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:
parent
af74eac0c2
commit
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14 changed files with 1567 additions and 5 deletions
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@ -789,8 +789,8 @@ public sealed class GameWindow : IDisposable
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// bars surface only after the first PlayerDescription has
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// populated LocalPlayer (Issue #5).
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_vitalsVm = new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
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_panelHost.Register(
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new AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel(_vitalsVm));
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_vitalsPanel = new AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel(_vitalsVm);
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_panelHost.Register(_vitalsPanel);
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// ChatPanel: reads the tail of the shared ChatLog. No GUID
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// dependency — works pre-login (empty) and post-login (live
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@ -863,7 +863,38 @@ public sealed class GameWindow : IDisposable
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_debugPanel = new AcDream.UI.Abstractions.Panels.Debug.DebugPanel(_debugVm);
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_panelHost.Register(_debugPanel);
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Console.WriteLine("devtools: ImGui panel host ready (VitalsPanel + ChatPanel + DebugPanel registered)");
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// Phase K.3 — Settings panel. SettingsVM owns a draft
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// copy of the active KeyBindings. Save replaces the
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// dispatcher's live table + writes JSON; Cancel reverts
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// the draft. Construction is null-safe vs. the
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// dispatcher because the dispatcher is built earlier in
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// the same OnLoad path (see _inputDispatcher field).
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if (_inputDispatcher is not null)
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{
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_settingsVm = new AcDream.UI.Abstractions.Panels.Settings.SettingsVM(
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persisted: _keyBindings,
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dispatcher: _inputDispatcher,
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onSave: bindings =>
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{
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_inputDispatcher.SetBindings(bindings);
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try
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{
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bindings.SaveToFile(
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AcDream.UI.Abstractions.Input.KeyBindings.DefaultPath());
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Console.WriteLine(
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"keybinds: saved to "
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+ AcDream.UI.Abstractions.Input.KeyBindings.DefaultPath());
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}
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catch (Exception ex)
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{
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Console.WriteLine($"keybinds: save failed: {ex.Message}");
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}
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});
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_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
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_panelHost.Register(_settingsPanel);
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}
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Console.WriteLine("devtools: ImGui panel host ready (VitalsPanel + ChatPanel + DebugPanel + SettingsPanel registered)");
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}
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catch (Exception ex)
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{
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@ -872,9 +903,12 @@ public sealed class GameWindow : IDisposable
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_imguiBootstrap = null;
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_panelHost = null;
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_vitalsVm = null;
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_vitalsPanel = null;
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_debugVm = null;
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_debugPanel = null;
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_chatPanel = null;
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_settingsVm = null;
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_settingsPanel = null;
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}
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}
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@ -4198,6 +4232,35 @@ public sealed class GameWindow : IDisposable
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var ctx = new AcDream.UI.Abstractions.PanelContext(
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(float)deltaSeconds,
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bus);
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// Phase K.3 — top-of-screen menu bar. Provides discoverable
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// entries for users who don't memorize the F-keys (View →
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// Settings / Vitals / Chat / Debug). Uses ImGuiNET directly
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// here because the panel host doesn't own a menu-bar
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// surface; the abstraction (BeginMainMenuBar / BeginMenu /
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// MenuItem) exists for backend portability + tests but only
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// gets exercised here once per frame.
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if (ImGuiNET.ImGui.BeginMainMenuBar())
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{
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if (ImGuiNET.ImGui.BeginMenu("View"))
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{
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if (_settingsPanel is not null
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&& ImGuiNET.ImGui.MenuItem("Settings", "F11"))
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_settingsPanel.IsVisible = !_settingsPanel.IsVisible;
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if (_vitalsPanel is not null
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&& ImGuiNET.ImGui.MenuItem("Vitals"))
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_vitalsPanel.IsVisible = !_vitalsPanel.IsVisible;
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if (_chatPanel is not null
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&& ImGuiNET.ImGui.MenuItem("Chat"))
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_chatPanel.IsVisible = !_chatPanel.IsVisible;
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if (_debugPanel is not null
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&& ImGuiNET.ImGui.MenuItem("Debug", "F1"))
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_debugPanel.IsVisible = !_debugPanel.IsVisible;
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ImGuiNET.ImGui.EndMenu();
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}
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ImGuiNET.ImGui.EndMainMenuBar();
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}
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_panelHost.RenderAll(ctx);
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_imguiBootstrap.Render();
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}
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@ -5048,6 +5111,13 @@ public sealed class GameWindow : IDisposable
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// DevToolsEnabled construction block; null otherwise.
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private AcDream.UI.Abstractions.Panels.Chat.ChatPanel? _chatPanel;
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// Phase K.3 — Settings panel (click-to-rebind keymap UI). Hidden by
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// default; F11 / View → Settings toggles. Null when devtools are off.
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private AcDream.UI.Abstractions.Panels.Settings.SettingsPanel? _settingsPanel;
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private AcDream.UI.Abstractions.Panels.Settings.SettingsVM? _settingsVm;
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// Vitals panel reference cached for the View menu's toggle entry.
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private AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel? _vitalsPanel;
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// ── K.1b: dispatcher action handler ──────────────────────────────────
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//
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// SINGLE place where every game-side keyboard/mouse-button reaction
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@ -5175,6 +5245,14 @@ public sealed class GameWindow : IDisposable
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_chatPanel?.FocusInput();
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break;
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case AcDream.UI.Abstractions.Input.InputAction.ToggleOptionsPanel:
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// K.3: F11 toggles the Settings panel. Null-safe vs.
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// devtools-off / panel-not-registered — the [input] log
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// line above still records the press regardless.
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if (_settingsPanel is not null)
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_settingsPanel.IsVisible = !_settingsPanel.IsVisible;
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break;
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case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
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if (_cameraController?.IsFlyMode == true)
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_cameraController.ToggleFly(); // exit fly, release cursor
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@ -206,4 +206,33 @@ public interface IPanelRenderer
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/// typing without clicking the field.
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/// </summary>
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void SetKeyboardFocusHere();
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// -- Phase K.3 — top-of-screen main menu bar -------------------------
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/// <summary>
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/// Open the top-of-screen main menu bar. Returns true if the bar is
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/// visible (top-level menus go inside that branch). Always pair with
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/// <see cref="EndMainMenuBar"/> when the call returned true.
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/// </summary>
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bool BeginMainMenuBar();
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/// <summary>Close the menu bar opened by <see cref="BeginMainMenuBar"/>.</summary>
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void EndMainMenuBar();
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/// <summary>
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/// Open a top-level menu within a menu bar. Returns true if the menu
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/// is open — the caller emits <see cref="MenuItem"/> entries inside
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/// that branch, then calls <see cref="EndMenu"/>.
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/// </summary>
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bool BeginMenu(string label);
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/// <summary>Close the menu opened by <see cref="BeginMenu"/>.</summary>
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void EndMenu();
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/// <summary>
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/// A clickable menu item with optional shortcut hint (e.g.
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/// <c>"F11"</c>) drawn right-aligned. Returns true on the single
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/// frame the user clicks the item; false otherwise.
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/// </summary>
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bool MenuItem(string label, string? shortcut = null);
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}
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@ -34,10 +34,15 @@ public sealed class InputDispatcher
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{
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private readonly IKeyboardSource _keyboard;
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private readonly IMouseSource _mouse;
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private readonly KeyBindings _bindings;
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private KeyBindings _bindings;
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private readonly Stack<InputScope> _scopes = new();
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private readonly HashSet<KeyChord> _heldHoldChords = new();
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/// <summary>K.3 modal-rebind hook: when non-null, the next non-modifier
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/// chord is reported via this callback INSTEAD of firing actions. Esc
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/// cancels (callback receives <c>default(KeyChord)</c>).</summary>
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private Action<KeyChord>? _captureCallback;
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/// <summary>Fires every time a binding matches a press / release / hold tick.
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/// Multicast — every subscriber gets every event in subscription order.</summary>
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public event Action<InputAction, ActivationType>? Fired;
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@ -61,6 +66,51 @@ public sealed class InputDispatcher
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/// <summary>Topmost scope on the stack — what the dispatcher looks up first.</summary>
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public InputScope ActiveScope => _scopes.Peek();
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/// <summary>True iff a <see cref="BeginCapture"/> is in progress.</summary>
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public bool IsCapturing => _captureCallback is not null;
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/// <summary>
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/// Enter modal capture mode. The next non-modifier chord pressed
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/// (with whatever modifiers are held at that moment) is reported
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/// via <paramref name="onCaptured"/> and the dispatcher does NOT
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/// fire normal action events for that chord. Esc cancels —
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/// <paramref name="onCaptured"/> receives a sentinel
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/// <c>default(KeyChord)</c>. Modifier-only key transitions
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/// (Shift / Ctrl / Alt / Win held alone) are NOT captured; only a
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/// non-modifier key down completes capture, so the user can dial
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/// in modifier combinations before pressing the trigger key.
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/// </summary>
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public void BeginCapture(Action<KeyChord> onCaptured)
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{
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_captureCallback = onCaptured ?? throw new ArgumentNullException(nameof(onCaptured));
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}
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/// <summary>
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/// Cancel an active capture. Invokes the callback with a sentinel
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/// <c>default(KeyChord)</c> so the caller can treat it as a user
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/// cancel. No-op if no capture is active.
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/// </summary>
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public void CancelCapture()
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{
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var cb = _captureCallback;
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if (cb is null) return;
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_captureCallback = null;
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cb(default);
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}
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/// <summary>
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/// Replace the active bindings table. Used by the Settings panel's
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/// Save flow — the in-memory <see cref="InputDispatcher"/> picks up
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/// the new bindings without a process restart. Held-Hold-chord
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/// tracking is reset; any previously held chord that no longer maps
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/// will simply stop firing on the next <see cref="Tick"/>.
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/// </summary>
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public void SetBindings(KeyBindings bindings)
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{
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_bindings = bindings ?? throw new ArgumentNullException(nameof(bindings));
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_heldHoldChords.Clear();
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}
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/// <summary>
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/// Per-frame "is this action's chord currently held" query. Walks every
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/// binding for the given action; returns true if any of them has its
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@ -165,6 +215,30 @@ public sealed class InputDispatcher
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private void OnKeyDown(Key key, ModifierMask mods)
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{
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// K.3 modal capture (used by Settings panel's "Rebind" UX) takes
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// precedence over both WantCaptureKeyboard gating AND normal
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// binding lookup. Esc cancels capture; modifier-only keys don't
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// complete it (so the user can dial in Shift/Ctrl/Alt before
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// pressing the trigger key); every other key completes capture
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// with the current modifier state.
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if (_captureCallback is not null)
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{
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if (key == Key.Escape)
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{
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var cb = _captureCallback;
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_captureCallback = null;
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cb(default);
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return;
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}
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if (IsModifierKey(key)) return; // dial more mods, don't complete
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var captured = new KeyChord(key, mods, Device: 0);
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var cb2 = _captureCallback;
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_captureCallback = null;
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cb2(captured);
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return; // SUPPRESS the action — don't run binding lookup below
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}
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if (_mouse.WantCaptureKeyboard) return;
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var chord = new KeyChord(key, mods, Device: 0);
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@ -181,6 +255,18 @@ public sealed class InputDispatcher
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}
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}
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/// <summary>True for Shift/Ctrl/Alt/Win left+right variants — keys
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/// that don't complete a capture by themselves. The user holds them
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/// to dial in modifier combinations before pressing the trigger key.</summary>
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private static bool IsModifierKey(Key key) => key switch
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{
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Key.ShiftLeft or Key.ShiftRight => true,
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Key.ControlLeft or Key.ControlRight => true,
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Key.AltLeft or Key.AltRight => true,
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Key.SuperLeft or Key.SuperRight => true,
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_ => false,
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};
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private void OnKeyUp(Key key, ModifierMask mods)
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{
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// Release fires regardless of WantCaptureKeyboard so we don't
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196
src/AcDream.UI.Abstractions/Panels/Settings/SettingsPanel.cs
Normal file
196
src/AcDream.UI.Abstractions/Panels/Settings/SettingsPanel.cs
Normal file
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@ -0,0 +1,196 @@
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using System.Collections.Generic;
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using System.Linq;
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// K.3: in-game Settings panel for click-to-rebind keymap editing.
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/// Hidden by default; opens via <c>F11</c> (which fires the
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/// <see cref="InputAction.ToggleOptionsPanel"/> action) or via the
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/// View → Settings entry on the main menu bar.
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///
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/// <para>
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/// Layout: top row of action buttons (Save / Cancel / Reset all), then
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/// a sequence of <see cref="IPanelRenderer.CollapsingHeader"/> sections
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/// matching the retail keymap categories (Movement / Postures / Camera /
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/// Combat / UI panels / Chat / Hotbar / Emotes). Each row inside a
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/// section: action name, current binding(s) summary, "Rebind" button,
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/// per-action "Reset" button. When a rebind is in progress the Rebind
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/// button label changes to "Press a key... (Esc to cancel)".
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/// </para>
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///
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/// <para>
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/// When <see cref="SettingsVM.PendingConflict"/> is non-null, a
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/// confirmation prompt is rendered ABOVE the rest of the panel (Yes —
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/// Reassign / No — Keep existing).
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/// </para>
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/// </summary>
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public sealed class SettingsPanel : IPanel
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{
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private readonly SettingsVM _vm;
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public SettingsPanel(SettingsVM vm)
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{
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_vm = vm ?? throw new System.ArgumentNullException(nameof(vm));
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}
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/// <inheritdoc />
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public string Id => "acdream.settings";
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/// <inheritdoc />
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public string Title => "Settings";
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/// <inheritdoc />
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/// <remarks>K.3: hidden by default — opened via F11 / View menu.</remarks>
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public bool IsVisible { get; set; } = false;
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/// <inheritdoc />
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public void Render(PanelContext ctx, IPanelRenderer renderer)
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{
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if (!renderer.Begin(Title))
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{
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renderer.End();
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return;
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}
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// Conflict prompt — modal-ish row at top of the panel.
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if (_vm.PendingConflict is { } conflict)
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{
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renderer.TextWrapped(
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$"'{ChordLabel(conflict.NewChord)}' is already bound to "
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+ $"{conflict.ConflictingAction}. Reassign it to "
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+ $"{conflict.NewAction}?");
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if (renderer.Button("Yes — Reassign")) _vm.ResolveConflict(replace: true);
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renderer.SameLine();
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if (renderer.Button("No — Keep existing")) _vm.ResolveConflict(replace: false);
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renderer.Separator();
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}
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// Top action buttons.
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if (renderer.Button("Save changes")) _vm.Save();
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renderer.SameLine();
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if (renderer.Button("Cancel changes")) _vm.Cancel();
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renderer.SameLine();
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if (renderer.Button("Reset all to retail defaults")) _vm.ResetAllToDefaults();
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renderer.Separator();
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// Sections (retail keymap categories).
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RenderSection(renderer, "Movement", new[]
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{
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InputAction.MovementForward, InputAction.MovementBackup,
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InputAction.MovementTurnLeft, InputAction.MovementTurnRight,
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InputAction.MovementStrafeLeft, InputAction.MovementStrafeRight,
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InputAction.MovementJump, InputAction.MovementStop,
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InputAction.MovementWalkMode, InputAction.MovementRunLock,
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});
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RenderSection(renderer, "Postures", new[]
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{
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InputAction.Ready, InputAction.Sitting,
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InputAction.Crouch, InputAction.Sleeping,
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});
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RenderSection(renderer, "Camera", new[]
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{
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InputAction.CameraActivateAlternateMode, InputAction.CameraInstantMouseLook,
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InputAction.CameraRotateLeft, InputAction.CameraRotateRight,
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InputAction.CameraRotateUp, InputAction.CameraRotateDown,
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InputAction.CameraMoveToward, InputAction.CameraMoveAway,
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InputAction.CameraViewDefault, InputAction.CameraViewFirstPerson,
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InputAction.CameraViewLookDown, InputAction.CameraViewMapMode,
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});
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RenderSection(renderer, "Combat", new[]
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{
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InputAction.CombatToggleCombat,
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InputAction.CombatDecreaseAttackPower, InputAction.CombatIncreaseAttackPower,
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InputAction.CombatLowAttack, InputAction.CombatMediumAttack, InputAction.CombatHighAttack,
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InputAction.CombatAimLow, InputAction.CombatAimMedium, InputAction.CombatAimHigh,
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InputAction.CombatPrevSpellTab, InputAction.CombatNextSpellTab,
|
||||
InputAction.CombatPrevSpell, InputAction.CombatNextSpell, InputAction.CombatCastCurrentSpell,
|
||||
});
|
||||
RenderSection(renderer, "UI panels", new[]
|
||||
{
|
||||
InputAction.ToggleHelp, InputAction.ToggleAllegiancePanel,
|
||||
InputAction.ToggleFellowshipPanel, InputAction.ToggleSpellbookPanel,
|
||||
InputAction.ToggleSpellComponentsPanel, InputAction.ToggleAttributesPanel,
|
||||
InputAction.ToggleSkillsPanel, InputAction.ToggleWorldPanel,
|
||||
InputAction.ToggleOptionsPanel, InputAction.ToggleInventoryPanel,
|
||||
InputAction.SelectionExamine, InputAction.UseSelected,
|
||||
InputAction.EscapeKey, InputAction.LOGOUT,
|
||||
});
|
||||
RenderSection(renderer, "Chat", new[]
|
||||
{
|
||||
InputAction.ToggleChatEntry, InputAction.EnterChatMode,
|
||||
InputAction.ToggleFloatingChatWindow1, InputAction.ToggleFloatingChatWindow2,
|
||||
InputAction.ToggleFloatingChatWindow3, InputAction.ToggleFloatingChatWindow4,
|
||||
});
|
||||
RenderSection(renderer, "Hotbar", new[]
|
||||
{
|
||||
InputAction.UseQuickSlot_1, InputAction.UseQuickSlot_2, InputAction.UseQuickSlot_3,
|
||||
InputAction.UseQuickSlot_4, InputAction.UseQuickSlot_5, InputAction.UseQuickSlot_6,
|
||||
InputAction.UseQuickSlot_7, InputAction.UseQuickSlot_8, InputAction.UseQuickSlot_9,
|
||||
InputAction.CreateShortcut,
|
||||
});
|
||||
RenderSection(renderer, "Emotes", new[]
|
||||
{
|
||||
InputAction.Cry, InputAction.Laugh, InputAction.Wave,
|
||||
InputAction.Cheer, InputAction.PointState,
|
||||
});
|
||||
|
||||
renderer.End();
|
||||
}
|
||||
|
||||
private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
|
||||
{
|
||||
// Movement defaults open; other sections collapsed for first-run UX.
|
||||
bool defaultOpen = label == "Movement";
|
||||
if (!renderer.CollapsingHeader(label, defaultOpen))
|
||||
return;
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
renderer.Text(action.ToString());
|
||||
renderer.SameLine();
|
||||
|
||||
// Current binding(s) summary.
|
||||
var binds = _vm.Draft.ForAction(action).ToList();
|
||||
string summary = binds.Count == 0
|
||||
? "(unbound)"
|
||||
: string.Join(", ", binds.Select(b => ChordLabel(b.Chord)));
|
||||
renderer.Text(summary);
|
||||
renderer.SameLine();
|
||||
|
||||
// Rebind button — when a rebind is in progress for THIS
|
||||
// action, the label changes to a "press a key..." prompt.
|
||||
// The "##{action}" suffix gives ImGui a stable per-row id
|
||||
// so multiple "Rebind" buttons don't collide.
|
||||
string buttonLabel = (_vm.RebindInProgress == action)
|
||||
? $"Press a key... (Esc to cancel)##{action}"
|
||||
: $"Rebind##{action}";
|
||||
if (renderer.Button(buttonLabel))
|
||||
{
|
||||
if (binds.Count > 0 && _vm.RebindInProgress is null)
|
||||
_vm.BeginRebind(action, binds[0]);
|
||||
}
|
||||
renderer.SameLine();
|
||||
if (renderer.Button($"Reset##{action}"))
|
||||
_vm.ResetActionToDefault(action);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render a chord as <c>"Shift+Ctrl+A"</c> / <c>"W"</c> / etc. for the
|
||||
/// row summary + conflict prompt. Joins held modifiers with <c>+</c>
|
||||
/// then the trigger key name.
|
||||
/// </summary>
|
||||
private static string ChordLabel(KeyChord chord)
|
||||
{
|
||||
var parts = new List<string>();
|
||||
if ((chord.Modifiers & ModifierMask.Shift) != 0) parts.Add("Shift");
|
||||
if ((chord.Modifiers & ModifierMask.Ctrl) != 0) parts.Add("Ctrl");
|
||||
if ((chord.Modifiers & ModifierMask.Alt) != 0) parts.Add("Alt");
|
||||
if ((chord.Modifiers & ModifierMask.Win) != 0) parts.Add("Win");
|
||||
parts.Add(chord.Key.ToString());
|
||||
return string.Join("+", parts);
|
||||
}
|
||||
}
|
||||
222
src/AcDream.UI.Abstractions/Panels/Settings/SettingsVM.cs
Normal file
222
src/AcDream.UI.Abstractions/Panels/Settings/SettingsVM.cs
Normal file
|
|
@ -0,0 +1,222 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AcDream.UI.Abstractions.Input;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// K.3 ViewModel for <see cref="SettingsPanel"/>. Owns a <b>draft</b>
|
||||
/// copy of the current <see cref="KeyBindings"/>; rebinds modify the
|
||||
/// draft. <see cref="Save"/> commits draft via the supplied callback
|
||||
/// (which writes to disk + replaces the live dispatcher's table);
|
||||
/// <see cref="Cancel"/> reverts the draft to the persisted state.
|
||||
///
|
||||
/// <para>
|
||||
/// Click-to-rebind UX: caller invokes <see cref="BeginRebind"/> with the
|
||||
/// action being rebound + the binding being replaced. The VM enters
|
||||
/// modal capture on the dispatcher; when the user presses a chord (or
|
||||
/// Esc), the dispatcher reports it via <see cref="OnChordCaptured"/>.
|
||||
/// If the new chord conflicts with another action's binding (same
|
||||
/// activation type), <see cref="PendingConflict"/> surfaces a prompt
|
||||
/// the panel renders as Yes / No buttons; <see cref="ResolveConflict"/>
|
||||
/// dispatches the user's choice.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class SettingsVM
|
||||
{
|
||||
private KeyBindings _persisted;
|
||||
private KeyBindings _draft;
|
||||
private readonly InputDispatcher _dispatcher;
|
||||
private readonly Action<KeyBindings> _onSave;
|
||||
|
||||
/// <summary>The action currently being rebound, or null when idle.</summary>
|
||||
public InputAction? RebindInProgress { get; private set; }
|
||||
|
||||
/// <summary>The original binding being replaced (so we can preserve
|
||||
/// activation type on the new chord and roll back on cancel).</summary>
|
||||
public Binding? RebindOriginal { get; private set; }
|
||||
|
||||
/// <summary>The action+chord conflict pending confirmation, or null.
|
||||
/// Populated when <see cref="OnChordCaptured"/> finds the captured
|
||||
/// chord already bound to another action; cleared by
|
||||
/// <see cref="ResolveConflict"/>.</summary>
|
||||
public ConflictPrompt? PendingConflict { get; private set; }
|
||||
|
||||
/// <summary>The current working draft. Panel renders bindings from
|
||||
/// here; mutates via the rebind / reset methods.</summary>
|
||||
public KeyBindings Draft => _draft;
|
||||
|
||||
/// <summary>True iff the draft differs structurally from the
|
||||
/// persisted snapshot. Used to grey out the Save button when no
|
||||
/// rebinds are pending.</summary>
|
||||
public bool HasUnsavedChanges => !KeyBindingsEqual(_persisted, _draft);
|
||||
|
||||
public SettingsVM(KeyBindings persisted, InputDispatcher dispatcher, Action<KeyBindings> onSave)
|
||||
{
|
||||
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
|
||||
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
|
||||
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
|
||||
_draft = CloneBindings(persisted);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begin rebinding <paramref name="action"/>. The supplied
|
||||
/// <paramref name="original"/> binding will be removed when the new
|
||||
/// chord is applied. The dispatcher enters modal capture mode; the
|
||||
/// next chord pressed (or Esc) feeds back into
|
||||
/// <see cref="OnChordCaptured"/>.
|
||||
/// </summary>
|
||||
public void BeginRebind(InputAction action, Binding original)
|
||||
{
|
||||
RebindInProgress = action;
|
||||
RebindOriginal = original;
|
||||
_dispatcher.BeginCapture(OnChordCaptured);
|
||||
}
|
||||
|
||||
private void OnChordCaptured(KeyChord chord)
|
||||
{
|
||||
// Sentinel: dispatcher reports default(KeyChord) on Esc cancel.
|
||||
if (chord.Equals(default(KeyChord)))
|
||||
{
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// Conflict check: scan the draft for a binding that matches the
|
||||
// captured chord + same activation type, but on a DIFFERENT
|
||||
// action. (Same-action bindings are fine — that's already in
|
||||
// _draft for this action and gets removed when we apply.)
|
||||
var existing = _draft.Find(chord, RebindOriginal!.Value.Activation);
|
||||
if (existing is not null && existing.Value.Action != RebindInProgress!.Value)
|
||||
{
|
||||
PendingConflict = new ConflictPrompt(
|
||||
NewAction: RebindInProgress.Value,
|
||||
NewChord: chord,
|
||||
OriginalBinding: RebindOriginal.Value,
|
||||
ConflictingAction: existing.Value.Action,
|
||||
ConflictingBinding: existing.Value);
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyRebind(chord);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve a <see cref="PendingConflict"/>: <paramref name="replace"/>=
|
||||
/// true removes the conflicting binding and applies the new chord;
|
||||
/// false cancels the rebind entirely (original binding intact).
|
||||
/// </summary>
|
||||
public void ResolveConflict(bool replace)
|
||||
{
|
||||
if (PendingConflict is null) return;
|
||||
var c = PendingConflict.Value;
|
||||
if (replace)
|
||||
{
|
||||
_draft.Remove(c.ConflictingBinding);
|
||||
ApplyRebind(c.NewChord);
|
||||
}
|
||||
else
|
||||
{
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
}
|
||||
PendingConflict = null;
|
||||
}
|
||||
|
||||
private void ApplyRebind(KeyChord chord)
|
||||
{
|
||||
_draft.Remove(RebindOriginal!.Value);
|
||||
_draft.Add(new Binding(chord, RebindInProgress!.Value, RebindOriginal.Value.Activation));
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cancel any in-progress rebind / pending conflict and clear the
|
||||
/// dispatcher's capture state. Does NOT revert the draft — for that
|
||||
/// see <see cref="Cancel"/>.
|
||||
/// </summary>
|
||||
public void CancelRebind()
|
||||
{
|
||||
if (_dispatcher.IsCapturing) _dispatcher.CancelCapture();
|
||||
RebindInProgress = null;
|
||||
RebindOriginal = null;
|
||||
PendingConflict = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restore the draft's bindings for <paramref name="action"/> to the
|
||||
/// retail defaults. Other actions' draft bindings are untouched.
|
||||
/// </summary>
|
||||
public void ResetActionToDefault(InputAction action)
|
||||
{
|
||||
var defaults = KeyBindings.RetailDefaults();
|
||||
foreach (var b in _draft.ForAction(action).ToList())
|
||||
_draft.Remove(b);
|
||||
foreach (var b in defaults.ForAction(action))
|
||||
_draft.Add(b);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace the entire draft with <see cref="KeyBindings.RetailDefaults"/>.
|
||||
/// </summary>
|
||||
public void ResetAllToDefaults()
|
||||
{
|
||||
_draft = KeyBindings.RetailDefaults();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Commit the draft via the onSave callback supplied at
|
||||
/// construction. After save the draft becomes the new persisted
|
||||
/// snapshot — <see cref="HasUnsavedChanges"/> resets to false.
|
||||
/// </summary>
|
||||
public void Save()
|
||||
{
|
||||
_onSave(_draft);
|
||||
_persisted = CloneBindings(_draft);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Revert the draft to the persisted snapshot and clear any
|
||||
/// in-flight rebind state. Used by the panel's "Cancel" button and
|
||||
/// when the user closes the settings window without saving.
|
||||
/// </summary>
|
||||
public void Cancel()
|
||||
{
|
||||
_draft = CloneBindings(_persisted);
|
||||
CancelRebind();
|
||||
}
|
||||
|
||||
// ── helpers ───────────────────────────────────────────────────────
|
||||
|
||||
private static KeyBindings CloneBindings(KeyBindings src)
|
||||
{
|
||||
var clone = new KeyBindings();
|
||||
foreach (var b in src.All) clone.Add(b);
|
||||
return clone;
|
||||
}
|
||||
|
||||
private static bool KeyBindingsEqual(KeyBindings a, KeyBindings b)
|
||||
{
|
||||
if (a.All.Count != b.All.Count) return false;
|
||||
for (int i = 0; i < a.All.Count; i++)
|
||||
if (!a.All[i].Equals(b.All[i])) return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// K.3 conflict-prompt payload surfaced when the user binds a chord
|
||||
/// already in use. The panel renders the <see cref="NewAction"/> +
|
||||
/// <see cref="ConflictingAction"/> labels in a confirmation prompt;
|
||||
/// <see cref="SettingsVM.ResolveConflict"/> dispatches the user's
|
||||
/// answer.
|
||||
/// </summary>
|
||||
public readonly record struct ConflictPrompt(
|
||||
InputAction NewAction,
|
||||
KeyChord NewChord,
|
||||
Binding OriginalBinding,
|
||||
InputAction ConflictingAction,
|
||||
Binding ConflictingBinding);
|
||||
|
|
@ -173,4 +173,24 @@ public sealed class ImGuiPanelRenderer : IPanelRenderer
|
|||
|
||||
/// <inheritdoc />
|
||||
public void SetKeyboardFocusHere() => ImGuiNET.ImGui.SetKeyboardFocusHere();
|
||||
|
||||
// -- Phase K.3 — main menu bar -----------------------------------------
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool BeginMainMenuBar() => ImGuiNET.ImGui.BeginMainMenuBar();
|
||||
|
||||
/// <inheritdoc />
|
||||
public void EndMainMenuBar() => ImGuiNET.ImGui.EndMainMenuBar();
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool BeginMenu(string label) => ImGuiNET.ImGui.BeginMenu(label);
|
||||
|
||||
/// <inheritdoc />
|
||||
public void EndMenu() => ImGuiNET.ImGui.EndMenu();
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool MenuItem(string label, string? shortcut = null)
|
||||
=> shortcut is null
|
||||
? ImGuiNET.ImGui.MenuItem(label)
|
||||
: ImGuiNET.ImGui.MenuItem(label, shortcut);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue