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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14 changed files with 1567 additions and 5 deletions
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@ -52,6 +52,13 @@ internal sealed class FakePanelRenderer : IPanelRenderer
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public string? InputTextSubmitNextSubmitted { get; set; }
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public string? InputTextSubmitNextBufferAfter { get; set; }
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/// <summary>K.3: <see cref="BeginMainMenuBar"/> return value (default true).</summary>
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public bool MainMenuBarReturns { get; set; } = true;
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/// <summary>K.3: <see cref="BeginMenu"/> return value (default true).</summary>
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public bool MenuReturns { get; set; } = true;
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/// <summary>K.3: <see cref="MenuItem"/> return value (default false — only true for the frame the user "clicks").</summary>
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public bool MenuItemReturns { get; set; }
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public bool Begin(string title)
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{
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Calls.Add(("Begin", new object?[] { title }));
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@ -165,4 +172,30 @@ internal sealed class FakePanelRenderer : IPanelRenderer
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public void SetKeyboardFocusHere()
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=> Calls.Add(("SetKeyboardFocusHere", Array.Empty<object?>()));
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// -- Phase K.3 — main menu bar -----------------------------------------
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public bool BeginMainMenuBar()
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{
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Calls.Add(("BeginMainMenuBar", Array.Empty<object?>()));
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return MainMenuBarReturns;
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}
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public void EndMainMenuBar()
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=> Calls.Add(("EndMainMenuBar", Array.Empty<object?>()));
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public bool BeginMenu(string label)
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{
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Calls.Add(("BeginMenu", new object?[] { label }));
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return MenuReturns;
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}
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public void EndMenu()
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=> Calls.Add(("EndMenu", Array.Empty<object?>()));
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public bool MenuItem(string label, string? shortcut = null)
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{
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Calls.Add(("MenuItem", new object?[] { label, shortcut }));
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return MenuItemReturns;
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}
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}
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