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:
Erik 2026-08-11 09:19:54 +02:00
parent ff5776415b
commit b4edee970f
23 changed files with 35760 additions and 12 deletions

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@ -0,0 +1,515 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.App.UI;
using AcDream.Core.Input;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
/// <summary>
/// Campaign OP slice OP8: retail's Configure Keyboard screen —
/// <c>gmKeyboardUI</c> (LayoutDesc <c>0x21000009</c>, root <c>0x1000001F</c>,
/// 800×600), its own SEPARATE full-screen window (research doc's structure
/// lane §8 / lane D §4.3, NOT a fifth tab of the four-tab Options panel —
/// "the retail keyboard screen is NOT one of the four Options tabs"). Mounted
/// the same way the Options panel opens (F11/toolbar → <c>ToggleOptionsPanel</c>
/// action <c>0x1000001A</c>): the Gameplay tab's Configure Keyboard button
/// (<c>0x10000204</c>) and this screen's own OK/Cancel buttons all carry
/// authored <c>P0x12 = 0x1000001F</c> — the SAME toggle-window pattern, byte-
/// verified against the committed <c>options_gameplay_2100002A.json</c> and
/// <c>keyboard_config_21000009.json</c> fixtures — so a single <see cref="Toggle"/>
/// callback covers the open path (the Gameplay-tab button) and both close paths
/// (OK/Cancel) without porting the generic
/// <c>UIElementManager::DoVisibilityToggleAction</c> action-broadcast machinery,
/// which nothing else in this codebase needs yet.
///
/// <para>
/// <b>Six ActionClass list boxes.</b> The screen's own Type-8 tab control
/// (<c>0x1000049B</c>) hosts six page containers — <c>0x1000049D</c> Movement
/// (default tab), <c>0x1000049F</c> Camera, <c>0x100004A1</c> Combat,
/// <c>0x100004A3</c> UI, <c>0x10000211</c> CharacterSettings, <c>0x100004A5</c>
/// Emote — EACH authoring its OWN identical child subtree: four column headers
/// (<c>0x10000021</c>-<c>0x10000024</c>, "Command"/"Mapping 1/2/3") and a
/// Type-5 ListBox (<c>0x10000025</c>) + scrollbar (<c>0x10000026</c>). <b>Every
/// one of those five ids is REUSED verbatim across all six pages</b> — the
/// live-DAT dump (<c>keyboard_config_21000009.json</c>) confirms this is the
/// SAME page-scoped-lookup trap the OP campaign has hit before (OP6's caption
/// sites): every lookup below is scoped from ITS OWN page's container root via
/// <see cref="UiElement.FindDescendant"/>, never a flat/global
/// <c>layout.FindElement</c> for these five ids.
/// </para>
///
/// <para>
/// <b>The row template.</b> <c>AddItemFromTemplateList(0)</c> builds the header
/// row (<c>0x1000002E</c>, plain text); <c>AddItemFromTemplateList(1)</c> builds
/// the action row (<c>0x1000002F</c>, Type <c>0x10000034</c> =
/// <c>UIOption_ActionKeyMap</c>). Its 3 authored children (<c>0x10000030</c>/
/// <c>31</c>/<c>32</c>, positioned under the "Mapping 1/2/3" columns) are the row's
/// key buttons — built automatically by <see cref="LayoutImporter"/>'s normal
/// recursive descent (the row itself is not one of OP2's special
/// <c>ConsumesDatChildren</c> widgets), so no new <see cref="DatWidgetFactory"/>
/// case was needed for Type <c>0x10000034</c>. <b>The shipped 2013 template has
/// exactly 3 key-button children and NO separate Clear-button child</b> — a real,
/// DAT-verified fact (register row): erasing a single binding is right-click on
/// its key button (<c>UIOption_ActionKeyMap::EraseBinding</c>, ported via
/// <see cref="UiButton.OnRightClick"/>); there is no authored affordance for
/// retail's OWN class-level <c>ClearAllBindings</c> (its <c>m_buttonClear</c>
/// field exists in the C++ class but nothing in this layout wires it) — its
/// EFFECT (clear every slot on a row) is still reachable one right-click at a
/// time. The row's own caption (the action label) is synthesized as a plain
/// <see cref="UiText"/> child (composition, not inheritance — <see cref="UiText"/>
/// is sealed), exactly the pattern <c>CharacterStatController.BuildHeaderRow</c>
/// already uses for a controller-synthesized label beside authored dat children.
/// </para>
///
/// <para>
/// <b>Row identity and binding storage (D4).</b> Every row's identity is the DAT
/// pair <c>(InputMapId, ActionId)</c> — retail's own row key. Where
/// <see cref="RetailActionIdentityTable"/> resolves that pair to an acdream
/// <see cref="InputAction"/> (research: roughly half of the DAT's 306 rows — see
/// that table's class doc for the full accounting), the row's bindings ARE
/// <see cref="KeyBindings"/>'s bindings for that action: a rebind here takes
/// effect immediately for live gameplay dispatch through the SAME
/// <see cref="InputDispatcher"/> every other input path uses, and persists to
/// <c>keybinds.json</c> exactly like any other rebind (D4 — no separate
/// <c>.keymap</c> file format). Where no <see cref="InputAction"/> exists yet
/// (mostly Emotes and CharacterSettings — see the identity table's class doc),
/// the row is still fully rendered, bindable, conflict-checked, and persisted
/// (<see cref="Bindings.CurrentForUnmapped"/>/<see cref="Bindings.SetForUnmapped"/>),
/// it just has no live gameplay consumer yet (register row).
/// </para>
///
/// <para>
/// <b>Conflicts (research doc §5.4).</b> Retail's conflict model is N-way and
/// cross-input-map, with a DISTINCT refusal for a chord already bound to a
/// non-user-bindable action. This port scans every OTHER row on this screen
/// (the full user-bindable universe, since every DAT-sourced row is inherently
/// user-bindable — <see cref="RetailActionMapReader"/> already filtered out the
/// non-bindable ones) PLUS the live <see cref="KeyBindings"/> table for chords
/// bound to an acdream-only action with no <see cref="RetailActionIdentityTable"/>
/// row at all (Ctrl+M mute, the debug F-keys, ...) — those are this port's
/// "non-user-bindable" analogue (there is no retail row to reassign them from) and
/// refuse via <see cref="Bindings.NonBindableRefusalText"/> exactly like retail's
/// distinct <c>OpenCantOverwriteBindingDialog</c>. A genuine cross-row conflict
/// (register row — narrowed from retail's modal confirm-before-reassign) auto-
/// reassigns (erases the losing row's slot, applies the new one) and reports the
/// outcome via <see cref="Bindings.NotifyReassigned"/> rather than blocking on a
/// confirm dialog this slice does not build.
/// </para>
/// </summary>
public sealed class KeyboardConfigController
{
/// <summary>The screen's own top-level LayoutDesc.</summary>
public const uint LayoutId = 0x21000009u;
/// <summary>The window root — ALSO the retail input-action id
/// (<c>0x1000001F</c>, "Show/Hide Keyboard Configuration") that opens/closes
/// it, per the Gameplay tab button and this screen's own OK/Cancel buttons
/// all authoring <c>P0x12 = 0x1000001F</c>.</summary>
public const uint WindowRootElementId = 0x1000001Fu;
private const uint LoadButtonId = 0x10000027u;
private const uint FilenameLabelId = 0x10000028u;
private const uint SaveAsButtonId = 0x10000029u;
private const uint DefaultsButtonId = 0x1000002Au;
private const uint RevertButtonId = 0x1000002Bu;
private const uint OkButtonId = 0x1000002Cu;
private const uint CancelButtonId = 0x1000002Du;
// Reused verbatim across all six page containers below — ALWAYS scoped
// per-page via UiElement.FindDescendant, never a flat layout.FindElement.
private const uint ListBoxElementId = 0x10000025u;
private const uint ScrollbarElementId = 0x10000026u;
private const int HeaderTemplateIndex = 0;
private const int RowTemplateIndex = 1;
// The row template's 3 key-button children, in "Mapping 1/2/3" column order.
private static readonly uint[] KeyButtonIds = { 0x10000030u, 0x10000031u, 0x10000032u };
private static readonly (uint PageContainerId, RetailActionClass Class)[] Pages =
{
(0x1000049Du, RetailActionClass.Movement),
(0x1000049Fu, RetailActionClass.Camera),
(0x100004A1u, RetailActionClass.Combat),
(0x100004A3u, RetailActionClass.Ui),
(0x10000211u, RetailActionClass.CharacterSettings),
(0x100004A5u, RetailActionClass.Emote),
};
/// <summary>One rendered row: its DAT identity, the built key-button
/// widgets (up to 3, "Mapping 1/2/3" order), and its
/// <see cref="ActionKeyMapOptionRow"/> model.</summary>
public sealed record RowView(
uint InputMapId,
uint ActionId,
InputAction? MappedAction,
string? Label,
ActionKeyMapOptionRow Model,
IReadOnlyList<UiButton> KeyButtons);
/// <summary>The live read/write/capture seam this screen writes bindings
/// through — mirrors every other Campaign OP page controller's
/// <c>Bindings</c> shape (a plain delegate record, no DAT/InputDispatcher
/// dependency baked into the controller itself).</summary>
public sealed record Bindings(
Func<InputAction, IReadOnlyList<KeyChord>> CurrentForAction,
Action<InputAction, IReadOnlyList<KeyChord>> SetForAction,
Func<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> CurrentForUnmapped,
Action<(uint InputMapId, uint ActionId), IReadOnlyList<KeyChord>> SetForUnmapped,
Action<Action<KeyChord?>> BeginCapture,
Action Save,
Action Toggle,
Action<string> DisplaySystemMessage,
string NonBindableRefusalText,
Func<string, string> NotifyReassigned);
public OptionPage Page { get; } = new();
public IReadOnlyList<RowView> Rows => _rows;
private readonly List<RowView> _rows = new();
private Bindings? _bindings;
private KeyboardConfigController() { }
/// <summary>
/// Builds every header + row across all six pages from
/// <paramref name="snapshot"/>, wires each row's key buttons to modal
/// capture / right-click erase, and wires the screen's own six buttons
/// (Defaults/Revert/OK/Cancel; Load/Save File are INERT — D4, no
/// <c>.keymap</c> interchange). Returns null if the layout's window root
/// did not import (a missing/malformed LayoutDesc).
/// </summary>
public static KeyboardConfigController? Bind(
ImportedLayout layout,
RetailActionMapSnapshot snapshot,
Func<uint, uint, UiElement?> templateResolver,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
ArgumentNullException.ThrowIfNull(layout);
ArgumentNullException.ThrowIfNull(snapshot);
ArgumentNullException.ThrowIfNull(templateResolver);
ArgumentNullException.ThrowIfNull(resolveString);
ArgumentNullException.ThrowIfNull(bindings);
if (layout.FindElement(WindowRootElementId) is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: window root 0x{WindowRootElementId:X8} "
+ "not found in the built layout — Configure Keyboard will not open.");
return null;
}
var controller = new KeyboardConfigController { _bindings = bindings };
var byClass = snapshot.Rows
.Where(r => r.ActionClass != RetailActionClass.None)
.GroupBy(r => r.ActionClass)
.ToDictionary(g => g.Key, g => g.ToList());
foreach ((uint pageContainerId, RetailActionClass cls) in Pages)
{
UiElement? pageRoot = UiElement.FindDescendant(layout.Root, pageContainerId);
if (pageRoot is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: page container 0x{pageContainerId:X8} "
+ "not found — that ActionClass tab will have no rows.");
continue;
}
if (UiElement.FindDescendant(pageRoot, ListBoxElementId) is not UiTemplateListBox listBox)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: ListBox 0x{ListBoxElementId:X8} not found "
+ $"(or not a UiTemplateListBox) under page 0x{pageContainerId:X8}.");
continue;
}
listBox.TemplateResolver = templateResolver;
if (UiElement.FindDescendant(pageRoot, ScrollbarElementId) is UiScrollbar scrollbar)
scrollbar.Model = listBox.Scroll;
if (!byClass.TryGetValue(cls, out List<RetailActionMapRow>? classRows))
continue;
// Group by InputMapId in first-seen order (retail's own bucket ->
// header-per-InputMapId order, research doc §5.2's InitOptions loop).
var byInputMap = classRows
.GroupBy(r => r.InputMapId)
.OrderBy(g => g.Key);
foreach (var inputMapGroup in byInputMap)
{
BuildHeaderRow(listBox, inputMapGroup.Key, resolveString);
foreach (RetailActionMapRow row in inputMapGroup)
controller.BuildActionRow(listBox, row, resolveString, bindings);
}
}
WireScreenButtons(layout, controller, bindings);
return controller;
}
private static void BuildHeaderRow(
UiTemplateListBox listBox, uint inputMapId, Func<uint, uint, string?> resolveString)
{
if (listBox.AddItemFromTemplateList(HeaderTemplateIndex) is not UiText header)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: header template did not build as UiText "
+ $"for InputMap 0x{inputMapId:X8}.");
return;
}
if (!RetailInputMapHeaders.NameByInputMapId.TryGetValue(inputMapId, out string? headerKey))
return; // Unnamed InputMap — retail never reaches this (§5.3): no bindable
// action of ours falls in one, but stay honest rather than assume.
string? label = resolveString(
RetailInputMapHeaders.StringTableId, DatStringResolver.ComputeHash(headerKey));
if (label is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: header string '{headerKey}' did not resolve — "
+ "row renders with no text rather than invented English.");
return;
}
header.LinesProvider = () => new[] { new UiText.Line(label, header.DefaultColor) };
}
private void BuildActionRow(
UiTemplateListBox listBox,
RetailActionMapRow row,
Func<uint, uint, string?> resolveString,
Bindings bindings)
{
UiElement? built = listBox.AddItemFromTemplateList(RowTemplateIndex);
if (built is null)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: row template did not build for InputMap "
+ $"0x{row.InputMapId:X8} action 0x{row.ActionId:X8}.");
return;
}
var keyButtons = new List<UiButton>(KeyButtonIds.Length);
foreach (uint id in KeyButtonIds)
{
if (UiElement.FindDescendant(built, id) is UiButton button)
keyButtons.Add(button);
}
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();
};
}
}

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@ -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

View file

@ -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);