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>
This commit is contained in:
Erik 2026-04-26 09:44:56 +02:00
parent af74eac0c2
commit f42c164b90
14 changed files with 1567 additions and 5 deletions

View file

@ -47,7 +47,20 @@ time using dat assets); ImGui persists forever as the
`AcDream.UI.Abstractions` — never import a backend namespace from a
panel.** Full design: `docs/plans/2026-04-24-ui-framework.md`.
Memory cribs: `memory/project_ui_architecture.md` (architecture),
`memory/project_chat_pipeline.md` (chat pipeline as of Phase I).
`memory/project_chat_pipeline.md` (chat pipeline as of Phase I),
`memory/project_input_pipeline.md` (input pipeline as of Phase K).
**Input pipeline:** `src/AcDream.UI.Abstractions/Input/` (action enum,
`KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope
stack + modal capture for rebind UX) + `src/AcDream.App/Input/`
(Silk.NET adapters). Retail-default keymap loaded from
`%LOCALAPPDATA%\acdream\keybinds.json` at startup (falls back to
`KeyBindings.RetailDefaults()` matching
`docs/research/named-retail/retail-default.keymap.txt`). The Settings
panel (F11 / View → Settings) lets users remap any action via
click-to-rebind. As of Phase K (2026-04-26), ALL keyboard / mouse
input flows through the dispatcher — no IsKeyPressed polling outside
the per-frame movement queries.
## How to operate