feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped
Phase K final commit. Settings panel with click-to-rebind UX on top of the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory updates that retire Phase K. InputDispatcher gains BeginCapture / CancelCapture / IsCapturing / SetBindings — modal capture suppresses normal action firing for the next chord. Esc cancels (returns sentinel default chord); modifier-only keys don't complete capture; non-modifier key down with current modifier mask completes. IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem primitives. SettingsVM owns a draft copy of KeyBindings with explicit Save / Cancel / Reset semantics. Click-to-rebind enters dispatcher capture mode; on chord captured, conflict-detect against draft (excluding the action being rebound itself); surface a ConflictPrompt when the chord collides; ResolveConflict(replace=true|false) commits or reverts. ResetActionToDefault restores a single action to RetailDefaults(); ResetAllToDefaults rebuilds the entire draft. Save invokes the onSave callback (which writes JSON + swaps the live dispatcher's bindings). SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader sections (Movement, Postures, Camera, Combat, UI panels, Chat, Hotbar, Emotes). Per action: name + current binding(s) summary + "Rebind"/"Reset" buttons. Conflict prompt at the top when pending. Save / Cancel / "Reset all to retail defaults" at the top. GameWindow registers SettingsPanel + wires F11 → ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls ImGui directly — the abstraction methods exist for backend portability but the host doesn't own a menu-bar surface). Tests: +37 across InputDispatcherCaptureTests (7), IPanelRendererMainMenuBarTests (9), SettingsVMTests (13), SettingsPanelTests (8). Solution total 1220 green. Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites, combat-mode dispatch, F-key panels, floating chat windows, UI layout save/load, joystick bindings, plugin input subscription) and adds #21–#25 to Recently closed. project_input_pipeline.md updated to shipped state. CLAUDE.md gets an input-pipeline reference. Closes Phase K. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -47,7 +47,20 @@ time using dat assets); ImGui persists forever as the
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`AcDream.UI.Abstractions` — never import a backend namespace from a
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panel.** Full design: `docs/plans/2026-04-24-ui-framework.md`.
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Memory cribs: `memory/project_ui_architecture.md` (architecture),
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`memory/project_chat_pipeline.md` (chat pipeline as of Phase I).
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`memory/project_chat_pipeline.md` (chat pipeline as of Phase I),
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`memory/project_input_pipeline.md` (input pipeline as of Phase K).
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**Input pipeline:** `src/AcDream.UI.Abstractions/Input/` (action enum,
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`KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope
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stack + modal capture for rebind UX) + `src/AcDream.App/Input/`
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(Silk.NET adapters). Retail-default keymap loaded from
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`%LOCALAPPDATA%\acdream\keybinds.json` at startup (falls back to
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`KeyBindings.RetailDefaults()` matching
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`docs/research/named-retail/retail-default.keymap.txt`). The Settings
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panel (F11 / View → Settings) lets users remap any action via
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click-to-rebind. As of Phase K (2026-04-26), ALL keyboard / mouse
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input flows through the dispatcher — no IsKeyPressed polling outside
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the per-frame movement queries.
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## How to operate
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