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