feat(ui): complete retail quick-slot input
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet. Co-Authored-By: Codex <codex@openai.com>
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24 changed files with 650 additions and 69 deletions
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@ -11781,6 +11781,13 @@ public sealed class GameWindow : IDisposable
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if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press
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&& activation != AcDream.UI.Abstractions.Input.ActivationType.DoubleClick) return;
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// Wave 4.1: one retained-UI delegation seam. The runtime routes only
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// toolbar-owned semantic actions; every other action continues through
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// the game switch below. Keyboard capture is already enforced at the
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// InputDispatcher source, matching retail's stack-entry focus gate.
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if (_retailUiRuntime?.HandleInputAction(action) == true)
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return;
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// K-fix1 (2026-04-26): Q is autorun TOGGLE, not hold-to-run. Press
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// Q to start, press Q again to stop. Pressing Backup / Stop /
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// StrafeLeft / StrafeRight while autorun is active also cancels it
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