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

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@ -46,6 +46,137 @@ Copy this block when adding a new issue:
# Active issues
## #L.1 — Hotbar UI panel
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** ui / hotbar
**Description:** Number keys 1-9 are bound to `UseQuickSlot_1..9`
actions but no panel exists. Actions fire (visible via the `[input]`
console log) but produce no visible result. Phase L feature: drag-drop
hotbar with up to 5 bars × 9 slots, drag spell/skill icons to slots,
key activates the slot's contents. Server-side: `CreateShortcutToSelected`
(action 0x0A9 in retail motion table) sends a `UseSelected` on slot
fire.
**Files:** `src/AcDream.UI.Abstractions/Panels/Hotbar/` (TBC).
**Acceptance:** Drag an item or spell into slot 1, press `1`, server
responds as if the user clicked the item.
---
## #L.2 — Spellbook favorites panel
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** ui / magic
**Description:** In `MagicCombat` scope, 1-9 should fire
`UseSpellSlot_1..9` (distinct from hotbar). Requires a small UI to
pin favorite spells + a spellbook tab nav. Cross-references issue
#L.3 (combat-mode dispatch).
---
## #L.3 — Combat-mode tracking + scope-aware Insert/PgUp/Delete/End/PgDn dispatch
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** input / combat
**Description:** Insert/PgUp/Delete/End/PgDn mean different things in
melee / missile / magic combat modes (per retail keymap MeleeCombat /
MissileCombat / MagicCombat blocks). Phase K has the bindings and the
scope stack; what's missing: `CombatState.CurrentMode` field +
listener for the server-side `SetCombatMode` packet (likely 0x0053 or
similar — confirm against ACE source). When mode arrives, push the
appropriate scope; when leaving combat, pop.
---
## #L.4 — F-key panels: Allegiance / Fellowship / Skills / Attributes / World / SpellComponents
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** ui
**Description:** Retail F3-F6, F8-F12 toggle UI panels for various
character data. Phase K has the bindings (`ToggleAllegiancePanel`,
`ToggleFellowshipPanel`, `ToggleSpellbookPanel`,
`ToggleSpellComponentsPanel`, `ToggleAttributesPanel`,
`ToggleSkillsPanel`, `ToggleWorldPanel`, `ToggleInventoryPanel`); the
panels themselves don't exist. Each is its own design feature.
Inventory (F12) is the most-requested.
---
## #L.5 — Floating chat windows (Alt+1-4)
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** ui / chat
**Description:** Alt+1..4 toggle four floating chat windows in retail.
Phase K binds the actions; `ChatPanel` currently is a single window.
Floating windows would need filtered-by-channel-type chat tail
rendering.
---
## #L.6 — UI layout save/load (saveui / loadui / lockui)
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** ui
**Description:** Retail had `@saveui <name>`, `@loadui <name>`,
`@lockui` commands for persisting ImGui-style window layouts. ImGui
has built-in `LoadIniSettingsFromMemory` /
`SaveIniSettingsToMemory` — wire these to per-named-layout files,
plus chat-command parsing for the `@` prefixes.
---
## #L.7 — Joystick / gamepad bindings
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** input
**Description:** Retail keymap declares 11 Joystick devices in the
`Devices` block but no actions are bound by default. acdream uses
Silk.NET keyboard+mouse only. Adding Silk.NET joystick support + a
`JoystickInputSource` adapter would unlock controller play.
`KeyChord.Device` byte already supports values >1, so the binding
side is ready.
---
## #L.8 — Plugin / scripting / macro input subscription
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-26 (deferred from Phase K)
**Component:** plugin / input
**Description:** CLAUDE.md goal: "Build acdream's plugin API to
support scripting/macros for player automation." Plugins should be
able to register custom actions (with namespaced IDs like
`mymacro.heal-rotation`) and subscribe to `InputAction` events. Phase K
foundation supports this via the multicast `InputDispatcher`; what's
missing is the plugin-API surface.
---
## #1 — Rain falls only to horizon, not to the player's feet
**Status:** OPEN
@ -165,6 +296,61 @@ Copy this block when adding a new issue:
# Recently closed
## #25 — [DONE 2026-04-26] Phase K.3 — Settings panel + click-to-rebind UI
**Closed:** 2026-04-26
**Commit:** `(this commit)`
**Resolution:** `SettingsPanel` with click-to-rebind UX (modal capture
via `InputDispatcher.BeginCapture`, Esc cancels, conflict prompt with
Yes/No, draft / Save / Cancel semantics), F11 toggle + ImGui
MainMenuBar entry, per-action / per-section / reset-all-defaults
buttons. Roadmap + ISSUES + memory crib + CLAUDE.md updated.
---
## #24 — [DONE 2026-04-26] Phase K.2 — auto-enter player mode + MMB mouse-look
**Closed:** 2026-04-26
**Commit:** `af74eac`
**Resolution:** Auto-enter player mode at login (one-shot guard
reusing the existing Tab handler logic); MMB-hold mouse-look
(`CameraInstantMouseLook` — cursor-locked camera + character yaw
drive together); `Tab → ChatPanel.FocusInput()`; `DebugPanel`
"Toggle Free-Fly Mode" button.
---
## #23 — [DONE 2026-04-26] Phase K.1c — retail-default keymap + JSON persistence
**Closed:** 2026-04-26
**Commit:** `da18910`
**Resolution:** ~149 retail-faithful bindings byte-precise to
`docs/research/named-retail/retail-default.keymap.txt`;
`%LOCALAPPDATA%\acdream\keybinds.json` with merge-over-defaults
migration; acdream debug F-keys relocated to `Ctrl+F*`.
---
## #22 — [DONE 2026-04-26] Phase K.1b — cut handlers over to dispatcher
**Closed:** 2026-04-26
**Commit:** `256e962`
**Resolution:** Drop the legacy mouse-X-character-yaw path; fix
`WantCaptureMouse` gating; single input path via the multicast
`InputDispatcher`.
---
## #21 — [DONE 2026-04-26] Phase K.1a — input architecture skeleton
**Closed:** 2026-04-26
**Commit:** `84512d3`
**Resolution:** Action enum, multicast `InputDispatcher` with scope
stack, `KeyChord` / `Binding` / `KeyBindings`, Silk.NET adapters;
parallel to existing handlers (no behavior change).
---
## #20 — [DONE 2026-04-25] CombatChatTranslator — retail-faithful combat-text formatters
**Closed:** 2026-04-25

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@ -246,6 +246,63 @@ the way retail + holtburger expect.
---
### Phase K — Input architecture + retail bindings + Settings panel
**Goal:** retire the hardcoded WASD-style scheme; ship retail-faithful
bindings as the default; let users remap any action via an in-game
Settings panel; auto-enter player mode at login; replace mouse-X-yaw
with retail's MMB-hold mouse-look.
**Sub-pieces (all ✓ SHIPPED 2026-04-26):**
- **✓ SHIPPED — K.1a — Input architecture skeleton.** Action enum,
multicast `InputDispatcher` with scope stack, `KeyChord` /
`Binding` / `KeyBindings`, Silk.NET adapters, parallel to existing
handlers — no behavior change. Commit `84512d3`.
- **✓ SHIPPED — K.1b — Cut handlers over to dispatcher.** Drop the
legacy mouse-X-character-yaw path, fix `WantCaptureMouse` gating,
single input path. Commit `256e962`.
- **✓ SHIPPED — K.1c — Retail-default keymap + JSON persistence.**
~149 bindings matching
`docs/research/named-retail/retail-default.keymap.txt` + JSON
load/save with merge-over-defaults migration at
`%LOCALAPPDATA%\acdream\keybinds.json`. Acdream debug F-keys
relocated to `Ctrl+F*` to avoid retail conflicts. Commit `da18910`.
- **✓ SHIPPED — K.2 — Login flow + MMB mouse-look + free-fly button.**
Auto-enter player mode at login (one-shot guard reusing the existing
Tab handler), MMB-hold mouse-look (retail's `CameraInstantMouseLook`
— cursor-locked camera + character yaw drive together), `DebugPanel`
"Toggle Free-Fly Mode" button, `Tab → ToggleChatEntry →
ChatPanel.FocusInput()`. Commit `af74eac`.
- **✓ SHIPPED — K.3 — Settings panel + Keybindings UI + roadmap/issues
update.** `SettingsPanel` with click-to-rebind UX (modal capture
via `InputDispatcher.BeginCapture`, Esc cancels, conflict-detection-
with-confirmation prompt, draft / Save / Cancel semantics), F11
toggle + ImGui MainMenuBar entry, per-action / per-section /
reset-all-defaults buttons. Roadmap + ISSUES + memory crib +
CLAUDE.md updated in this commit. Commit `(this commit)`.
**Acceptance (verified 2026-04-26):**
- Login → spawn at the character's actual world position in chase
camera (NOT Holtburg orbit). Tab not required.
- W = run forward; X = run back; A/D = turn; Z/C = strafe;
Alt+A/D/Left/Right = strafe (alternate); Q = autorun; Space = jump;
Shift = walk modifier; S = stop; Y/G/H/B = postures.
- Mouse alone does NOT drive character yaw. MMB-hold = cursor-locked
camera + character yaw drive together. RMB and LMB are
`SelectRight` / `SelectLeft` per retail.
- F11 / View → Settings opens panel. Click "Rebind" next to any
action → press a key → if conflict, prompt. Save writes
`%LOCALAPPDATA%\acdream\keybinds.json`. Restart preserves
customizations.
- Mode-dependent combat keys (Insert/PgUp/Delete/End/PgDn) bound but
dormant — light up in Phase L when `CombatState.CurrentMode` is
wired (issue #L.3).
**Memory crib:** `memory/project_input_pipeline.md`.
---
### Phase J — Long-tail (deferred / low-priority)
Not detailed here; each gets its own brainstorm when it becomes relevant.