivationType/InputScope on every write,
collapsing walk-mode's Hold, the three combat-scoped bindings, and
CameraInstantMouseLook's mouse chord the instant a row (including
Defaults, which touches all ~140 mapped rows at once) wrote back.
Widened the Bindings seam to carry the full Binding (chord + activation
+ scope), not a bare chord: KeyboardConfigController captures each
row's live Activation/Scope ONCE at build time (every multi-chord
action in KeyBindings.RetailDefaults() shares one pair across all its
bindings) and reapplies it on every write — rebind, Cancel/Revert, and
Defaults (which restores DAT-sourced KEYS only, never touches the
pair). New tests pin this across both Defaults and Cancel for a
Hold+MeleeCombat-scoped action.
M2 — InputMap 0x5 (CameraControls) and 0x6 (CameraAlternateControls)
aliased one InputAction each: both rows read/wrote the same live target,
so they showed identical stale chords, a rebind of one silently wiped
the other, and a row could conflict with its own twin. Building real
per-scheme dual-binding storage (or new InputAction members plus the
camera-dispatch code to consume them) is a feature, not a one-line fix.
Chose the third option: only ctx 0x5 — the scheme RetailDefaults()
actually has live support for — maps to InputAction; ctx 0x6 falls
through to the existing unmapped/store-only path (AP-203), fully
rendered, bindable, and persisted, honestly carrying no live effect.
This also retired 10 stale allowlist entries in the DAT-vs-
RetailDefaults() round-trip test: with the alias gone, ctx 0x5 alone
matches RetailDefaults() exactly for all twelve Camera actions.
M3 — the auto-reassign-on-conflict path was wired silent in production
(NotifyReassigned: _ => "") though the contract asked for a prompt and
retail confirms before overwriting (OpenOverwriteBindingDialog). Wired
a real confirm dialog through RetailDialogFactory.MakeConfirmation —
the same seam GameplayConfirmationController already uses — read
lazily since DialogFactory mounts after MountKeyboardConfig in
Initialize()'s order. Only reassigns on accept; decline leaves every
row untouched. AP-204 (which recorded the narrowing) is RETIRED; the
still-true OK/Cancel left-click-vs-right-click-release note moves to a
code comment (zero observable difference, doesn't warrant a register
row). Reverted the gate script's step 9 from documenting the silent
shape back to the real confirm-prompt behavior.
SHOULD-FIX addressed as one-liners in files already touched:
- S1: non-user-bindable conflicts are now checked BEFORE any row
conflict (retail's own order), and ALL conflicting rows are collected
(N-way), not just the first match.
- S3: Save wraps the file-write pair in the same try/catch
RuntimeKeyBindingTarget.Apply already uses for keybinds.json.
- S4: assigning "Mapping 3" on a row with no existing bindings now
lands on display index 2, not index 0 — ReplaceSlotValue trims only
TRAILING empty slots instead of stripping every default(KeyChord).
Right-click on an already-empty slot is now a no-op instead of
shifting later bindings.
- S6: UiButton.OnRightClick returns false (unhandled, bubbles to
parent) when no handler is set, disabled or not — matching the
pre-existing behavior the class doc already claimed.
Left for a future pass (not one-liners): S2 (ActionMap.ConflictingMaps
is still unread — the conflict scan treats all 306 rows as one flat
universe instead of respecting the DAT's own legitimately-shared-key
table) and S5 (the ~330 DAT layout imports still run eagerly at mount
instead of lazily on first open).
19 KeyboardConfigControllerTests (was 12): +2 activation/scope
preservation (Defaults, Cancel), +1 camera de-alias, +2 confirm-dialog
accept/decline, +1 non-bindable-takes-priority-over-row-conflict, +1
sparse-row third-slot placement. Full solution suite 13,154 passed / 4
skipped / 0 failed (this round's baseline 13,147/4/0, zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
b4edee970f
commit
b1968ce980
8 changed files with 521 additions and 163 deletions
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@ -81,21 +81,44 @@ namespace AcDream.App.UI.Layout;
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/// </para>
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///
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/// <para>
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/// <b>Conflicts (research doc §5.4).</b> Retail's conflict model is N-way and
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/// cross-input-map, with a DISTINCT refusal for a chord already bound to a
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/// non-user-bindable action. This port scans every OTHER row on this screen
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/// (the full user-bindable universe, since every DAT-sourced row is inherently
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/// user-bindable — <see cref="RetailActionMapReader"/> already filtered out the
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/// non-bindable ones) PLUS the live <see cref="KeyBindings"/> table for chords
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/// bound to an acdream-only action with no <see cref="RetailActionIdentityTable"/>
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/// row at all (Ctrl+M mute, the debug F-keys, ...) — those are this port's
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/// "non-user-bindable" analogue (there is no retail row to reassign them from) and
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/// refuse via <see cref="Bindings.NonBindableRefusalText"/> exactly like retail's
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/// distinct <c>OpenCantOverwriteBindingDialog</c>. A genuine cross-row conflict
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/// (register row — narrowed from retail's modal confirm-before-reassign) auto-
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/// reassigns (erases the losing row's slot, applies the new one) and reports the
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/// outcome via <see cref="Bindings.NotifyReassigned"/> rather than blocking on a
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/// confirm dialog this slice does not build.
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/// <b>Activation/Scope preservation (M1, 2026-08-11 review).</b> A mapped row's
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/// <see cref="Bindings.CurrentForAction"/> read returns the FULL live
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/// <see cref="Binding"/> list, not bare chords — a single acdream
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/// <see cref="InputAction"/> consistently carries one <see cref="ActivationType"/>/
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/// <see cref="InputScope"/> pair across every one of its bindings (verified
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/// against every multi-chord action in <c>KeyBindings.RetailDefaults()</c>:
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/// walk-mode's Hold, the three melee/missile/magic combat scopes, ...), so this
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/// row captures that pair ONCE at build time (from the first live binding, or
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/// <see cref="ActivationType.Press"/>/<see cref="InputScope.Game"/> if the action
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/// starts wholly unbound) and reapplies it to every chord this row ever writes —
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/// on a live rebind, on Cancel/Revert (<c>RestoreSavedValue</c>), and on Defaults
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/// (<c>RestoreDefaultValue</c>, which restores DAT-sourced KEYS only; Activation/
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/// Scope are retail-side properties of the ACTION, not of which physical key
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/// triggers it, so Defaults must never touch them). Before this fix,
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/// <c>SetForAction</c> reconstructed every <see cref="Binding"/> with the
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/// constructor's bare defaults (<see cref="ActivationType.Press"/>/
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/// <see cref="InputScope.Game"/>), so a single click of Defaults collapsed the
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/// Hold/scope of every one of the ~140 mapped actions in one shot — walk-mode
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/// stopped unlatching, melee/missile/magic combat holds stopped repeating, and
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/// scope precedence broke for every chord shared across those three scopes by
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/// design (Insert/Delete/End/PageUp/PageDown).
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/// </para>
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///
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/// <para>
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/// <b>Conflicts (research doc §5.4, reworked per M3/S1, 2026-08-11 review).</b>
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/// Retail's conflict model is N-way and cross-input-map, with a DISTINCT refusal
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/// for a chord already bound to a non-user-bindable action, checked BEFORE any
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/// user-bindable conflict is even considered (retail refuses outright the instant
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/// ANY conflicting target is non-user-bindable). This port's non-user-bindable
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/// analogue is a chord already bound to an acdream-only action with no
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/// <see cref="RetailActionIdentityTable"/> row at all (Ctrl+M mute, the debug
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/// F-keys, ...) — refused via <see cref="Bindings.NonBindableRefusalText"/>
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/// exactly like retail's distinct <c>OpenCantOverwriteBindingDialog</c>, with no
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/// dialog (a hard stop, matching the DAT-verified refusal string). A genuine
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/// cross-row conflict collects EVERY conflicting row (not just the first) and
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/// opens a real confirm dialog through <see cref="Bindings.ConfirmOverwrite"/> —
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/// retail's <c>OpenOverwriteBindingDialog(&conflicts)</c> — BEFORE reassigning;
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/// only on accept are the losing rows' slots erased and the new chord applied.
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/// </para>
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/// </summary>
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public sealed class KeyboardConfigController
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@ -152,10 +175,12 @@ public sealed class KeyboardConfigController
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/// <summary>The live read/write/capture seam this screen writes bindings
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/// through — mirrors every other Campaign OP page controller's
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/// <c>Bindings</c> shape (a plain delegate record, no DAT/InputDispatcher
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/// dependency baked into the controller itself).</summary>
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/// dependency baked into the controller itself). <see cref="CurrentForAction"/>/
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/// <see cref="SetForAction"/> carry the FULL <see cref="Binding"/> (chord +
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/// activation + scope), not a bare chord — M1's fix (see class doc).</summary>
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public sealed record Bindings(
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Func<InputAction, IReadOnlyList<KeyChord>> CurrentForAction,
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Action<InputAction, IReadOnlyList<KeyChord>> SetForAction,
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Func<InputAction, IReadOnlyList<Binding>> CurrentForAction,
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Action<InputAction, IReadOnlyList<Binding>> SetForAction,
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Func<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> CurrentForUnmapped,
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Action<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> SetForUnmapped,
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Action<Action<KeyChord?>> BeginCapture,
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@ -163,7 +188,11 @@ public sealed class KeyboardConfigController
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Action Toggle,
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Action<string> DisplaySystemMessage,
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string NonBindableRefusalText,
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Func<string, string> NotifyReassigned);
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// M3 (2026-08-11 review): retail's OpenOverwriteBindingDialog — confirm
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// BEFORE reassigning a chord already bound to another row on this screen.
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// message is pre-composed (real row labels, no invented retail text);
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// the callback receives the user's Yes(true)/No(false) choice.
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Action<string, Action<bool>> ConfirmOverwrite);
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public OptionPage Page { get; } = new();
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public IReadOnlyList<RowView> Rows => _rows;
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@ -325,17 +354,35 @@ public sealed class KeyboardConfigController
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bool mapped = RetailActionIdentityTable.TryResolve(row.InputMapId, row.ActionId, out InputAction action);
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InputAction? mappedAction = mapped ? action : null;
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IReadOnlyList<KeyChord> initial = mapped
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// M1: capture this row's live Activation/Scope ONCE, from the first
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// existing binding for the action (every multi-chord action in
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// KeyBindings.RetailDefaults() shares one Activation/Scope pair across
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// all its bindings — see class doc). Falls back to the Binding record's
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// own defaults (Press/Game) only when the action starts wholly unbound.
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IReadOnlyList<Binding> liveBindings = mapped
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? bindings.CurrentForAction(action)
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: Array.Empty<Binding>();
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(ActivationType Activation, InputScope Scope) template = liveBindings.Count > 0
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? (liveBindings[0].Activation, liveBindings[0].Scope)
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: (ActivationType.Press, InputScope.Game);
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IReadOnlyList<KeyChord> initial = mapped
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? liveBindings.Select(b => b.Chord).ToArray()
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: bindings.CurrentForUnmapped((row.InputMapId, row.ActionId));
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IReadOnlyList<KeyChord> defaults = DatDefaultsToChords(row.DefaultBindings);
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var model = new ActionKeyMapOptionRow(initial, defaults, apply: value =>
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{
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// Interior/padding default(KeyChord) entries (S4 — sparse-slot
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// display, see ReplaceSlotValue) are never real bindings; filter
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// them out at the write boundary, not at storage time.
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IReadOnlyList<KeyChord> real = value.Where(c => c != default).ToArray();
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if (mapped)
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bindings.SetForAction(action, value);
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bindings.SetForAction(
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action,
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real.Select(c => new Binding(c, action, template.Activation, template.Scope)).ToArray());
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else
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bindings.SetForUnmapped((row.InputMapId, row.ActionId), value);
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bindings.SetForUnmapped((row.InputMapId, row.ActionId), real);
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});
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Page.Register(model);
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@ -369,7 +416,10 @@ public sealed class KeyboardConfigController
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{
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IReadOnlyList<KeyChord> current = view.Model.Current;
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for (int i = 0; i < view.KeyButtons.Count; i++)
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view.KeyButtons[i].Label = i < current.Count ? DescribeChord(current[i]) : null;
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{
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bool bound = i < current.Count && current[i] != default;
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view.KeyButtons[i].Label = bound ? DescribeChord(current[i]) : null;
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}
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}
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private static string DescribeChord(KeyChord chord)
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@ -384,83 +434,114 @@ public sealed class KeyboardConfigController
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{
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if (captured is not { } chord) return; // Escape — retail cancels silently.
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switch (FindConflict(chord, exclude: view))
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(ConflictOutcome outcome, List<RowView> conflictRows) = FindConflicts(chord, exclude: view);
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switch (outcome)
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{
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case ConflictKind.None:
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break;
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case ConflictKind.Row:
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// A real cross-row conflict — auto-reassign (register row: retail
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// confirms first via OpenOverwriteBindingDialog; this port narrows
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// to reassign-then-notify rather than a blocking modal).
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RowView conflictRow = _lastConflictRow!;
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ReplaceSlotValue(conflictRow, RemoveChord(conflictRow.Model.Current, chord));
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RefreshRowButtons(conflictRow);
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bindings.DisplaySystemMessage(bindings.NotifyReassigned(conflictRow.Label ?? "?"));
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break;
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case ConflictKind.NonBindable:
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// Bound to an acdream-only action with no DAT row at all (Ctrl+M
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// mute, the debug F-keys, ...) — this port's analogue of retail's
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// distinct "can't overwrite" refusal (OpenCantOverwriteBindingDialog).
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case ConflictOutcome.NonBindable:
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// S1 / retail order: checked BEFORE any row conflict is even
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// considered — retail refuses outright the instant ANY
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// conflicting target is non-user-bindable. This port's
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// analogue: a chord already bound to an acdream-only action
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// with no DAT row at all (Ctrl+M mute, the debug F-keys, ...) —
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// OpenCantOverwriteBindingDialog's ported refusal, no dialog.
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bindings.DisplaySystemMessage(bindings.NonBindableRefusalText);
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return;
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}
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List<KeyChord> updated = new(view.Model.Current);
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while (updated.Count <= slot) updated.Add(default);
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updated[slot] = chord;
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ReplaceSlotValue(view, updated);
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RefreshRowButtons(view);
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case ConflictOutcome.Rows:
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// M3: retail's OpenOverwriteBindingDialog — confirm BEFORE
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// reassigning (N-way: every conflicting row is named, not just
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// the first). Only on accept do the losing rows lose the slot.
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string names = string.Join(", ", conflictRows.Select(r => r.Label ?? "?"));
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string message =
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$"'{DescribeChord(chord)}' is already bound to {names}. "
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+ $"Reassign it to '{view.Label}'?";
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bindings.ConfirmOverwrite(message, accepted =>
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{
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if (!accepted) return;
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foreach (RowView conflictRow in conflictRows)
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{
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ReplaceSlotValue(conflictRow, RemoveChord(conflictRow.Model.Current, chord));
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RefreshRowButtons(conflictRow);
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}
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ApplySlot(view, slot, chord);
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});
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return;
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case ConflictOutcome.None:
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ApplySlot(view, slot, chord);
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return;
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}
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});
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}
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private static void ApplySlot(RowView view, int slot, KeyChord chord)
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{
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List<KeyChord> updated = new(view.Model.Current);
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while (updated.Count <= slot) updated.Add(default);
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updated[slot] = chord;
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ReplaceSlotValue(view, updated);
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RefreshRowButtons(view);
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}
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private void EraseSlot(RowView view, int slot)
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{
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if (slot >= view.Model.Current.Count) return;
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if (view.Model.Current[slot] == default) return; // nothing bound in this display slot
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var updated = new List<KeyChord>(view.Model.Current);
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updated.RemoveAt(slot);
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ReplaceSlotValue(view, updated);
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RefreshRowButtons(view);
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}
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private static void ReplaceSlotValue(RowView view, IReadOnlyList<KeyChord> value) =>
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view.Model.SetCurrentValue(value.Where(c => c != default).ToArray());
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private static void ReplaceSlotValue(RowView view, IReadOnlyList<KeyChord> value)
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{
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// S4 (2026-08-11 review): only trim TRAILING empty slots. Retail's
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// SetBinding(qc, slot) writes the SPECIFIC slot the user clicked — a row
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// with no bindings whose "Mapping 3" button is set must keep the chord at
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// display index 2, not collapse it onto index 0. Interior default(KeyChord)
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// entries only ever come from ApplySlot's own padding, so trimming just the
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// tail keeps RefreshRowButtons' positional read correct without inventing a
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// nullable-chord storage type.
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int lastReal = -1;
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for (int i = 0; i < value.Count; i++)
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if (value[i] != default) lastReal = i;
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view.Model.SetCurrentValue(lastReal < 0 ? Array.Empty<KeyChord>() : value.Take(lastReal + 1).ToArray());
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}
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private static IReadOnlyList<KeyChord> RemoveChord(IReadOnlyList<KeyChord> from, KeyChord chord) =>
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from.Where(c => c != chord).ToArray();
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private enum ConflictKind { None, Row, NonBindable }
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// Set by FindConflict just before returning ConflictKind.Row — avoids a
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// second lookup pass at the call site. Single-threaded (UI thread only).
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private RowView? _lastConflictRow;
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private enum ConflictOutcome { None, NonBindable, Rows }
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/// <summary>
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/// Retail's N-way, cross-input-map conflict scan (research doc §5.4:
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/// <c>ICIDM::FindConflictingInputMaps</c>/<c>FindConflictingControls</c>),
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/// scoped to this screen's own universe: every OTHER row's current chord set
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/// scoped to this screen's own universe: the non-user-bindable check runs
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/// FIRST (S1 — retail's own order), then EVERY OTHER row's current chord set
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/// (covers BOTH mapped and unmapped rows — a chord already claimed by an
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/// unmapped row is just as real a conflict as one claimed by a mapped one),
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/// then the live <see cref="KeyBindings"/> table for an acdream-only action
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/// this screen has no row for at all.
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/// unmapped row is just as real a conflict as one claimed by a mapped one) is
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/// collected in full, not just the first match.
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/// </summary>
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private ConflictKind FindConflict(KeyChord chord, RowView exclude)
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private (ConflictOutcome Outcome, List<RowView> Rows) FindConflicts(KeyChord chord, RowView exclude)
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{
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_lastConflictRow = null;
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if (_bindings is not null)
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{
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foreach (InputAction candidate in Enum.GetValues<InputAction>())
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{
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if (RetailActionIdentityTable.Map.Values.Contains(candidate)) continue;
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if (_bindings.CurrentForAction(candidate).Any(b => b.Chord == chord))
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return (ConflictOutcome.NonBindable, new List<RowView>());
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}
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}
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var rows = new List<RowView>();
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foreach (RowView other in _rows)
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{
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if (ReferenceEquals(other, exclude)) continue;
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if (!other.Model.Current.Contains(chord)) continue;
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_lastConflictRow = other;
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return ConflictKind.Row;
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if (other.Model.Current.Contains(chord))
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rows.Add(other);
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}
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if (_bindings is null) return ConflictKind.None;
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foreach (InputAction candidate in Enum.GetValues<InputAction>())
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{
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if (RetailActionIdentityTable.Map.Values.Contains(candidate)) continue;
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if (_bindings.CurrentForAction(candidate).Contains(chord))
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return ConflictKind.NonBindable;
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}
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return ConflictKind.None;
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return rows.Count > 0 ? (ConflictOutcome.Rows, rows) : (ConflictOutcome.None, rows);
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}
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private static void WireScreenButtons(
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@ -493,8 +574,9 @@ public sealed class KeyboardConfigController
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// OK — right-click release in retail (idMessage 0x19); ported as a plain
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// left-click here, matching every other Campaign OP button (the asymmetry
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// is authored-input-only, not a behavior a user would notice — register
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// row if reviewed otherwise).
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// is authored-input-only — no user-visible affordance differs, since
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// retail's own right-click-release on just this pair of buttons carries
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// no distinguishing visual cue either).
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if (layout.FindElement(OkButtonId) is UiButton okButton)
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okButton.OnClick = () =>
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{
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@ -2331,13 +2331,17 @@ public sealed class RetailUiRuntime : IDisposable
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},
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resolveString: (tableId, stringId) => strings.Resolve(tableId, stringId),
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new Layout.KeyboardConfigController.Bindings(
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||||
CurrentForAction: action => dispatcher.Bindings.ForAction(action)
|
||||
.Select(b => b.Chord).ToArray(),
|
||||
SetForAction: (action, chords) =>
|
||||
// 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 (KeyChord chord in chords)
|
||||
updated.Add(new Binding(chord, action));
|
||||
foreach (Binding b in newBindings)
|
||||
updated.Add(b);
|
||||
dispatcher.SetBindings(updated);
|
||||
},
|
||||
CurrentForUnmapped: key => unmapped.Get(key.InputMapId, key.ActionId),
|
||||
|
|
@ -2346,8 +2350,20 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
chord => onResult(chord == default ? null : chord)),
|
||||
Save: () =>
|
||||
{
|
||||
dispatcher.Bindings.SaveToFile(keyboard.KeyBindingsFilePath);
|
||||
unmapped.SaveToFile(unmappedPath);
|
||||
// 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 =>
|
||||
|
|
@ -2355,13 +2371,20 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
if (!string.IsNullOrEmpty(text)) _bindings.Options.DisplaySystemMessage(text);
|
||||
},
|
||||
NonBindableRefusalText: refusalText ?? string.Empty,
|
||||
// No retail string exists for "binding reassigned" — retail's
|
||||
// own flow only shows the confirm-before-reassign dialog
|
||||
// (research doc §5.4's OpenOverwriteBindingDialog), never a
|
||||
// post-reassign notice. This port's auto-reassign (register
|
||||
// row) stays silent rather than inventing English for a
|
||||
// message retail never had.
|
||||
NotifyReassigned: _ => 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)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -528,9 +528,19 @@ public sealed class UiButton : UiElement, IUiGlobalTimeListener, IUiDatStateful
|
|||
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 OnRightClick is not null;
|
||||
OnRightClick.Invoke();
|
||||
return true;
|
||||
case UiEventType.DragEnter:
|
||||
_itemDragAcceptance = e.Payload is ItemDragPayload payload
|
||||
? OnItemDragOver?.Invoke(payload) ?? ItemDragAcceptance.None
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue