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

@ -789,8 +789,8 @@ public sealed class GameWindow : IDisposable
// bars surface only after the first PlayerDescription has
// populated LocalPlayer (Issue #5).
_vitalsVm = new AcDream.UI.Abstractions.Panels.Vitals.VitalsVM(Combat, LocalPlayer);
_panelHost.Register(
new AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel(_vitalsVm));
_vitalsPanel = new AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel(_vitalsVm);
_panelHost.Register(_vitalsPanel);
// ChatPanel: reads the tail of the shared ChatLog. No GUID
// dependency — works pre-login (empty) and post-login (live
@ -863,7 +863,38 @@ public sealed class GameWindow : IDisposable
_debugPanel = new AcDream.UI.Abstractions.Panels.Debug.DebugPanel(_debugVm);
_panelHost.Register(_debugPanel);
Console.WriteLine("devtools: ImGui panel host ready (VitalsPanel + ChatPanel + DebugPanel registered)");
// Phase K.3 — Settings panel. SettingsVM owns a draft
// copy of the active KeyBindings. Save replaces the
// dispatcher's live table + writes JSON; Cancel reverts
// the draft. Construction is null-safe vs. the
// dispatcher because the dispatcher is built earlier in
// the same OnLoad path (see _inputDispatcher field).
if (_inputDispatcher is not null)
{
_settingsVm = new AcDream.UI.Abstractions.Panels.Settings.SettingsVM(
persisted: _keyBindings,
dispatcher: _inputDispatcher,
onSave: bindings =>
{
_inputDispatcher.SetBindings(bindings);
try
{
bindings.SaveToFile(
AcDream.UI.Abstractions.Input.KeyBindings.DefaultPath());
Console.WriteLine(
"keybinds: saved to "
+ AcDream.UI.Abstractions.Input.KeyBindings.DefaultPath());
}
catch (Exception ex)
{
Console.WriteLine($"keybinds: save failed: {ex.Message}");
}
});
_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
_panelHost.Register(_settingsPanel);
}
Console.WriteLine("devtools: ImGui panel host ready (VitalsPanel + ChatPanel + DebugPanel + SettingsPanel registered)");
}
catch (Exception ex)
{
@ -872,9 +903,12 @@ public sealed class GameWindow : IDisposable
_imguiBootstrap = null;
_panelHost = null;
_vitalsVm = null;
_vitalsPanel = null;
_debugVm = null;
_debugPanel = null;
_chatPanel = null;
_settingsVm = null;
_settingsPanel = null;
}
}
@ -4198,6 +4232,35 @@ public sealed class GameWindow : IDisposable
var ctx = new AcDream.UI.Abstractions.PanelContext(
(float)deltaSeconds,
bus);
// Phase K.3 — top-of-screen menu bar. Provides discoverable
// entries for users who don't memorize the F-keys (View →
// Settings / Vitals / Chat / Debug). Uses ImGuiNET directly
// here because the panel host doesn't own a menu-bar
// surface; the abstraction (BeginMainMenuBar / BeginMenu /
// MenuItem) exists for backend portability + tests but only
// gets exercised here once per frame.
if (ImGuiNET.ImGui.BeginMainMenuBar())
{
if (ImGuiNET.ImGui.BeginMenu("View"))
{
if (_settingsPanel is not null
&& ImGuiNET.ImGui.MenuItem("Settings", "F11"))
_settingsPanel.IsVisible = !_settingsPanel.IsVisible;
if (_vitalsPanel is not null
&& ImGuiNET.ImGui.MenuItem("Vitals"))
_vitalsPanel.IsVisible = !_vitalsPanel.IsVisible;
if (_chatPanel is not null
&& ImGuiNET.ImGui.MenuItem("Chat"))
_chatPanel.IsVisible = !_chatPanel.IsVisible;
if (_debugPanel is not null
&& ImGuiNET.ImGui.MenuItem("Debug", "F1"))
_debugPanel.IsVisible = !_debugPanel.IsVisible;
ImGuiNET.ImGui.EndMenu();
}
ImGuiNET.ImGui.EndMainMenuBar();
}
_panelHost.RenderAll(ctx);
_imguiBootstrap.Render();
}
@ -5048,6 +5111,13 @@ public sealed class GameWindow : IDisposable
// DevToolsEnabled construction block; null otherwise.
private AcDream.UI.Abstractions.Panels.Chat.ChatPanel? _chatPanel;
// Phase K.3 — Settings panel (click-to-rebind keymap UI). Hidden by
// default; F11 / View → Settings toggles. Null when devtools are off.
private AcDream.UI.Abstractions.Panels.Settings.SettingsPanel? _settingsPanel;
private AcDream.UI.Abstractions.Panels.Settings.SettingsVM? _settingsVm;
// Vitals panel reference cached for the View menu's toggle entry.
private AcDream.UI.Abstractions.Panels.Vitals.VitalsPanel? _vitalsPanel;
// ── K.1b: dispatcher action handler ──────────────────────────────────
//
// SINGLE place where every game-side keyboard/mouse-button reaction
@ -5175,6 +5245,14 @@ public sealed class GameWindow : IDisposable
_chatPanel?.FocusInput();
break;
case AcDream.UI.Abstractions.Input.InputAction.ToggleOptionsPanel:
// K.3: F11 toggles the Settings panel. Null-safe vs.
// devtools-off / panel-not-registered — the [input] log
// line above still records the press regardless.
if (_settingsPanel is not null)
_settingsPanel.IsVisible = !_settingsPanel.IsVisible;
break;
case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
if (_cameraController?.IsFlyMode == true)
_cameraController.ToggleFly(); // exit fly, release cursor