feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ff5776415b
commit
b4edee970f
23 changed files with 35760 additions and 12 deletions
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@ -54,6 +54,10 @@ internal sealed record InteractionRetainedUiDependencies(
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HostQuiescenceGate HostQuiescence,
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RetainedUiInputCaptureSlot RetainedInputCapture,
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InputDispatcher? InputDispatcher,
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// Campaign OP slice OP8: the portable keybinds.json path
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// (ApplicationPathSet.KeyBindingsFile) — the Configure Keyboard screen's
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// Save button writes here, same file GameWindow's startup load reads.
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string KeyBindingsFilePath,
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RuntimeSettingsController Settings,
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GameRuntime Runtime,
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IRuntimeCombatAttackOperations CombatAttackOperations,
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@ -877,7 +881,8 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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action => d.InputDispatcher?.TryInvokeAutomationAction(action) == true,
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(action, held) =>
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d.InputDispatcher?.TrySetAutomationActionHeld(action, held) == true,
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late.Automation));
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late.Automation),
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Keyboard: new KeyboardRuntimeBindings(d.InputDispatcher, d.KeyBindingsFilePath));
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RetailUiRuntime runtime = lease.Mount(
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() => RetailUiRuntime.CreateUninitialized(bindings));
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checkpoint(InteractionRetainedUiCompositionPoint.UiRuntimeMounted);
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@ -1342,6 +1342,7 @@ public sealed class GameWindow :
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_hostQuiescence,
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_retainedInputCapture,
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hostInputCamera.InputDispatcher,
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_applicationPaths.KeyBindingsFile,
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_runtimeSettings,
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_runtime,
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_combatAttackOperations,
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515
src/AcDream.App/UI/Layout/KeyboardConfigController.cs
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515
src/AcDream.App/UI/Layout/KeyboardConfigController.cs
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@ -0,0 +1,515 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.App.UI;
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using AcDream.Core.Input;
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Campaign OP slice OP8: retail's Configure Keyboard screen —
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/// <c>gmKeyboardUI</c> (LayoutDesc <c>0x21000009</c>, root <c>0x1000001F</c>,
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/// 800×600), its own SEPARATE full-screen window (research doc's structure
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/// lane §8 / lane D §4.3, NOT a fifth tab of the four-tab Options panel —
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/// "the retail keyboard screen is NOT one of the four Options tabs"). Mounted
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/// the same way the Options panel opens (F11/toolbar → <c>ToggleOptionsPanel</c>
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/// action <c>0x1000001A</c>): the Gameplay tab's Configure Keyboard button
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/// (<c>0x10000204</c>) and this screen's own OK/Cancel buttons all carry
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/// authored <c>P0x12 = 0x1000001F</c> — the SAME toggle-window pattern, byte-
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/// verified against the committed <c>options_gameplay_2100002A.json</c> and
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/// <c>keyboard_config_21000009.json</c> fixtures — so a single <see cref="Toggle"/>
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/// callback covers the open path (the Gameplay-tab button) and both close paths
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/// (OK/Cancel) without porting the generic
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/// <c>UIElementManager::DoVisibilityToggleAction</c> action-broadcast machinery,
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/// which nothing else in this codebase needs yet.
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///
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/// <para>
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/// <b>Six ActionClass list boxes.</b> The screen's own Type-8 tab control
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/// (<c>0x1000049B</c>) hosts six page containers — <c>0x1000049D</c> Movement
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/// (default tab), <c>0x1000049F</c> Camera, <c>0x100004A1</c> Combat,
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/// <c>0x100004A3</c> UI, <c>0x10000211</c> CharacterSettings, <c>0x100004A5</c>
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/// Emote — EACH authoring its OWN identical child subtree: four column headers
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/// (<c>0x10000021</c>-<c>0x10000024</c>, "Command"/"Mapping 1/2/3") and a
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/// Type-5 ListBox (<c>0x10000025</c>) + scrollbar (<c>0x10000026</c>). <b>Every
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/// one of those five ids is REUSED verbatim across all six pages</b> — the
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/// live-DAT dump (<c>keyboard_config_21000009.json</c>) confirms this is the
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/// SAME page-scoped-lookup trap the OP campaign has hit before (OP6's caption
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/// sites): every lookup below is scoped from ITS OWN page's container root via
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/// <see cref="UiElement.FindDescendant"/>, never a flat/global
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/// <c>layout.FindElement</c> for these five ids.
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/// </para>
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///
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/// <para>
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/// <b>The row template.</b> <c>AddItemFromTemplateList(0)</c> builds the header
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/// row (<c>0x1000002E</c>, plain text); <c>AddItemFromTemplateList(1)</c> builds
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/// the action row (<c>0x1000002F</c>, Type <c>0x10000034</c> =
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/// <c>UIOption_ActionKeyMap</c>). Its 3 authored children (<c>0x10000030</c>/
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/// <c>31</c>/<c>32</c>, positioned under the "Mapping 1/2/3" columns) are the row's
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/// key buttons — built automatically by <see cref="LayoutImporter"/>'s normal
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/// recursive descent (the row itself is not one of OP2's special
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/// <c>ConsumesDatChildren</c> widgets), so no new <see cref="DatWidgetFactory"/>
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/// case was needed for Type <c>0x10000034</c>. <b>The shipped 2013 template has
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/// exactly 3 key-button children and NO separate Clear-button child</b> — a real,
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/// DAT-verified fact (register row): erasing a single binding is right-click on
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/// its key button (<c>UIOption_ActionKeyMap::EraseBinding</c>, ported via
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/// <see cref="UiButton.OnRightClick"/>); there is no authored affordance for
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/// retail's OWN class-level <c>ClearAllBindings</c> (its <c>m_buttonClear</c>
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/// field exists in the C++ class but nothing in this layout wires it) — its
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/// EFFECT (clear every slot on a row) is still reachable one right-click at a
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/// time. The row's own caption (the action label) is synthesized as a plain
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/// <see cref="UiText"/> child (composition, not inheritance — <see cref="UiText"/>
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/// is sealed), exactly the pattern <c>CharacterStatController.BuildHeaderRow</c>
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/// already uses for a controller-synthesized label beside authored dat children.
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/// </para>
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///
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/// <para>
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/// <b>Row identity and binding storage (D4).</b> Every row's identity is the DAT
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/// pair <c>(InputMapId, ActionId)</c> — retail's own row key. Where
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/// <see cref="RetailActionIdentityTable"/> resolves that pair to an acdream
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/// <see cref="InputAction"/> (research: roughly half of the DAT's 306 rows — see
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/// that table's class doc for the full accounting), the row's bindings ARE
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/// <see cref="KeyBindings"/>'s bindings for that action: a rebind here takes
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/// effect immediately for live gameplay dispatch through the SAME
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/// <see cref="InputDispatcher"/> every other input path uses, and persists to
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/// <c>keybinds.json</c> exactly like any other rebind (D4 — no separate
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/// <c>.keymap</c> file format). Where no <see cref="InputAction"/> exists yet
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/// (mostly Emotes and CharacterSettings — see the identity table's class doc),
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/// the row is still fully rendered, bindable, conflict-checked, and persisted
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/// (<see cref="Bindings.CurrentForUnmapped"/>/<see cref="Bindings.SetForUnmapped"/>),
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/// it just has no live gameplay consumer yet (register row).
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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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/// </para>
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/// </summary>
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public sealed class KeyboardConfigController
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{
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/// <summary>The screen's own top-level LayoutDesc.</summary>
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public const uint LayoutId = 0x21000009u;
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/// <summary>The window root — ALSO the retail input-action id
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/// (<c>0x1000001F</c>, "Show/Hide Keyboard Configuration") that opens/closes
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/// it, per the Gameplay tab button and this screen's own OK/Cancel buttons
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/// all authoring <c>P0x12 = 0x1000001F</c>.</summary>
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public const uint WindowRootElementId = 0x1000001Fu;
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private const uint LoadButtonId = 0x10000027u;
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private const uint FilenameLabelId = 0x10000028u;
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private const uint SaveAsButtonId = 0x10000029u;
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private const uint DefaultsButtonId = 0x1000002Au;
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private const uint RevertButtonId = 0x1000002Bu;
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private const uint OkButtonId = 0x1000002Cu;
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private const uint CancelButtonId = 0x1000002Du;
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// Reused verbatim across all six page containers below — ALWAYS scoped
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// per-page via UiElement.FindDescendant, never a flat layout.FindElement.
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private const uint ListBoxElementId = 0x10000025u;
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private const uint ScrollbarElementId = 0x10000026u;
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private const int HeaderTemplateIndex = 0;
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private const int RowTemplateIndex = 1;
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// The row template's 3 key-button children, in "Mapping 1/2/3" column order.
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private static readonly uint[] KeyButtonIds = { 0x10000030u, 0x10000031u, 0x10000032u };
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private static readonly (uint PageContainerId, RetailActionClass Class)[] Pages =
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{
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(0x1000049Du, RetailActionClass.Movement),
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(0x1000049Fu, RetailActionClass.Camera),
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(0x100004A1u, RetailActionClass.Combat),
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(0x100004A3u, RetailActionClass.Ui),
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(0x10000211u, RetailActionClass.CharacterSettings),
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(0x100004A5u, RetailActionClass.Emote),
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};
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/// <summary>One rendered row: its DAT identity, the built key-button
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/// widgets (up to 3, "Mapping 1/2/3" order), and its
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/// <see cref="ActionKeyMapOptionRow"/> model.</summary>
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public sealed record RowView(
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uint InputMapId,
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uint ActionId,
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InputAction? MappedAction,
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string? Label,
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ActionKeyMapOptionRow Model,
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IReadOnlyList<UiButton> KeyButtons);
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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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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<(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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Action Save,
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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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public OptionPage Page { get; } = new();
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public IReadOnlyList<RowView> Rows => _rows;
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private readonly List<RowView> _rows = new();
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private Bindings? _bindings;
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private KeyboardConfigController() { }
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/// <summary>
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/// Builds every header + row across all six pages from
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/// <paramref name="snapshot"/>, wires each row's key buttons to modal
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/// capture / right-click erase, and wires the screen's own six buttons
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/// (Defaults/Revert/OK/Cancel; Load/Save File are INERT — D4, no
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/// <c>.keymap</c> interchange). Returns null if the layout's window root
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/// did not import (a missing/malformed LayoutDesc).
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/// </summary>
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public static KeyboardConfigController? Bind(
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ImportedLayout layout,
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RetailActionMapSnapshot snapshot,
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Func<uint, uint, UiElement?> templateResolver,
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Func<uint, uint, string?> resolveString,
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Bindings bindings)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(snapshot);
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ArgumentNullException.ThrowIfNull(templateResolver);
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ArgumentNullException.ThrowIfNull(resolveString);
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ArgumentNullException.ThrowIfNull(bindings);
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if (layout.FindElement(WindowRootElementId) is null)
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{
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Console.WriteLine(
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$"[D.2b] KeyboardConfigController: window root 0x{WindowRootElementId:X8} "
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+ "not found in the built layout — Configure Keyboard will not open.");
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return null;
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}
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var controller = new KeyboardConfigController { _bindings = bindings };
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var byClass = snapshot.Rows
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.Where(r => r.ActionClass != RetailActionClass.None)
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.GroupBy(r => r.ActionClass)
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.ToDictionary(g => g.Key, g => g.ToList());
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foreach ((uint pageContainerId, RetailActionClass cls) in Pages)
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{
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UiElement? pageRoot = UiElement.FindDescendant(layout.Root, pageContainerId);
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if (pageRoot is null)
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{
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Console.WriteLine(
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$"[D.2b] KeyboardConfigController: page container 0x{pageContainerId:X8} "
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+ "not found — that ActionClass tab will have no rows.");
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continue;
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}
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if (UiElement.FindDescendant(pageRoot, ListBoxElementId) is not UiTemplateListBox listBox)
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{
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Console.WriteLine(
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$"[D.2b] KeyboardConfigController: ListBox 0x{ListBoxElementId:X8} not found "
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+ $"(or not a UiTemplateListBox) under page 0x{pageContainerId:X8}.");
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continue;
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}
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listBox.TemplateResolver = templateResolver;
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if (UiElement.FindDescendant(pageRoot, ScrollbarElementId) is UiScrollbar scrollbar)
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scrollbar.Model = listBox.Scroll;
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if (!byClass.TryGetValue(cls, out List<RetailActionMapRow>? classRows))
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continue;
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// Group by InputMapId in first-seen order (retail's own bucket ->
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// header-per-InputMapId order, research doc §5.2's InitOptions loop).
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var byInputMap = classRows
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.GroupBy(r => r.InputMapId)
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.OrderBy(g => g.Key);
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foreach (var inputMapGroup in byInputMap)
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{
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BuildHeaderRow(listBox, inputMapGroup.Key, resolveString);
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foreach (RetailActionMapRow row in inputMapGroup)
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controller.BuildActionRow(listBox, row, resolveString, bindings);
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}
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}
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WireScreenButtons(layout, controller, bindings);
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return controller;
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}
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private static void BuildHeaderRow(
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UiTemplateListBox listBox, uint inputMapId, Func<uint, uint, string?> resolveString)
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{
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if (listBox.AddItemFromTemplateList(HeaderTemplateIndex) is not UiText header)
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{
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Console.WriteLine(
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"[D.2b] KeyboardConfigController: header template did not build as UiText "
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+ $"for InputMap 0x{inputMapId:X8}.");
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return;
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}
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if (!RetailInputMapHeaders.NameByInputMapId.TryGetValue(inputMapId, out string? headerKey))
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return; // Unnamed InputMap — retail never reaches this (§5.3): no bindable
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// action of ours falls in one, but stay honest rather than assume.
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string? label = resolveString(
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RetailInputMapHeaders.StringTableId, DatStringResolver.ComputeHash(headerKey));
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if (label is null)
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{
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Console.WriteLine(
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$"[D.2b] KeyboardConfigController: header string '{headerKey}' did not resolve — "
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+ "row renders with no text rather than invented English.");
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return;
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}
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header.LinesProvider = () => new[] { new UiText.Line(label, header.DefaultColor) };
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}
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private void BuildActionRow(
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UiTemplateListBox listBox,
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RetailActionMapRow row,
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Func<uint, uint, string?> resolveString,
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Bindings bindings)
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{
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UiElement? built = listBox.AddItemFromTemplateList(RowTemplateIndex);
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if (built is null)
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{
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Console.WriteLine(
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"[D.2b] KeyboardConfigController: row template did not build for InputMap "
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+ $"0x{row.InputMapId:X8} action 0x{row.ActionId:X8}.");
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return;
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}
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var keyButtons = new List<UiButton>(KeyButtonIds.Length);
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foreach (uint id in KeyButtonIds)
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{
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if (UiElement.FindDescendant(built, id) is UiButton button)
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keyButtons.Add(button);
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}
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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;
|
||||
|
||||
IReadOnlyList<KeyChord> initial = mapped
|
||||
? bindings.CurrentForAction(action)
|
||||
: bindings.CurrentForUnmapped((row.InputMapId, row.ActionId));
|
||||
IReadOnlyList<KeyChord> defaults = DatDefaultsToChords(row.DefaultBindings);
|
||||
|
||||
var model = new ActionKeyMapOptionRow(initial, defaults, apply: value =>
|
||||
{
|
||||
if (mapped)
|
||||
bindings.SetForAction(action, value);
|
||||
else
|
||||
bindings.SetForUnmapped((row.InputMapId, row.ActionId), value);
|
||||
});
|
||||
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++)
|
||||
view.KeyButtons[i].Label = i < current.Count ? 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.
|
||||
|
||||
switch (FindConflict(chord, exclude: view))
|
||||
{
|
||||
case ConflictKind.None:
|
||||
break;
|
||||
case ConflictKind.Row:
|
||||
// A real cross-row conflict — auto-reassign (register row: retail
|
||||
// confirms first via OpenOverwriteBindingDialog; this port narrows
|
||||
// to reassign-then-notify rather than a blocking modal).
|
||||
RowView conflictRow = _lastConflictRow!;
|
||||
ReplaceSlotValue(conflictRow, RemoveChord(conflictRow.Model.Current, chord));
|
||||
RefreshRowButtons(conflictRow);
|
||||
bindings.DisplaySystemMessage(bindings.NotifyReassigned(conflictRow.Label ?? "?"));
|
||||
break;
|
||||
case ConflictKind.NonBindable:
|
||||
// Bound to an acdream-only action with no DAT row at all (Ctrl+M
|
||||
// mute, the debug F-keys, ...) — this port's analogue of retail's
|
||||
// distinct "can't overwrite" refusal (OpenCantOverwriteBindingDialog).
|
||||
bindings.DisplaySystemMessage(bindings.NonBindableRefusalText);
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
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) =>
|
||||
view.Model.SetCurrentValue(value.Where(c => c != default).ToArray());
|
||||
|
||||
private static IReadOnlyList<KeyChord> RemoveChord(IReadOnlyList<KeyChord> from, KeyChord chord) =>
|
||||
from.Where(c => c != chord).ToArray();
|
||||
|
||||
private enum ConflictKind { None, Row, NonBindable }
|
||||
|
||||
// Set by FindConflict just before returning ConflictKind.Row — avoids a
|
||||
// second lookup pass at the call site. Single-threaded (UI thread only).
|
||||
private RowView? _lastConflictRow;
|
||||
|
||||
/// <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: 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),
|
||||
/// then the live <see cref="KeyBindings"/> table for an acdream-only action
|
||||
/// this screen has no row for at all.
|
||||
/// </summary>
|
||||
private ConflictKind FindConflict(KeyChord chord, RowView exclude)
|
||||
{
|
||||
_lastConflictRow = null;
|
||||
foreach (RowView other in _rows)
|
||||
{
|
||||
if (ReferenceEquals(other, exclude)) continue;
|
||||
if (!other.Model.Current.Contains(chord)) continue;
|
||||
_lastConflictRow = other;
|
||||
return ConflictKind.Row;
|
||||
}
|
||||
if (_bindings is null) return ConflictKind.None;
|
||||
foreach (InputAction candidate in Enum.GetValues<InputAction>())
|
||||
{
|
||||
if (RetailActionIdentityTable.Map.Values.Contains(candidate)) continue;
|
||||
if (_bindings.CurrentForAction(candidate).Contains(chord))
|
||||
return ConflictKind.NonBindable;
|
||||
}
|
||||
return ConflictKind.None;
|
||||
}
|
||||
|
||||
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, not a behavior a user would notice — register
|
||||
// row if reviewed otherwise).
|
||||
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();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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 +2255,161 @@ 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(
|
||||
CurrentForAction: action => dispatcher.Bindings.ForAction(action)
|
||||
.Select(b => b.Chord).ToArray(),
|
||||
SetForAction: (action, chords) =>
|
||||
{
|
||||
KeyBindings updated = CloneWithout(dispatcher.Bindings, action);
|
||||
foreach (KeyChord chord in chords)
|
||||
updated.Add(new Binding(chord, action));
|
||||
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: () =>
|
||||
{
|
||||
dispatcher.Bindings.SaveToFile(keyboard.KeyBindingsFilePath);
|
||||
unmapped.SaveToFile(unmappedPath);
|
||||
},
|
||||
Toggle: () => ToggleWindow(WindowNames.KeyboardConfig),
|
||||
DisplaySystemMessage: text =>
|
||||
{
|
||||
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));
|
||||
|
||||
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;
|
||||
|
|
|
|||
|
|
@ -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 +527,10 @@ 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:
|
||||
if (!Enabled) return true;
|
||||
OnRightClick?.Invoke();
|
||||
return OnRightClick is not null;
|
||||
case UiEventType.DragEnter:
|
||||
_itemDragAcceptance = e.Payload is ItemDragPayload payload
|
||||
? OnItemDragOver?.Invoke(payload) ?? ItemDragAcceptance.None
|
||||
|
|
|
|||
|
|
@ -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";
|
||||
}
|
||||
|
|
|
|||
239
src/AcDream.Core/Input/RetailActionMap.cs
Normal file
239
src/AcDream.Core/Input/RetailActionMap.cs
Normal file
|
|
@ -0,0 +1,239 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.Core.Content;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.Core.Input;
|
||||
|
||||
/// <summary>
|
||||
/// Campaign OP slice OP8: the DAT-resident retail keyboard-configuration data
|
||||
/// (<c>gmKeyboardUI</c>'s source of truth — <c>docs/research/2026-08-10-keyboard-config-and-gameplay-tab.md</c>
|
||||
/// §5.6/§5.8). Retail reads two independent DAT object families:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>The <c>ActionMap</c> singleton (<c>ActionMap::GetDBOType @0x00685C00</c>
|
||||
/// = 0x27 — Turbine's internal type tag, NOT the DID's high byte; empirically the object
|
||||
/// lives at DID <see cref="RetailActionMapIds.ActionMapId"/>) — one row per
|
||||
/// (InputMap id, Action id) pair, carrying the action-class bucket
|
||||
/// (<see cref="RetailActionClass"/>), the label/tooltip string hashes, and whether the
|
||||
/// action is user-bindable at all (research doc §5.2's <c>ActionMap::IsUserBindable</c> /
|
||||
/// <c>GetActionClass</c> / <c>GetDescripValues</c>).</description></item>
|
||||
/// <item><description>Two <c>MasterInputMap</c> DAT objects (<see cref="RetailActionMapIds.GameplayMasterMapId"/>
|
||||
/// / <see cref="RetailActionMapIds.SystemMasterMapId"/>, already extracted by
|
||||
/// <c>tools/dump-keymap</c>) — the DEFAULT key bindings <c>ICIDM::AddKeyMap</c> merges into
|
||||
/// the live keymap on <c>RestoreDefaultValues</c> (research doc §5.6).</description></item>
|
||||
/// </list>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Empirical resolution of research doc §7.4 unknowns 3/4/5</b> (live-DAT probe against
|
||||
/// the installed <c>client_portal.dat</c>/<c>client_local_English.dat</c>, 2026-08-11 —
|
||||
/// no code changed by that probe, only this production port):
|
||||
/// </para>
|
||||
/// <list type="number">
|
||||
/// <item><description><b>Unknown 3 — the <c>ActionClass</c> enum values.</b> Exactly six
|
||||
/// non-zero values appear across the ActionMap's 306 user-bindable rows: 1, 2, 3, 4, 5, 7
|
||||
/// (never 6 — genuinely absent from the shipped DAT, not a probe artifact). Cross-matching
|
||||
/// each bucket's resolved English labels against the six list-box categories
|
||||
/// (research doc §5.1) is unambiguous: 1 = Movement ("Move Forward"/"Jump"/...,
|
||||
/// exactly the 14 rows under InputMap 0x4), 2 = Camera ("Zoom Camera In"/"Rotate
|
||||
/// Camera Left"/..., InputMaps 0x5/0x6), 3 = UI (item selection + UI toggle-panel +
|
||||
/// chat + quickslot commands, InputMaps 0x10000007/9/A/C/D), 4 = Combat ("Toggle Combat
|
||||
/// Mode"/attack-power/aim, InputMaps 0x10000002-5), 5 = Emote ("AFK State"/"Akimbo"/...,
|
||||
/// InputMap 0x10000006), 7 = CharacterSettings (the "Automatically Repeat Attacks"/
|
||||
/// "Ignore Allegiance Requests"/... preference-toggle hotkeys, InputMap
|
||||
/// 0x10000008 — the SAME preference domain OP1's <c>CharacterOptionTable</c> and OP4's
|
||||
/// Character-tab checkboxes already model, just reachable by a bindable hotkey too).</description></item>
|
||||
/// <item><description><b>Unknown 4 — which <c>DBObj::GetByEnum</c> enum is which
|
||||
/// <c>MasterInputMap</c> DID.</b> Still not traced (would need decompiling
|
||||
/// <c>DBObj::GetByEnum</c>'s dispatch table — out of scope; the two DIDs are already
|
||||
/// distinguished by content, not by enum). <b>Proven inconsequential</b>: the two master
|
||||
/// maps' <c>InputMap</c> dictionaries share exactly one context id (0x5) and their action-id
|
||||
/// sets under that shared context are completely disjoint (gmDefaultMap's ctx 5 carries
|
||||
/// only action 0x3E; DefaultMap's ctx 5 carries actions 0x33-0x3D — zero overlap). A
|
||||
/// union-by-(context,action) merge is therefore ORDER-INDEPENDENT and reproduces retail's
|
||||
/// <c>CMasterInputMap::Merge</c> result regardless of which physical DID retail's
|
||||
/// <c>AddKeyMap(0x10000001)</c> vs <c>AddKeyMap(1)</c> call resolves to.
|
||||
/// <see cref="RetailActionMapReader.Read"/> merges both unconditionally.</description></item>
|
||||
/// <item><description><b>Unknown 5 — do the six unnamed InputMaps
|
||||
/// (TargetedUsage/SystemKeys/MouseCommands/ScrollableControls/EditControls/
|
||||
/// CopyAndPasteControls) filter by <c>IsUserBindable</c> or render headerless?</b>
|
||||
/// Resolved: filtered. Every action under InputMap ids 0x1, 0x2, 0x3, 0x7, 0x8, 0xA, 0x10
|
||||
/// (the unnamed ones, by elimination against research doc §5.3's 19 named ids) carries
|
||||
/// <c>ActionClass == 0</c> (non-bindable) with zero exceptions — so
|
||||
/// <c>AddItemFromTemplateList(0)</c> (the header row) never fires for them at all; they
|
||||
/// render NOTHING, not an unlabeled row group. The same is true of three NAMED contexts
|
||||
/// that happen to be 100% non-bindable in the shipped DAT: DialogBoxes (0x9),
|
||||
/// DebugConsole/ProfilerUI/UIDebugger/DebugCommands (0xB-0xE) — a header string exists for
|
||||
/// them but is never reached because their action buckets are empty in every
|
||||
/// <see cref="RetailActionClass"/> class.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public enum RetailActionClass : uint
|
||||
{
|
||||
/// <summary>Not user-bindable — <c>ActionMap::IsUserBindable</c> returns false.
|
||||
/// Never appears as a row's <see cref="RetailActionMapRow.ActionClass"/> in
|
||||
/// <see cref="RetailActionMapReader.Read"/>'s output; filtered at read time.</summary>
|
||||
None = 0,
|
||||
Movement = 1,
|
||||
Camera = 2,
|
||||
Ui = 3,
|
||||
Combat = 4,
|
||||
Emote = 5,
|
||||
// 6 is genuinely absent from the shipped 2013 DAT — not a gap in this table.
|
||||
CharacterSettings = 7,
|
||||
}
|
||||
|
||||
/// <summary>DAT identifiers for the ActionMap singleton and the two master
|
||||
/// default-keymap objects. Byte-verified against the installed
|
||||
/// <c>client_portal.dat</c> (2026-08-11 probe, see class doc on
|
||||
/// <see cref="RetailActionClass"/>).</summary>
|
||||
public static class RetailActionMapIds
|
||||
{
|
||||
/// <summary>The one <c>ActionMap</c> DAT object — <c>ICIDM::s_cidm->GetActionMap()</c>'s
|
||||
/// backing store. Confirmed the ONLY DID of DBObjType ActionMap in the installed dats.</summary>
|
||||
public const uint ActionMapId = 0x26000000u;
|
||||
|
||||
/// <summary>"gmDefaultMap" — 14 InputMaps (Movement, Camera, and every
|
||||
/// 0x10000002-0x1000000D gameplay context). <c>tools/dump-keymap</c>'s first DID.</summary>
|
||||
public const uint GameplayMasterMapId = 0x14000000u;
|
||||
|
||||
/// <summary>"DefaultMap" — 7 InputMaps (the system/UI/dialog contexts).
|
||||
/// <c>tools/dump-keymap</c>'s second DID.</summary>
|
||||
public const uint SystemMasterMapId = 0x14000002u;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One raw default-key binding as stored in a <c>MasterInputMap</c>'s
|
||||
/// <c>QualifiedControl</c> — retail's own packed <c>(scan << 16 | device)</c> key plus
|
||||
/// the modifier bitmask and activation byte. Deliberately NOT
|
||||
/// <c>AcDream.UI.Abstractions.Input.KeyChord</c>: this is the DAT's own encoding
|
||||
/// (DIK scan codes), translated to a live <c>KeyChord</c> by the App-layer controller
|
||||
/// (Core has no Silk.NET dependency).
|
||||
/// </summary>
|
||||
public readonly record struct RetailKeyChord(uint Scan, uint Device, uint Modifier, uint Activation);
|
||||
|
||||
/// <summary>One ActionMap row: a single (InputMap id, Action id) pair that retail's
|
||||
/// Configure Keyboard screen renders as one <c>UIOption_ActionKeyMap</c> row.</summary>
|
||||
public sealed record RetailActionMapRow(
|
||||
uint InputMapId,
|
||||
uint ActionId,
|
||||
RetailActionClass ActionClass,
|
||||
uint LabelHash,
|
||||
uint TooltipHash,
|
||||
IReadOnlyList<RetailKeyChord> DefaultBindings);
|
||||
|
||||
/// <summary>The complete read result: every user-bindable ActionMap row, plus the raw
|
||||
/// row count read (for conformance pinning against the installed dats).</summary>
|
||||
public sealed record RetailActionMapSnapshot(IReadOnlyList<RetailActionMapRow> Rows);
|
||||
|
||||
/// <summary>
|
||||
/// Retail's 19 named <c>InputMapID -> ID_InputMap_*</c> string-table keys
|
||||
/// (<c>gmKeyboardUI::GetStringInfoFromInputMapID @0x004DA980</c>, research doc §5.3,
|
||||
/// byte-verified at <c>.rdata 0x007BE45C..0x007BE648</c>). String table
|
||||
/// <c>0x23000005</c> is the SAME table <see cref="RetailActionMapRow"/>'s label/tooltip
|
||||
/// hashes resolve against — <c>ActionMap.StringTableId</c> confirms this empirically.
|
||||
/// </summary>
|
||||
public static class RetailInputMapHeaders
|
||||
{
|
||||
public const uint StringTableId = 0x23000005u;
|
||||
|
||||
public static readonly IReadOnlyDictionary<uint, string> NameByInputMapId =
|
||||
new Dictionary<uint, string>
|
||||
{
|
||||
[0x00000004u] = "ID_InputMap_MovementCommands",
|
||||
[0x00000005u] = "ID_InputMap_CameraControls",
|
||||
[0x00000006u] = "ID_InputMap_CameraAlternateControls",
|
||||
[0x00000009u] = "ID_InputMap_DialogBoxes",
|
||||
[0x0000000Bu] = "ID_InputMap_DebugConsole",
|
||||
[0x0000000Cu] = "ID_InputMap_ProfilerUI",
|
||||
[0x0000000Du] = "ID_InputMap_UIDebugger",
|
||||
[0x0000000Eu] = "ID_InputMap_DebugCommands",
|
||||
[0x10000002u] = "ID_InputMap_Combat",
|
||||
[0x10000003u] = "ID_InputMap_MeleeCombat",
|
||||
[0x10000004u] = "ID_InputMap_MissileCombat",
|
||||
[0x10000005u] = "ID_InputMap_MagicCombat",
|
||||
[0x10000006u] = "ID_InputMap_Emotes",
|
||||
[0x10000007u] = "ID_InputMap_ItemSelectionCommands",
|
||||
[0x10000008u] = "ID_InputMap_CharacterOptionCommands",
|
||||
[0x10000009u] = "ID_InputMap_UICommands",
|
||||
[0x1000000Au] = "ID_InputMap_ChatCommands",
|
||||
[0x1000000Cu] = "ID_InputMap_QuickslotCommands",
|
||||
[0x1000000Du] = "ID_InputMap_ToggleChatEntry",
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads the retail ActionMap + both MasterInputMap DAT objects into
|
||||
/// <see cref="RetailActionMapSnapshot"/>. Pure data extraction — no string
|
||||
/// resolution (Core has no Silk.NET/font dependency for that; the App-layer
|
||||
/// controller resolves <see cref="RetailActionMapRow.LabelHash"/>/<see cref="RetailActionMapRow.TooltipHash"/>
|
||||
/// against <see cref="RetailInputMapHeaders.StringTableId"/> the same way every other
|
||||
/// Campaign OP page controller resolves its own strings).
|
||||
/// </summary>
|
||||
public static class RetailActionMapReader
|
||||
{
|
||||
/// <summary>
|
||||
/// Reads and merges the ActionMap singleton with both MasterInputMap defaults.
|
||||
/// Returns null if the ActionMap object is missing from the dats (a corrupt/non-EoR
|
||||
/// install — the caller degrades to "Configure Keyboard has no rows" like every other
|
||||
/// controller's "required root not found" path).
|
||||
/// </summary>
|
||||
public static RetailActionMapSnapshot? Read(IDatObjectSource dats)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(dats);
|
||||
|
||||
ActionMap? actionMap = dats.Get<ActionMap>(RetailActionMapIds.ActionMapId);
|
||||
if (actionMap is null)
|
||||
return null;
|
||||
|
||||
// Both master maps are optional individually — a missing one just means
|
||||
// "no DAT defaults for that half of the merged keymap" rather than a hard
|
||||
// failure; ActionMap alone still lets the screen render every row's
|
||||
// label/tooltip/class with an empty default-binding list.
|
||||
MasterInputMap? gameplayMap = dats.Get<MasterInputMap>(RetailActionMapIds.GameplayMasterMapId);
|
||||
MasterInputMap? systemMap = dats.Get<MasterInputMap>(RetailActionMapIds.SystemMasterMapId);
|
||||
|
||||
var rows = new List<RetailActionMapRow>();
|
||||
foreach (var inputMapEntry in actionMap.InputMaps)
|
||||
{
|
||||
uint inputMapId = inputMapEntry.Key;
|
||||
foreach (var actionEntry in inputMapEntry.Value)
|
||||
{
|
||||
uint actionId = actionEntry.Key;
|
||||
var value = actionEntry.Value;
|
||||
var userBinding = value.UserBinding;
|
||||
uint classId = userBinding?.ActionClass ?? 0u;
|
||||
if (classId == 0u)
|
||||
continue; // ActionMap::IsUserBindable false — retail never rows this.
|
||||
|
||||
var defaults = new List<RetailKeyChord>();
|
||||
CollectDefaults(gameplayMap, inputMapId, actionId, defaults);
|
||||
CollectDefaults(systemMap, inputMapId, actionId, defaults);
|
||||
|
||||
rows.Add(new RetailActionMapRow(
|
||||
inputMapId,
|
||||
actionId,
|
||||
(RetailActionClass)classId,
|
||||
userBinding!.ActionName,
|
||||
userBinding.ActionDescription,
|
||||
defaults));
|
||||
}
|
||||
}
|
||||
|
||||
return new RetailActionMapSnapshot(rows);
|
||||
}
|
||||
|
||||
private static void CollectDefaults(
|
||||
MasterInputMap? map, uint inputMapId, uint actionId, List<RetailKeyChord> into)
|
||||
{
|
||||
if (map is null) return;
|
||||
if (!map.InputMaps.TryGetValue(inputMapId, out var cInputMap)) return;
|
||||
foreach (var control in cInputMap.Mappings)
|
||||
{
|
||||
if (control.Unknown != actionId) continue;
|
||||
uint scan = (control.Key.Key >> 16) & 0xFFFFu;
|
||||
uint device = control.Key.Key & 0xFFFFu;
|
||||
into.Add(new RetailKeyChord(scan, device, control.Key.Modifier, control.Activation));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -285,6 +285,14 @@ public sealed class InputDispatcher : IDisposable
|
|||
_bindings = bindings;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current live bindings table (Campaign OP slice OP8: the Configure
|
||||
/// Keyboard screen's single source of truth for "what is currently bound" —
|
||||
/// reads through this rather than a caller-held snapshot, which would go
|
||||
/// stale the moment ANY OTHER rebind path calls <see cref="SetBindings"/>).
|
||||
/// </summary>
|
||||
public KeyBindings Bindings => _bindings;
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame "is this action's chord currently held" query. Walks every
|
||||
/// binding for the given action; returns true if any of them has its
|
||||
|
|
|
|||
241
src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs
Normal file
241
src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs
Normal file
|
|
@ -0,0 +1,241 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Input;
|
||||
|
||||
/// <summary>
|
||||
/// Campaign OP slice OP8: maps a retail DAT ActionMap row — the
|
||||
/// <c>(InputMap id, Action id)</c> pair <c>AcDream.Core.Input.RetailActionMapRow</c>
|
||||
/// carries — to acdream's own <see cref="InputAction"/>, when one exists.
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Why this table exists.</b> The DAT ActionMap singleton (empirically dumped
|
||||
/// 2026-08-11, see <c>AcDream.Core.Input.RetailActionMap</c>'s class doc) carries 306
|
||||
/// user-bindable rows. <see cref="InputAction"/> — the enum every OTHER acdream input
|
||||
/// path (live dispatch, <c>KeyBindings</c>, <c>InputDispatcher</c>) already keys on —
|
||||
/// has roughly half that many members, because it was authored around "what acdream
|
||||
/// currently implements" (K.1a/K.1c), not "every action the 2013 client's keymap
|
||||
/// screen can show." Two categories are the biggest gaps: 82 of the DAT's 87 Emote
|
||||
/// rows have no acdream animation dispatch yet (only 5 are wired: Cry/Laugh/Cheer/
|
||||
/// Wave/PointState — exactly the 5 that happen to carry retail default keys), and all
|
||||
/// 48 CharacterSettings rows are hotkeys for the SAME <c>PlayerOption</c>/
|
||||
/// <c>CharacterOptions</c> preference bits OP1's <c>CharacterOptionTable</c> and OP4's
|
||||
/// Character-tab checkboxes already model — wiring "press this key, flip that same
|
||||
/// server-synced bit" is a real feature (a hotkey-to-option-toggle dispatcher) that
|
||||
/// does not exist yet anywhere in acdream and is out of scope for this slice (see the
|
||||
/// OP8 register row).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Every mapping below was verified two ways</b> before being added: (1) the DAT's
|
||||
/// resolved English label/tooltip unambiguously names the SAME action as the
|
||||
/// <see cref="InputAction"/> member's own XML doc, AND (2) where the retail default
|
||||
/// key(s) for that DAT row are non-empty, they match
|
||||
/// <see cref="KeyBindings.RetailDefaults"/>'s existing chord(s) for the candidate
|
||||
/// <see cref="InputAction"/> (byte-verified 2026-08-11 against the installed dats —
|
||||
/// see <c>RetailActionMapReaderTests.LiveDatTests</c> and this slice's
|
||||
/// <c>RetailActionIdentityRoundTripTests</c>). A DAT row that could not be verified
|
||||
/// BOTH ways is left OUT of this table on purpose — it renders on the Configure
|
||||
/// Keyboard screen as a real, bindable, persisted row (see
|
||||
/// <c>KeyboardConfigController</c>), it just does not yet reach any live acdream
|
||||
/// consumer. Silently guessing a wrong mapping would misroute a user's rebind to the
|
||||
/// WRONG gameplay action, which is worse than an honest "not wired yet."
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Known gaps deliberately left unmapped</b> (register row, OP8):
|
||||
/// Spell Slot 10/11/12 (ctx <c>0x10000005</c>, DAT actions <c>0x6E/0x6F/0x70</c> —
|
||||
/// <see cref="InputAction"/> only defines <c>UseSpellSlot_1..9</c>); Quickslot
|
||||
/// 10/11/12/13 (ctx <c>0x1000000C</c>, DAT actions <c>0x1000004B/4C/4D/10000132</c> —
|
||||
/// <see cref="InputAction"/>'s <c>UseQuickSlot_*</c> family jumps from 9 straight to
|
||||
/// 14, a pre-existing enum gap this slice did not introduce and does not fix); every
|
||||
/// CharacterSettings row (ctx <c>0x10000008</c>, all 48); 82 of 87 Emote rows (ctx
|
||||
/// <c>0x10000006</c>); and roughly half of the UI-class rows (ctx
|
||||
/// <c>0x10000007</c>/<c>0x10000009</c> — panels acdream has no toggle for, e.g. Vitae,
|
||||
/// Link Status, House, Map, Character Info, the positive/negative Magic panels).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class RetailActionIdentityTable
|
||||
{
|
||||
/// <summary>(InputMap id, Action id) → the acdream <see cref="InputAction"/> that
|
||||
/// owns live dispatch for it. A DAT row whose key is absent has no acdream
|
||||
/// consumer yet.</summary>
|
||||
public static readonly IReadOnlyDictionary<(uint InputMapId, uint ActionId), InputAction> Map =
|
||||
BuildTable();
|
||||
|
||||
public static bool TryResolve(uint inputMapId, uint actionId, out InputAction action) =>
|
||||
Map.TryGetValue((inputMapId, actionId), out action);
|
||||
|
||||
private static Dictionary<(uint, uint), InputAction> BuildTable()
|
||||
{
|
||||
var t = new Dictionary<(uint, uint), InputAction>();
|
||||
void M(uint inputMapId, uint actionId, InputAction action) => t[(inputMapId, actionId)] = action;
|
||||
|
||||
// ── MovementCommands (ctx 0x4) — 14/14, complete. ──────────────
|
||||
M(0x4, 0x29, InputAction.MovementForward);
|
||||
M(0x4, 0x2A, InputAction.MovementBackup);
|
||||
M(0x4, 0x2B, InputAction.MovementStop);
|
||||
M(0x4, 0x2C, InputAction.MovementStrafeRight);
|
||||
M(0x4, 0x2D, InputAction.MovementStrafeLeft);
|
||||
M(0x4, 0x2E, InputAction.MovementTurnRight);
|
||||
M(0x4, 0x2F, InputAction.MovementTurnLeft);
|
||||
M(0x4, 0x30, InputAction.MovementRunLock);
|
||||
M(0x4, 0x31, InputAction.MovementJump);
|
||||
M(0x4, 0x32, InputAction.MovementWalkMode);
|
||||
M(0x4, 0x10000094, InputAction.Ready);
|
||||
M(0x4, 0x10000095, InputAction.Crouch);
|
||||
M(0x4, 0x10000096, InputAction.Sitting);
|
||||
M(0x4, 0x10000097, InputAction.Sleeping);
|
||||
|
||||
// ── CameraControls (ctx 0x5) + CameraAlternateControls (ctx 0x6) —
|
||||
// 12 distinct actions, both contexts map to the SAME InputAction
|
||||
// (alternate/numpad chords for the same camera verb). 22/22. ──
|
||||
foreach (uint ctx in new uint[] { 0x5, 0x6 })
|
||||
{
|
||||
M(ctx, 0x33, InputAction.CameraMoveToward);
|
||||
M(ctx, 0x34, InputAction.CameraMoveAway);
|
||||
M(ctx, 0x35, InputAction.CameraRotateLeft);
|
||||
M(ctx, 0x36, InputAction.CameraRotateRight);
|
||||
M(ctx, 0x37, InputAction.CameraRotateUp);
|
||||
M(ctx, 0x38, InputAction.CameraRotateDown);
|
||||
M(ctx, 0x39, InputAction.CameraViewDefault);
|
||||
M(ctx, 0x3A, InputAction.CameraViewFirstPerson);
|
||||
M(ctx, 0x3B, InputAction.CameraViewLookDown);
|
||||
M(ctx, 0x3C, InputAction.CameraViewMapMode);
|
||||
}
|
||||
// 0x3D/0x3E ("Toggle Mouselook"/"Toggle Alternate Camera Mode") only
|
||||
// author defaults under ctx 0x5 (dev=1 mouse chord + F2/Numpad-Divide).
|
||||
M(0x5, 0x3D, InputAction.CameraInstantMouseLook);
|
||||
M(0x5, 0x3E, InputAction.CameraActivateAlternateMode);
|
||||
|
||||
// ── Combat (ctx 0x10000002) — 1/1. ─────────────────────────────
|
||||
M(0x10000002, 0x1000005A, InputAction.CombatToggleCombat);
|
||||
|
||||
// ── MeleeCombat (ctx 0x10000003) — 5/5. ────────────────────────
|
||||
M(0x10000003, 0x1000005B, InputAction.CombatDecreaseAttackPower);
|
||||
M(0x10000003, 0x1000005C, InputAction.CombatIncreaseAttackPower);
|
||||
M(0x10000003, 0x1000005D, InputAction.CombatLowAttack);
|
||||
M(0x10000003, 0x1000005E, InputAction.CombatMediumAttack);
|
||||
M(0x10000003, 0x1000005F, InputAction.CombatHighAttack);
|
||||
|
||||
// ── MissileCombat (ctx 0x10000004) — 5/5. ──────────────────────
|
||||
M(0x10000004, 0x100000EF, InputAction.CombatDecreaseMissileAccuracy);
|
||||
M(0x10000004, 0x100000F0, InputAction.CombatIncreaseMissileAccuracy);
|
||||
M(0x10000004, 0x100000F1, InputAction.CombatAimLow);
|
||||
M(0x10000004, 0x100000F2, InputAction.CombatAimMedium);
|
||||
M(0x10000004, 0x100000F3, InputAction.CombatAimHigh);
|
||||
|
||||
// ── MagicCombat (ctx 0x10000005) — 18/21 (Spell Slot 10/11/12 have
|
||||
// no InputAction — register row). ────────────────────────────
|
||||
M(0x10000005, 0x10000060, InputAction.CombatCastCurrentSpell);
|
||||
M(0x10000005, 0x10000061, InputAction.CombatPrevSpell);
|
||||
M(0x10000005, 0x10000062, InputAction.CombatNextSpell);
|
||||
M(0x10000005, 0x10000063, InputAction.CombatPrevSpellTab);
|
||||
M(0x10000005, 0x10000064, InputAction.CombatNextSpellTab);
|
||||
M(0x10000005, 0x10000065, InputAction.UseSpellSlot_1);
|
||||
M(0x10000005, 0x10000066, InputAction.UseSpellSlot_2);
|
||||
M(0x10000005, 0x10000067, InputAction.UseSpellSlot_3);
|
||||
M(0x10000005, 0x10000068, InputAction.UseSpellSlot_4);
|
||||
M(0x10000005, 0x10000069, InputAction.UseSpellSlot_5);
|
||||
M(0x10000005, 0x1000006A, InputAction.UseSpellSlot_6);
|
||||
M(0x10000005, 0x1000006B, InputAction.UseSpellSlot_7);
|
||||
M(0x10000005, 0x1000006C, InputAction.UseSpellSlot_8);
|
||||
M(0x10000005, 0x1000006D, InputAction.UseSpellSlot_9);
|
||||
// 0x6E/0x6F/0x70 (Spell Slot 10/11/12) — no InputAction. Unmapped.
|
||||
M(0x10000005, 0x10000102, InputAction.CombatFirstSpell);
|
||||
M(0x10000005, 0x10000103, InputAction.CombatLastSpell);
|
||||
M(0x10000005, 0x10000104, InputAction.CombatFirstSpellTab);
|
||||
M(0x10000005, 0x10000105, InputAction.CombatLastSpellTab);
|
||||
|
||||
// ── Emotes (ctx 0x10000006) — 5/87 (the only 5 acdream dispatches
|
||||
// an animation for; also the only 5 with retail default keys). ──
|
||||
M(0x10000006, 0x100000A2, InputAction.Cheer);
|
||||
M(0x10000006, 0x100000A7, InputAction.Cry);
|
||||
M(0x10000006, 0x100000B2, InputAction.Laugh);
|
||||
M(0x10000006, 0x100000BE, InputAction.PointState);
|
||||
M(0x10000006, 0x100000E5, InputAction.Wave);
|
||||
|
||||
// ── ItemSelectionCommands (ctx 0x10000007) — 17/26. ────────────
|
||||
M(0x10000007, 0x1000002D, InputAction.SelectionSplitStack);
|
||||
M(0x10000007, 0x1000002E, InputAction.SelectionPreviousSelection);
|
||||
M(0x10000007, 0x1000002F, InputAction.SelectionClosestCompassItem);
|
||||
M(0x10000007, 0x10000030, InputAction.SelectionPreviousCompassItem);
|
||||
M(0x10000007, 0x10000031, InputAction.SelectionNextCompassItem);
|
||||
M(0x10000007, 0x10000032, InputAction.SelectionClosestItem);
|
||||
M(0x10000007, 0x10000033, InputAction.SelectionPreviousItem);
|
||||
M(0x10000007, 0x10000034, InputAction.SelectionNextItem);
|
||||
M(0x10000007, 0x10000035, InputAction.SelectionClosestMonster);
|
||||
M(0x10000007, 0x10000036, InputAction.SelectionPreviousMonster);
|
||||
M(0x10000007, 0x10000037, InputAction.SelectionNextMonster);
|
||||
M(0x10000007, 0x10000038, InputAction.SelectionLastAttacker);
|
||||
M(0x10000007, 0x10000039, InputAction.SelectionClosestPlayer);
|
||||
M(0x10000007, 0x1000003A, InputAction.SelectionPreviousPlayer);
|
||||
M(0x10000007, 0x1000003B, InputAction.SelectionNextPlayer);
|
||||
M(0x10000007, 0x1000003C, InputAction.SelectionPreviousFellow);
|
||||
M(0x10000007, 0x1000003D, InputAction.SelectionNextFellow);
|
||||
|
||||
// ── UICommands (ctx 0x10000009) — 22/42. ───────────────────────
|
||||
M(0x10000009, 0x55, InputAction.CaptureScreenshot);
|
||||
M(0x10000009, 0x7B, InputAction.ToggleHelp);
|
||||
M(0x10000009, 0x7C, InputAction.TogglePluginManager);
|
||||
M(0x10000009, 0x1000000E, InputAction.ToggleAllegiancePanel);
|
||||
M(0x10000009, 0x1000000F, InputAction.ToggleFellowshipPanel);
|
||||
M(0x10000009, 0x10000011, InputAction.ToggleSpellbookPanel);
|
||||
M(0x10000009, 0x10000012, InputAction.ToggleSpellComponentsPanel);
|
||||
M(0x10000009, 0x10000014, InputAction.ToggleAttributesPanel);
|
||||
M(0x10000009, 0x10000015, InputAction.ToggleSkillsPanel);
|
||||
M(0x10000009, 0x10000016, InputAction.ToggleWorldPanel);
|
||||
M(0x10000009, 0x1000001A, InputAction.ToggleOptionsPanel);
|
||||
M(0x10000009, 0x10000019, InputAction.ToggleInventoryPanel);
|
||||
M(0x10000009, 0x10000114, InputAction.ToggleFloatingChatWindow1);
|
||||
M(0x10000009, 0x10000115, InputAction.ToggleFloatingChatWindow2);
|
||||
M(0x10000009, 0x10000116, InputAction.ToggleFloatingChatWindow3);
|
||||
M(0x10000009, 0x10000117, InputAction.ToggleFloatingChatWindow4);
|
||||
M(0x10000009, 0x10000025, InputAction.UseSelected);
|
||||
M(0x10000009, 0x10000026, InputAction.LOGOUT);
|
||||
M(0x10000009, 0x1000002B, InputAction.SelectionExamine);
|
||||
// 0x1000001F ("Show/Hide Keyboard Configuration") deliberately left
|
||||
// unmapped: it is the retail action that opens THIS screen
|
||||
// (research doc §4.3/lane A §7 — wired directly by
|
||||
// KeyboardConfigController's mount, not through InputAction).
|
||||
|
||||
// ── ChatCommands (ctx 0x1000000A) — 1/6. ───────────────────────
|
||||
M(0x1000000A, 0x10000023, InputAction.EnterChatMode);
|
||||
|
||||
// ── ToggleChatEntry (ctx 0x1000000D) — 1/1. ────────────────────
|
||||
M(0x1000000D, 0x10000024, InputAction.ToggleChatEntry);
|
||||
|
||||
// ── QuickslotCommands (ctx 0x1000000C) — 24/28 (Quickslot
|
||||
// 10/11/12/13 have no InputAction — pre-existing enum gap). ──
|
||||
M(0x1000000C, 0x10000042, InputAction.UseQuickSlot_1);
|
||||
M(0x1000000C, 0x10000043, InputAction.UseQuickSlot_2);
|
||||
M(0x1000000C, 0x10000044, InputAction.UseQuickSlot_3);
|
||||
M(0x1000000C, 0x10000045, InputAction.UseQuickSlot_4);
|
||||
M(0x1000000C, 0x10000046, InputAction.UseQuickSlot_5);
|
||||
M(0x1000000C, 0x10000047, InputAction.UseQuickSlot_6);
|
||||
M(0x1000000C, 0x10000048, InputAction.UseQuickSlot_7);
|
||||
M(0x1000000C, 0x10000049, InputAction.UseQuickSlot_8);
|
||||
M(0x1000000C, 0x1000004A, InputAction.UseQuickSlot_9);
|
||||
M(0x1000000C, 0x1000004E, InputAction.SelectQuickSlot_1);
|
||||
M(0x1000000C, 0x1000004F, InputAction.SelectQuickSlot_2);
|
||||
M(0x1000000C, 0x10000050, InputAction.SelectQuickSlot_3);
|
||||
M(0x1000000C, 0x10000051, InputAction.SelectQuickSlot_4);
|
||||
M(0x1000000C, 0x10000052, InputAction.SelectQuickSlot_5);
|
||||
M(0x1000000C, 0x10000053, InputAction.SelectQuickSlot_6);
|
||||
M(0x1000000C, 0x10000054, InputAction.SelectQuickSlot_7);
|
||||
M(0x1000000C, 0x10000055, InputAction.SelectQuickSlot_8);
|
||||
M(0x1000000C, 0x10000056, InputAction.SelectQuickSlot_9);
|
||||
M(0x1000000C, 0x1000010D, InputAction.CreateShortcut);
|
||||
// 0x10000132 ("Quickslot 13") has no InputAction — same pre-existing
|
||||
// UseQuickSlot_10..13 enum gap as the bare-numeral block above. Unmapped.
|
||||
M(0x1000000C, 0x10000133, InputAction.UseQuickSlot_14);
|
||||
M(0x1000000C, 0x10000134, InputAction.UseQuickSlot_15);
|
||||
M(0x1000000C, 0x10000135, InputAction.UseQuickSlot_16);
|
||||
M(0x1000000C, 0x10000136, InputAction.UseQuickSlot_17);
|
||||
M(0x1000000C, 0x10000137, InputAction.UseQuickSlot_18);
|
||||
|
||||
// CharacterSettings (ctx 0x10000008) is intentionally EMPTY here —
|
||||
// see class doc "Known gaps deliberately left unmapped".
|
||||
|
||||
return t;
|
||||
}
|
||||
}
|
||||
167
src/AcDream.UI.Abstractions/Input/RetailScanCodeMap.cs
Normal file
167
src/AcDream.UI.Abstractions/Input/RetailScanCodeMap.cs
Normal file
|
|
@ -0,0 +1,167 @@
|
|||
using Silk.NET.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Input;
|
||||
|
||||
/// <summary>
|
||||
/// Campaign OP slice OP8: converts retail's DAT-resident key encoding — DirectInput
|
||||
/// scan codes (<c>DIK_*</c>) + device index (0=keyboard, 1=mouse) + a modifier
|
||||
/// bitmask — to/from acdream's own <see cref="KeyChord"/>/<see cref="ModifierMask"/>.
|
||||
/// Needed because <c>AcDream.Core.Input.RetailActionMapReader</c> reads the DAT's
|
||||
/// raw scan-code encoding (it has no Silk.NET dependency — Core stays GL/backend-free
|
||||
/// per Code Structure Rule 2), while every acdream input consumer
|
||||
/// (<see cref="KeyBindings"/>, <see cref="InputDispatcher"/>) keys on Silk.NET's
|
||||
/// <see cref="Key"/> enum.
|
||||
///
|
||||
/// <para>
|
||||
/// The scan-code table covers exactly the 84 distinct DIK codes that appear across
|
||||
/// the DAT's 306 user-bindable ActionMap rows' default bindings (2026-08-11 probe —
|
||||
/// see <c>RetailActionMap.cs</c>'s class doc), cross-checked against
|
||||
/// <c>tools/dump-keymap/Program.cs</c>'s own <c>Dik(uint)</c> transcription (itself
|
||||
/// verified against <c>acclient_2013_pseudo_c.txt</c>'s
|
||||
/// <c>ControlNameMapper::AddKeySemantic</c> calls) and against
|
||||
/// <see cref="KeyBindings.RetailDefaults"/>'s existing chords, which already encode
|
||||
/// the same standard US-layout DirectInput scan codes by construction (both were
|
||||
/// authored from the same <c>retail-default.keymap.txt</c>). Codes outside this set
|
||||
/// (rare/debug/joystick bindings never seen with a non-empty default in the shipped
|
||||
/// DAT) intentionally return null rather than guess.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class RetailScanCodeMap
|
||||
{
|
||||
/// <summary>Retail modifier bitmask (the same encoding
|
||||
/// <c>CInputMap</c>/<c>QualifiedControl.Modifier</c> stores) → <see cref="ModifierMask"/>.
|
||||
/// Bit values from <c>tools/dump-keymap/Program.cs</c>'s <c>ModifierString</c>.</summary>
|
||||
public static ModifierMask ToModifierMask(uint retailModifier)
|
||||
{
|
||||
var mask = ModifierMask.None;
|
||||
if ((retailModifier & 0x80000000u) != 0) mask |= ModifierMask.Shift;
|
||||
if ((retailModifier & 0x40000000u) != 0) mask |= ModifierMask.Ctrl;
|
||||
if ((retailModifier & 0x20000000u) != 0) mask |= ModifierMask.Alt;
|
||||
return mask;
|
||||
}
|
||||
|
||||
/// <summary>DIK scan code + device → Silk.NET <see cref="Key"/>. Device 0 is
|
||||
/// the keyboard table below (see class doc). Device 1 is a mouse chord: the
|
||||
/// DAT's <c>QualifiedControl.Key.Key</c> scan half packs the raw DirectInput
|
||||
/// <c>DIMOUSESTATE.rgbButtons</c> BYTE OFFSET (0x0C=left/0x0D=right/0x0E=middle/
|
||||
/// 0x0F=button4 — byte-verified against <see cref="InputAction.CameraInstantMouseLook"/>'s
|
||||
/// only DAT-default mouse row, InputMap 0x5 action 0x3D, scan 0x0E: it resolves
|
||||
/// to Middle here, matching <see cref="KeyBindings.RetailDefaults"/>'s existing
|
||||
/// MMB-hold binding for the same action exactly), translated through the SAME
|
||||
/// <see cref="InputDispatcher.MouseButtonToKey"/> convention every other mouse
|
||||
/// chord in this codebase uses.</summary>
|
||||
public static Key? ToSilkKey(uint scan, uint device)
|
||||
{
|
||||
if (device == 1)
|
||||
{
|
||||
return scan switch
|
||||
{
|
||||
0x0C => InputDispatcher.MouseButtonToKey(MouseButton.Left),
|
||||
0x0D => InputDispatcher.MouseButtonToKey(MouseButton.Right),
|
||||
0x0E => InputDispatcher.MouseButtonToKey(MouseButton.Middle),
|
||||
0x0F => InputDispatcher.MouseButtonToKey(MouseButton.Button4),
|
||||
_ => null,
|
||||
};
|
||||
}
|
||||
if (device != 0) return null;
|
||||
return scan switch
|
||||
{
|
||||
0x01 => Key.Escape,
|
||||
0x02 => Key.Number1,
|
||||
0x03 => Key.Number2,
|
||||
0x04 => Key.Number3,
|
||||
0x05 => Key.Number4,
|
||||
0x06 => Key.Number5,
|
||||
0x07 => Key.Number6,
|
||||
0x08 => Key.Number7,
|
||||
0x09 => Key.Number8,
|
||||
0x0A => Key.Number9,
|
||||
0x0B => Key.Number0,
|
||||
0x0C => Key.Minus,
|
||||
0x0D => Key.Equal,
|
||||
0x0E => Key.Backspace,
|
||||
0x0F => Key.Tab,
|
||||
0x10 => Key.Q,
|
||||
0x11 => Key.W,
|
||||
0x12 => Key.E,
|
||||
0x13 => Key.R,
|
||||
0x14 => Key.T,
|
||||
0x15 => Key.Y,
|
||||
0x16 => Key.U,
|
||||
0x17 => Key.I,
|
||||
0x18 => Key.O,
|
||||
0x19 => Key.P,
|
||||
0x1A => Key.LeftBracket,
|
||||
0x1B => Key.RightBracket,
|
||||
0x1C => Key.Enter,
|
||||
0x1E => Key.A,
|
||||
0x1F => Key.S,
|
||||
0x20 => Key.D,
|
||||
0x21 => Key.F,
|
||||
0x22 => Key.G,
|
||||
0x23 => Key.H,
|
||||
0x24 => Key.J,
|
||||
0x25 => Key.K,
|
||||
0x26 => Key.L,
|
||||
0x27 => Key.Semicolon,
|
||||
0x28 => Key.Apostrophe,
|
||||
0x29 => Key.GraveAccent,
|
||||
0x2A => Key.ShiftLeft,
|
||||
0x2B => Key.BackSlash,
|
||||
0x2C => Key.Z,
|
||||
0x2D => Key.X,
|
||||
0x2E => Key.C,
|
||||
0x2F => Key.V,
|
||||
0x30 => Key.B,
|
||||
0x31 => Key.N,
|
||||
0x32 => Key.M,
|
||||
0x33 => Key.Comma,
|
||||
0x34 => Key.Period,
|
||||
0x35 => Key.Slash,
|
||||
0x36 => Key.ShiftRight,
|
||||
0x37 => Key.KeypadMultiply,
|
||||
0x39 => Key.Space,
|
||||
0x3B => Key.F1,
|
||||
0x3C => Key.F2,
|
||||
0x3D => Key.F3,
|
||||
0x3E => Key.F4,
|
||||
0x3F => Key.F5,
|
||||
0x40 => Key.F6,
|
||||
0x41 => Key.F7,
|
||||
0x42 => Key.F8,
|
||||
0x43 => Key.F9,
|
||||
0x44 => Key.F10,
|
||||
0x45 => Key.NumLock,
|
||||
0x46 => Key.ScrollLock,
|
||||
0x47 => Key.Keypad7,
|
||||
0x48 => Key.Keypad8,
|
||||
0x49 => Key.Keypad9,
|
||||
0x4A => Key.KeypadSubtract,
|
||||
0x4B => Key.Keypad4,
|
||||
0x4C => Key.Keypad5,
|
||||
0x4D => Key.Keypad6,
|
||||
0x4E => Key.KeypadAdd,
|
||||
0x4F => Key.Keypad1,
|
||||
0x50 => Key.Keypad2,
|
||||
0x51 => Key.Keypad3,
|
||||
0x52 => Key.Keypad0,
|
||||
0x53 => Key.KeypadDecimal,
|
||||
0x57 => Key.F11,
|
||||
0x58 => Key.F12,
|
||||
0x9C => Key.KeypadEnter,
|
||||
0x9D => Key.ControlRight,
|
||||
0xB5 => Key.KeypadDivide,
|
||||
0xC7 => Key.Home,
|
||||
0xC8 => Key.Up,
|
||||
0xC9 => Key.PageUp,
|
||||
0xCB => Key.Left,
|
||||
0xCD => Key.Right,
|
||||
0xCF => Key.End,
|
||||
0xD0 => Key.Down,
|
||||
0xD1 => Key.PageDown,
|
||||
0xD2 => Key.Insert,
|
||||
0xD3 => Key.Delete,
|
||||
_ => null,
|
||||
};
|
||||
}
|
||||
}
|
||||
117
src/AcDream.UI.Abstractions/Input/RetailUnmappedKeyBindings.cs
Normal file
117
src/AcDream.UI.Abstractions/Input/RetailUnmappedKeyBindings.cs
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Input;
|
||||
|
||||
/// <summary>
|
||||
/// Campaign OP slice OP8: persisted bindings for DAT ActionMap rows that
|
||||
/// <c>RetailActionIdentityTable</c> has no <see cref="InputAction"/> for —
|
||||
/// mostly Emotes and CharacterSettings hotkeys (see that table's class doc for
|
||||
/// the full accounting). These rows still render, bind, conflict-check, and
|
||||
/// persist on the Configure Keyboard screen exactly like a mapped row; they
|
||||
/// just have no live gameplay consumer to dispatch through yet, so they live in
|
||||
/// their own small store rather than <see cref="KeyBindings"/>'s
|
||||
/// <see cref="InputAction"/>-keyed schema. Sibling file next to
|
||||
/// <c>keybinds.json</c> (D4 — no <c>.keymap</c> file interchange).
|
||||
/// </summary>
|
||||
public sealed class RetailUnmappedKeyBindings
|
||||
{
|
||||
private readonly Dictionary<(uint InputMapId, uint ActionId), List<KeyChord>> _bindings = new();
|
||||
|
||||
public IReadOnlyList<KeyChord> Get(uint inputMapId, uint actionId) =>
|
||||
_bindings.TryGetValue((inputMapId, actionId), out List<KeyChord>? list)
|
||||
? list
|
||||
: Array.Empty<KeyChord>();
|
||||
|
||||
public void Set(uint inputMapId, uint actionId, IReadOnlyList<KeyChord> chords)
|
||||
{
|
||||
if (chords.Count == 0)
|
||||
_bindings.Remove((inputMapId, actionId));
|
||||
else
|
||||
_bindings[(inputMapId, actionId)] = new List<KeyChord>(chords);
|
||||
}
|
||||
|
||||
public static RetailUnmappedKeyBindings LoadOrEmpty(string path)
|
||||
{
|
||||
var result = new RetailUnmappedKeyBindings();
|
||||
if (!File.Exists(path)) return result;
|
||||
try
|
||||
{
|
||||
using FileStream stream = File.OpenRead(path);
|
||||
JsonDocument doc = JsonDocument.Parse(stream);
|
||||
if (!doc.RootElement.TryGetProperty("rows", out JsonElement rows)
|
||||
|| rows.ValueKind != JsonValueKind.Array)
|
||||
return result;
|
||||
|
||||
foreach (JsonElement row in rows.EnumerateArray())
|
||||
{
|
||||
if (!row.TryGetProperty("inputMap", out JsonElement mapEl)
|
||||
|| !row.TryGetProperty("action", out JsonElement actionEl)
|
||||
|| !row.TryGetProperty("chords", out JsonElement chordsEl)
|
||||
|| chordsEl.ValueKind != JsonValueKind.Array)
|
||||
continue;
|
||||
|
||||
uint inputMapId = Convert.ToUInt32(mapEl.GetString(), 16);
|
||||
uint actionId = Convert.ToUInt32(actionEl.GetString(), 16);
|
||||
var chords = new List<KeyChord>();
|
||||
foreach (JsonElement c in chordsEl.EnumerateArray())
|
||||
{
|
||||
if (!c.TryGetProperty("key", out JsonElement keyEl)) continue;
|
||||
string? keyName = keyEl.GetString();
|
||||
if (keyName is null || !Enum.TryParse(keyName, out Silk.NET.Input.Key key)) continue;
|
||||
var mods = ModifierMask.None;
|
||||
if (c.TryGetProperty("mod", out JsonElement modEl)
|
||||
&& modEl.ValueKind == JsonValueKind.String
|
||||
&& modEl.GetString() is { } modStr)
|
||||
{
|
||||
foreach (string part in modStr.Split('|', StringSplitOptions.RemoveEmptyEntries))
|
||||
if (Enum.TryParse(part, out ModifierMask m)) mods |= m;
|
||||
}
|
||||
byte device = 0;
|
||||
if (c.TryGetProperty("device", out JsonElement devEl) && devEl.ValueKind == JsonValueKind.Number)
|
||||
device = (byte)devEl.GetInt32();
|
||||
chords.Add(new KeyChord(key, mods, device));
|
||||
}
|
||||
result._bindings[(inputMapId, actionId)] = chords;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"unmapped keybinds: failed to load {path}: {ex.Message}");
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public void SaveToFile(string path)
|
||||
{
|
||||
string? dir = Path.GetDirectoryName(path);
|
||||
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
|
||||
|
||||
var rows = new List<object>();
|
||||
foreach (((uint inputMapId, uint actionId), List<KeyChord> chords) in _bindings)
|
||||
{
|
||||
var chordList = new List<object>();
|
||||
foreach (KeyChord chord in chords)
|
||||
{
|
||||
var entry = new SortedDictionary<string, object>(StringComparer.Ordinal)
|
||||
{
|
||||
["key"] = chord.Key.ToString(),
|
||||
};
|
||||
if (chord.Modifiers != ModifierMask.None) entry["mod"] = chord.Modifiers.ToString();
|
||||
if (chord.Device != 0) entry["device"] = (int)chord.Device;
|
||||
chordList.Add(entry);
|
||||
}
|
||||
rows.Add(new SortedDictionary<string, object>(StringComparer.Ordinal)
|
||||
{
|
||||
["inputMap"] = $"0x{inputMapId:X}",
|
||||
["action"] = $"0x{actionId:X}",
|
||||
["chords"] = chordList,
|
||||
});
|
||||
}
|
||||
|
||||
var root = new Dictionary<string, object> { ["version"] = 1, ["rows"] = rows };
|
||||
File.WriteAllText(path, JsonSerializer.Serialize(root, new JsonSerializerOptions { WriteIndented = true }));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue