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

View file

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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;
}
}