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

@ -34,10 +34,15 @@ public sealed class InputDispatcher
{
private readonly IKeyboardSource _keyboard;
private readonly IMouseSource _mouse;
private readonly KeyBindings _bindings;
private KeyBindings _bindings;
private readonly Stack<InputScope> _scopes = new();
private readonly HashSet<KeyChord> _heldHoldChords = new();
/// <summary>K.3 modal-rebind hook: when non-null, the next non-modifier
/// chord is reported via this callback INSTEAD of firing actions. Esc
/// cancels (callback receives <c>default(KeyChord)</c>).</summary>
private Action<KeyChord>? _captureCallback;
/// <summary>Fires every time a binding matches a press / release / hold tick.
/// Multicast — every subscriber gets every event in subscription order.</summary>
public event Action<InputAction, ActivationType>? Fired;
@ -61,6 +66,51 @@ public sealed class InputDispatcher
/// <summary>Topmost scope on the stack — what the dispatcher looks up first.</summary>
public InputScope ActiveScope => _scopes.Peek();
/// <summary>True iff a <see cref="BeginCapture"/> is in progress.</summary>
public bool IsCapturing => _captureCallback is not null;
/// <summary>
/// Enter modal capture mode. The next non-modifier chord pressed
/// (with whatever modifiers are held at that moment) is reported
/// via <paramref name="onCaptured"/> and the dispatcher does NOT
/// fire normal action events for that chord. Esc cancels —
/// <paramref name="onCaptured"/> receives a sentinel
/// <c>default(KeyChord)</c>. Modifier-only key transitions
/// (Shift / Ctrl / Alt / Win held alone) are NOT captured; only a
/// non-modifier key down completes capture, so the user can dial
/// in modifier combinations before pressing the trigger key.
/// </summary>
public void BeginCapture(Action<KeyChord> onCaptured)
{
_captureCallback = onCaptured ?? throw new ArgumentNullException(nameof(onCaptured));
}
/// <summary>
/// Cancel an active capture. Invokes the callback with a sentinel
/// <c>default(KeyChord)</c> so the caller can treat it as a user
/// cancel. No-op if no capture is active.
/// </summary>
public void CancelCapture()
{
var cb = _captureCallback;
if (cb is null) return;
_captureCallback = null;
cb(default);
}
/// <summary>
/// Replace the active bindings table. Used by the Settings panel's
/// Save flow — the in-memory <see cref="InputDispatcher"/> picks up
/// the new bindings without a process restart. Held-Hold-chord
/// tracking is reset; any previously held chord that no longer maps
/// will simply stop firing on the next <see cref="Tick"/>.
/// </summary>
public void SetBindings(KeyBindings bindings)
{
_bindings = bindings ?? throw new ArgumentNullException(nameof(bindings));
_heldHoldChords.Clear();
}
/// <summary>
/// Per-frame "is this action's chord currently held" query. Walks every
/// binding for the given action; returns true if any of them has its
@ -165,6 +215,30 @@ public sealed class InputDispatcher
private void OnKeyDown(Key key, ModifierMask mods)
{
// K.3 modal capture (used by Settings panel's "Rebind" UX) takes
// precedence over both WantCaptureKeyboard gating AND normal
// binding lookup. Esc cancels capture; modifier-only keys don't
// complete it (so the user can dial in Shift/Ctrl/Alt before
// pressing the trigger key); every other key completes capture
// with the current modifier state.
if (_captureCallback is not null)
{
if (key == Key.Escape)
{
var cb = _captureCallback;
_captureCallback = null;
cb(default);
return;
}
if (IsModifierKey(key)) return; // dial more mods, don't complete
var captured = new KeyChord(key, mods, Device: 0);
var cb2 = _captureCallback;
_captureCallback = null;
cb2(captured);
return; // SUPPRESS the action — don't run binding lookup below
}
if (_mouse.WantCaptureKeyboard) return;
var chord = new KeyChord(key, mods, Device: 0);
@ -181,6 +255,18 @@ public sealed class InputDispatcher
}
}
/// <summary>True for Shift/Ctrl/Alt/Win left+right variants — keys
/// that don't complete a capture by themselves. The user holds them
/// to dial in modifier combinations before pressing the trigger key.</summary>
private static bool IsModifierKey(Key key) => key switch
{
Key.ShiftLeft or Key.ShiftRight => true,
Key.ControlLeft or Key.ControlRight => true,
Key.AltLeft or Key.AltRight => true,
Key.SuperLeft or Key.SuperRight => true,
_ => false,
};
private void OnKeyUp(Key key, ModifierMask mods)
{
// Release fires regardless of WantCaptureKeyboard so we don't