using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.App.UI;
using AcDream.Core.Input;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
///
/// Campaign OP slice OP8: retail's Configure Keyboard screen —
/// gmKeyboardUI (LayoutDesc 0x21000009, root 0x1000001F,
/// 800×600), its own SEPARATE full-screen window (research doc's structure
/// lane §8 / lane D §4.3, NOT a fifth tab of the four-tab Options panel —
/// "the retail keyboard screen is NOT one of the four Options tabs"). Mounted
/// the same way the Options panel opens (F11/toolbar → ToggleOptionsPanel
/// action 0x1000001A): the Gameplay tab's Configure Keyboard button
/// (0x10000204) and this screen's own OK/Cancel buttons all carry
/// authored P0x12 = 0x1000001F — the SAME toggle-window pattern, byte-
/// verified against the committed options_gameplay_2100002A.json and
/// keyboard_config_21000009.json fixtures — so a single
/// callback covers the open path (the Gameplay-tab button) and both close paths
/// (OK/Cancel) without porting the generic
/// UIElementManager::DoVisibilityToggleAction action-broadcast machinery,
/// which nothing else in this codebase needs yet.
///
///
/// Six ActionClass list boxes. The screen's own Type-8 tab control
/// (0x1000049B) hosts six page containers — 0x1000049D Movement
/// (default tab), 0x1000049F Camera, 0x100004A1 Combat,
/// 0x100004A3 UI, 0x10000211 CharacterSettings, 0x100004A5
/// Emote — EACH authoring its OWN identical child subtree: four column headers
/// (0x10000021-0x10000024, "Command"/"Mapping 1/2/3") and a
/// Type-5 ListBox (0x10000025) + scrollbar (0x10000026). Every
/// one of those five ids is REUSED verbatim across all six pages — the
/// live-DAT dump (keyboard_config_21000009.json) confirms this is the
/// SAME page-scoped-lookup trap the OP campaign has hit before (OP6's caption
/// sites): every lookup below is scoped from ITS OWN page's container root via
/// , never a flat/global
/// layout.FindElement for these five ids.
///
///
///
/// The row template. AddItemFromTemplateList(0) builds the header
/// row (0x1000002E, plain text); AddItemFromTemplateList(1) builds
/// the action row (0x1000002F, Type 0x10000034 =
/// UIOption_ActionKeyMap). Its 3 authored children (0x10000030/
/// 31/32, positioned under the "Mapping 1/2/3" columns) are the row's
/// key buttons — built automatically by 's normal
/// recursive descent (the row itself is not one of OP2's special
/// ConsumesDatChildren widgets), so no new
/// case was needed for Type 0x10000034. The shipped 2013 template has
/// exactly 3 key-button children and NO separate Clear-button child — a real,
/// DAT-verified fact (register row): erasing a single binding is right-click on
/// its key button (UIOption_ActionKeyMap::EraseBinding, ported via
/// ); there is no authored affordance for
/// retail's OWN class-level ClearAllBindings (its m_buttonClear
/// field exists in the C++ class but nothing in this layout wires it) — its
/// EFFECT (clear every slot on a row) is still reachable one right-click at a
/// time. The row's own caption (the action label) is synthesized as a plain
/// child (composition, not inheritance —
/// is sealed), exactly the pattern CharacterStatController.BuildHeaderRow
/// already uses for a controller-synthesized label beside authored dat children.
///
///
///
/// Row identity and binding storage (D4). Every row's identity is the DAT
/// pair (InputMapId, ActionId) — retail's own row key. Where
/// resolves that pair to an acdream
/// (research: roughly half of the DAT's 306 rows — see
/// that table's class doc for the full accounting), the row's bindings ARE
/// 's bindings for that action: a rebind here takes
/// effect immediately for live gameplay dispatch through the SAME
/// every other input path uses, and persists to
/// keybinds.json exactly like any other rebind (D4 — no separate
/// .keymap file format). Where no exists yet
/// (mostly Emotes and CharacterSettings — see the identity table's class doc),
/// the row is still fully rendered, bindable, conflict-checked, and persisted
/// (/),
/// it just has no live gameplay consumer yet (register row).
///
///
///
/// Activation/Scope preservation (M1, 2026-08-11 review). A mapped row's
/// read returns the FULL live
/// list, not bare chords — a single acdream
/// consistently carries one /
/// pair across every one of its bindings (verified
/// against every multi-chord action in KeyBindings.RetailDefaults():
/// walk-mode's Hold, the three melee/missile/magic combat scopes, ...), so this
/// row captures that pair ONCE at build time (from the first live binding, or
/// / if the action
/// starts wholly unbound) and reapplies it to every chord this row ever writes —
/// on a live rebind, on Cancel/Revert (RestoreSavedValue), and on Defaults
/// (RestoreDefaultValue, which restores DAT-sourced KEYS only; Activation/
/// Scope are retail-side properties of the ACTION, not of which physical key
/// triggers it, so Defaults must never touch them). Before this fix,
/// SetForAction reconstructed every with the
/// constructor's bare defaults (/
/// ), so a single click of Defaults collapsed the
/// Hold/scope of every one of the ~140 mapped actions in one shot — walk-mode
/// stopped unlatching, melee/missile/magic combat holds stopped repeating, and
/// scope precedence broke for every chord shared across those three scopes by
/// design (Insert/Delete/End/PageUp/PageDown).
///
///
///
/// Conflicts (research doc §5.4, reworked per M3/S1, 2026-08-11 review).
/// Retail's conflict model is N-way and cross-input-map, with a DISTINCT refusal
/// for a chord already bound to a non-user-bindable action, checked BEFORE any
/// user-bindable conflict is even considered (retail refuses outright the instant
/// ANY conflicting target is non-user-bindable). This port's non-user-bindable
/// analogue is a chord already bound to an acdream-only action with no
/// row at all (Ctrl+M mute, the debug
/// F-keys, ...) — refused via
/// exactly like retail's distinct OpenCantOverwriteBindingDialog, with no
/// dialog (a hard stop, matching the DAT-verified refusal string). A genuine
/// cross-row conflict collects EVERY conflicting row (not just the first) and
/// opens a real confirm dialog through —
/// retail's OpenOverwriteBindingDialog(&conflicts) — BEFORE reassigning;
/// only on accept are the losing rows' slots erased and the new chord applied.
///
///
///
/// Caption dimming (AD-78, user-directed, 2026-08-11, gate 2). A row
/// whose is null (AP-203's store-only
/// set — mostly Emotes and CharacterSettings, plus every non-user-bindable
/// InputMap this screen renders) dims its synthesized caption via
/// in
/// . The row stays fully rendered, bindable,
/// conflict-checked, and persisted (per the paragraph above) — only the
/// caption color changes, so the dim is a visual "no live gameplay consumer
/// yet" marker, not a functional restriction.
///
///
public sealed class KeyboardConfigController
{
/// The screen's own top-level LayoutDesc.
public const uint LayoutId = 0x21000009u;
/// The window root — ALSO the retail input-action id
/// (0x1000001F, "Show/Hide Keyboard Configuration") that opens/closes
/// it, per the Gameplay tab button and this screen's own OK/Cancel buttons
/// all authoring P0x12 = 0x1000001F.
public const uint WindowRootElementId = 0x1000001Fu;
private const uint LoadButtonId = 0x10000027u;
private const uint FilenameLabelId = 0x10000028u;
private const uint SaveAsButtonId = 0x10000029u;
private const uint DefaultsButtonId = 0x1000002Au;
private const uint RevertButtonId = 0x1000002Bu;
private const uint OkButtonId = 0x1000002Cu;
private const uint CancelButtonId = 0x1000002Du;
// Reused verbatim across all six page containers below — ALWAYS scoped
// per-page via UiElement.FindDescendant, never a flat layout.FindElement.
private const uint ListBoxElementId = 0x10000025u;
private const uint ScrollbarElementId = 0x10000026u;
private const int HeaderTemplateIndex = 0;
private const int RowTemplateIndex = 1;
/// The screen's own Type-8 tab control hosting the six ActionClass
/// pages (class doc §"Six ActionClass list boxes"). Its authored tab table
/// (dat property 0x2E) marks Movement (0x1000049D) as the default entry.
private const uint TabHostElementId = 0x1000049Bu;
// The row template's 3 key-button children, in "Mapping 1/2/3" column order.
private static readonly uint[] KeyButtonIds = { 0x10000030u, 0x10000031u, 0x10000032u };
private static readonly (uint PageContainerId, RetailActionClass Class)[] Pages =
{
(0x1000049Du, RetailActionClass.Movement),
(0x1000049Fu, RetailActionClass.Camera),
(0x100004A1u, RetailActionClass.Combat),
(0x100004A3u, RetailActionClass.Ui),
(0x10000211u, RetailActionClass.CharacterSettings),
(0x100004A5u, RetailActionClass.Emote),
};
/// One rendered row: its DAT identity, the built key-button
/// widgets (up to 3, "Mapping 1/2/3" order), and its
/// model.
public sealed record RowView(
uint InputMapId,
uint ActionId,
InputAction? MappedAction,
string? Label,
ActionKeyMapOptionRow Model,
IReadOnlyList KeyButtons);
/// The live read/write/capture seam this screen writes bindings
/// through — mirrors every other Campaign OP page controller's
/// Bindings shape (a plain delegate record, no DAT/InputDispatcher
/// dependency baked into the controller itself). /
/// carry the FULL (chord +
/// activation + scope), not a bare chord — M1's fix (see class doc).
public sealed record Bindings(
Func> CurrentForAction,
Action> SetForAction,
Func<(uint InputMapId, uint ActionId), IReadOnlyList> CurrentForUnmapped,
Action<(uint InputMapId, uint ActionId), IReadOnlyList> SetForUnmapped,
Action> BeginCapture,
Action Save,
Action Toggle,
Action DisplaySystemMessage,
string NonBindableRefusalText,
// M3 (2026-08-11 review): retail's OpenOverwriteBindingDialog — confirm
// BEFORE reassigning a chord already bound to another row on this screen.
// message is pre-composed (real row labels, no invented retail text);
// the callback receives the user's Yes(true)/No(false) choice.
Action> ConfirmOverwrite,
// OP8 re-gate (2026-08-14): retail's capture-instruction dialog —
// UIOption_ActionKeyMap::InitiateBinding @ 0x004899D0 opens the
// MapWarn wait dialog (ID_ActionKeyMap_MapInstructions with the row's
// action label interpolated) BEFORE registering the key handler, and
// refuses to arm capture at all if the dialog could not open. Open
// receives the row label and returns the dialog context (0 = could
// not open); Close closes that context when the capture ends (key hit
// or ESC). Null keeps the pre-dialog capture behavior for hosts with
// no dialog factory (unit fixtures).
Func? OpenCaptureInstructions = null,
Action? CloseCaptureInstructions = null);
public OptionPage Page { get; } = new();
public IReadOnlyList Rows => _rows;
private readonly List _rows = new();
private readonly Dictionary<(uint LayoutId, uint ElementId), UiDatFont?> _templateFontCache = new();
private Bindings? _bindings;
private Func _describe = DescribeChord;
private Func? _resolveTemplateFont;
private KeyboardConfigController() { }
///
/// Builds every header + row across all six pages from
/// , wires each row's key buttons to modal
/// capture / right-click erase, and wires the screen's own six buttons
/// (Defaults/Revert/OK/Cancel; Load/Save File are INERT — D4, no
/// .keymap interchange). Returns null if the layout's window root
/// did not import (a missing/malformed LayoutDesc).
///
public static KeyboardConfigController? Bind(
ImportedLayout layout,
RetailActionMapSnapshot snapshot,
Func templateResolver,
Func resolveString,
Bindings bindings,
Func? resolveTemplateFont = null)
{
ArgumentNullException.ThrowIfNull(layout);
ArgumentNullException.ThrowIfNull(snapshot);
ArgumentNullException.ThrowIfNull(templateResolver);
ArgumentNullException.ThrowIfNull(resolveString);
ArgumentNullException.ThrowIfNull(bindings);
if (layout.FindElement(WindowRootElementId) is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: window root 0x{WindowRootElementId:X8} "
+ "not found in the built layout — Configure Keyboard will not open.");
return null;
}
var controller = new KeyboardConfigController
{
_bindings = bindings,
_resolveTemplateFont = resolveTemplateFont,
// OP8 re-gate (2026-08-14): key-button captions through retail's
// GetNameFromKey pipeline (DAT table override → OS-localized name)
// instead of raw enum spellings ("Shift+ShiftLeft").
_describe = new RetailKeyNames(resolveString).Describe,
};
var byClass = snapshot.Rows
.Where(r => r.ActionClass != RetailActionClass.None)
.GroupBy(r => r.ActionClass)
.ToDictionary(g => g.Key, g => g.ToList());
foreach ((uint pageContainerId, RetailActionClass cls) in Pages)
{
UiElement? pageRoot = UiElement.FindDescendant(layout.Root, pageContainerId);
if (pageRoot is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: page container 0x{pageContainerId:X8} "
+ "not found — that ActionClass tab will have no rows.");
continue;
}
if (UiElement.FindDescendant(pageRoot, ListBoxElementId) is not UiTemplateListBox listBox)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: ListBox 0x{ListBoxElementId:X8} not found "
+ $"(or not a UiTemplateListBox) under page 0x{pageContainerId:X8}.");
continue;
}
listBox.TemplateResolver = templateResolver;
if (UiElement.FindDescendant(pageRoot, ScrollbarElementId) is UiScrollbar scrollbar)
scrollbar.Model = listBox.Scroll;
if (!byClass.TryGetValue(cls, out List? classRows))
continue;
// Group by InputMapId in first-seen order (retail's own bucket ->
// header-per-InputMapId order, research doc §5.2's InitOptions loop).
var byInputMap = classRows
.GroupBy(r => r.InputMapId)
.OrderBy(g => g.Key);
foreach (var inputMapGroup in byInputMap)
{
BuildHeaderRow(listBox, inputMapGroup.Key, resolveString);
foreach (RetailActionMapRow row in inputMapGroup)
controller.BuildActionRow(listBox, row, resolveString, bindings);
}
}
WireScreenButtons(layout, controller, bindings);
// Gate-2 screenshot finding (#375 residual): OP8 built all six pages
// but never ACTIVATED the screen's own tab control, so every page
// stayed Visible simultaneously — six stacked ListBoxes reading as
// "overlapping text", with six dead tab buttons above them.
// ActivateTabBehavior wires the authored tab clicks and performs the
// authored default-entry switch (Movement, IsDefault=true in the DAT
// table), hiding the other five pages — the exact same call
// OptionsPanelController makes on ITS Type-8 host at construction.
if (layout.FindElement(TabHostElementId) is UiTabPanel tabHost)
{
tabHost.ActivateTabBehavior();
}
else
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: tab host 0x{TabHostElementId:X8} not found "
+ "(or not a UiTabPanel) — all six ActionClass pages will render stacked.");
}
return controller;
}
private static void BuildHeaderRow(
UiTemplateListBox listBox, uint inputMapId, Func resolveString)
{
if (listBox.AddItemFromTemplateList(HeaderTemplateIndex) is not UiText header)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: header template did not build as UiText "
+ $"for InputMap 0x{inputMapId:X8}.");
return;
}
if (!RetailInputMapHeaders.NameByInputMapId.TryGetValue(inputMapId, out string? headerKey))
return; // Unnamed InputMap — retail never reaches this (§5.3): no bindable
// action of ours falls in one, but stay honest rather than assume.
string? label = resolveString(
RetailInputMapHeaders.StringTableId, DatStringResolver.ComputeHash(headerKey));
if (label is null)
{
Console.WriteLine(
$"[D.2b] KeyboardConfigController: header string '{headerKey}' did not resolve — "
+ "row renders with no text rather than invented English.");
return;
}
header.LinesProvider = () => new[] { new UiText.Line(label, header.DefaultColor) };
}
private void BuildActionRow(
UiTemplateListBox listBox,
RetailActionMapRow row,
Func resolveString,
Bindings bindings)
{
UiElement? built = listBox.AddItemFromTemplateList(RowTemplateIndex);
if (built is null)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: row template did not build for InputMap "
+ $"0x{row.InputMapId:X8} action 0x{row.ActionId:X8}.");
return;
}
var keyButtons = new List(KeyButtonIds.Length);
foreach (uint id in KeyButtonIds)
{
if (UiElement.FindDescendant(built, id) is UiButton button)
keyButtons.Add(button);
}
string? label = resolveString(RetailInputMapHeaders.StringTableId, row.LabelHash);
string? tooltip = resolveString(RetailInputMapHeaders.StringTableId, row.TooltipHash);
bool mapped = RetailActionIdentityTable.TryResolve(row.InputMapId, row.ActionId, out InputAction action);
InputAction? mappedAction = mapped ? action : null;
// The row's own caption — synthesized, composed beside the authored key
// buttons (UiText is sealed; see class doc). Occupies the "Command" column
// (x=0..270, matching the authored column headers). AD-78 (user-directed,
// 2026-08-11, gate 2): an unmapped row (MappedAction null — no live
// InputDispatcher consumer, AP-203) dims its caption; the key buttons
// themselves stay fully interactive (bindable/persisted/conflict-checked,
// see class doc).
var captionText = new UiText
{
Left = 0f,
Top = 0f,
Width = 260f,
Height = built.Height,
ClickThrough = true,
Centered = false,
RightAligned = false,
Padding = 2f,
Anchors = AnchorEdges.Left | AnchorEdges.Top,
DefaultColor = mapped ? Vector4.One : UiRenderContext.StoreOnlyCaptionColor,
// OP8 re-gate (2026-08-14): retail draws the row's action label
// with the row template's OWN authored font (UIOption_ActionKeyMap
// element 0x1000002F authors FontDid 0x4000000A, the 18px serif —
// live-DAT probed). The synthesized caption previously set no
// DatFont at all and fell back to the debug bitmap font.
DatFont = RowCaptionFont(listBox),
};
if (label is not null)
captionText.LinesProvider = () => new[] { new UiText.Line(label, captionText.DefaultColor) };
built.AddChild(captionText);
// M1: capture this row's live Activation/Scope ONCE, from the first
// existing binding for the action (every multi-chord action in
// KeyBindings.RetailDefaults() shares one Activation/Scope pair across
// all its bindings — see class doc). Falls back to the Binding record's
// own defaults (Press/Game) only when the action starts wholly unbound.
IReadOnlyList liveBindings = mapped
? bindings.CurrentForAction(action)
: Array.Empty();
(ActivationType Activation, InputScope Scope) template = liveBindings.Count > 0
? (liveBindings[0].Activation, liveBindings[0].Scope)
: (ActivationType.Press, InputScope.Game);
IReadOnlyList defaults = DatDefaultsToChords(row.DefaultBindings);
IReadOnlyList storedUnmapped = mapped
? Array.Empty()
: bindings.CurrentForUnmapped((row.InputMapId, row.ActionId));
// OP8 re-review round 2 (SHOULD-FIX): an unmapped/store-only row with
// no persisted chords displays its DAT DEFAULTS — retail shows the
// authored bindings (the Camera Alternate rows' arrow keys) and a
// blank row misreads as "unbound". Display-only: nothing here feeds
// the InputDispatcher, and the store only gains the defaults if the
// user actually edits the row (the apply closure below).
IReadOnlyList initial = mapped
? liveBindings.Select(b => b.Chord).ToArray()
: storedUnmapped.Count > 0 ? storedUnmapped : defaults;
var model = new ActionKeyMapOptionRow(initial, defaults, apply: value =>
{
// Interior/padding default(KeyChord) entries (S4 — sparse-slot
// display, see ReplaceSlotValue) are never real bindings; filter
// them out at the write boundary, not at storage time.
IReadOnlyList real = value.Where(c => c != default).ToArray();
if (mapped)
bindings.SetForAction(
action,
real.Select(c => new Binding(c, action, template.Activation, template.Scope)).ToArray());
else
bindings.SetForUnmapped((row.InputMapId, row.ActionId), real);
});
Page.Register(model);
var view = new RowView(row.InputMapId, row.ActionId, mappedAction, label, model, keyButtons);
_rows.Add(view);
RefreshRowButtons(view);
for (int slot = 0; slot < keyButtons.Count; slot++)
{
int capturedSlot = slot;
keyButtons[slot].TooltipText = tooltip;
keyButtons[slot].OnClick = () => BeginSlotCapture(view, capturedSlot, bindings);
keyButtons[slot].OnRightClick = () => EraseSlot(view, capturedSlot);
}
}
/// The authored font of this ListBox's action-row template,
/// resolved once per (layout, element) pair. Null (template import or
/// font-load failure, or no resolver wired) keeps the debug-font fallback.
private UiDatFont? RowCaptionFont(UiTemplateListBox listBox)
{
if (_resolveTemplateFont is null
|| RowTemplateIndex >= listBox.Templates.Count)
return null;
(uint layoutId, uint elementId) = (
listBox.Templates[RowTemplateIndex].TemplateLayoutId,
listBox.Templates[RowTemplateIndex].TemplateElementId);
if (_templateFontCache.TryGetValue((layoutId, elementId), out UiDatFont? cached))
return cached;
UiDatFont? font = _resolveTemplateFont(layoutId, elementId);
_templateFontCache[(layoutId, elementId)] = font;
return font;
}
private static IReadOnlyList DatDefaultsToChords(IReadOnlyList raw)
{
var result = new List(raw.Count);
foreach (RetailKeyChord chord in raw)
{
Silk.NET.Input.Key? key = RetailScanCodeMap.ToSilkKey(chord.Scan, chord.Device);
if (key is null) continue; // unresolved scan code — omit rather than guess.
result.Add(new KeyChord(key.Value, RetailScanCodeMap.ToModifierMask(chord.Modifier), (byte)chord.Device));
}
return result;
}
private void RefreshRowButtons(RowView view)
{
IReadOnlyList current = view.Model.Current;
for (int i = 0; i < view.KeyButtons.Count; i++)
{
bool bound = i < current.Count && current[i] != default;
view.KeyButtons[i].Label = bound ? _describe(current[i]) : null;
}
}
/// Raw enum spelling — construction-time default until Bind swaps
/// in , and that class's own fallback
/// for controls outside the DIK table.
private static string DescribeChord(KeyChord chord)
{
string mods = chord.Modifiers == ModifierMask.None ? "" : chord.Modifiers.ToString() + "+";
return mods + chord.Key;
}
private void BeginSlotCapture(RowView view, int slot, Bindings bindings)
{
// Retail InitiateBinding @ 0x004899D0: open the capture-instruction
// dialog (ID_ActionKeyMap_MapInstructions with this row's label) and
// register the input handler ONLY if the dialog opened. A host with no
// dialog seam wired (null) keeps the dialog-less capture.
uint instructionsContext = 0u;
if (bindings.OpenCaptureInstructions is { } openInstructions)
{
instructionsContext = openInstructions(view.Label ?? string.Empty);
if (instructionsContext == 0u)
{
Console.WriteLine(
"[D.2b] KeyboardConfigController: capture-instruction dialog "
+ "could not open — capture not armed (retail refuses too).");
return;
}
}
bindings.BeginCapture(captured =>
{
if (instructionsContext != 0u)
bindings.CloseCaptureInstructions?.Invoke(instructionsContext);
if (captured is not { } chord) return; // Escape — retail cancels silently.
(ConflictOutcome outcome, List conflictRows) = FindConflicts(chord, exclude: view);
switch (outcome)
{
case ConflictOutcome.NonBindable:
// S1 / retail order: checked BEFORE any row conflict is even
// considered — retail refuses outright the instant ANY
// conflicting target is non-user-bindable. This port's
// analogue: a chord already bound to an acdream-only action
// with no DAT row at all (Ctrl+M mute, the debug F-keys, ...) —
// OpenCantOverwriteBindingDialog's ported refusal, no dialog.
bindings.DisplaySystemMessage(bindings.NonBindableRefusalText);
return;
case ConflictOutcome.Rows:
// M3: retail's OpenOverwriteBindingDialog — confirm BEFORE
// reassigning (N-way: every conflicting row is named, not just
// the first). Only on accept do the losing rows lose the slot.
string names = string.Join(", ", conflictRows.Select(r => r.Label ?? "?"));
string message =
$"'{_describe(chord)}' is already bound to {names}. "
+ $"Reassign it to '{view.Label}'?";
bindings.ConfirmOverwrite(message, accepted =>
{
if (!accepted) return;
foreach (RowView conflictRow in conflictRows)
{
ReplaceSlotValue(conflictRow, RemoveChord(conflictRow.Model.Current, chord));
RefreshRowButtons(conflictRow);
}
ApplySlot(view, slot, chord);
});
return;
case ConflictOutcome.None:
ApplySlot(view, slot, chord);
return;
}
});
}
private void ApplySlot(RowView view, int slot, KeyChord chord)
{
List updated = new(view.Model.Current);
while (updated.Count <= slot) updated.Add(default);
updated[slot] = chord;
ReplaceSlotValue(view, updated);
RefreshRowButtons(view);
}
private void EraseSlot(RowView view, int slot)
{
if (slot >= view.Model.Current.Count) return;
if (view.Model.Current[slot] == default) return; // nothing bound in this display slot
var updated = new List(view.Model.Current);
updated.RemoveAt(slot);
ReplaceSlotValue(view, updated);
RefreshRowButtons(view);
}
private static void ReplaceSlotValue(RowView view, IReadOnlyList value)
{
// S4 (2026-08-11 review): only trim TRAILING empty slots. Retail's
// SetBinding(qc, slot) writes the SPECIFIC slot the user clicked — a row
// with no bindings whose "Mapping 3" button is set must keep the chord at
// display index 2, not collapse it onto index 0. Interior default(KeyChord)
// entries only ever come from ApplySlot's own padding, so trimming just the
// tail keeps RefreshRowButtons' positional read correct without inventing a
// nullable-chord storage type.
int lastReal = -1;
for (int i = 0; i < value.Count; i++)
if (value[i] != default) lastReal = i;
view.Model.SetCurrentValue(lastReal < 0 ? Array.Empty() : value.Take(lastReal + 1).ToArray());
}
private static IReadOnlyList RemoveChord(IReadOnlyList from, KeyChord chord) =>
from.Where(c => c != chord).ToArray();
private enum ConflictOutcome { None, NonBindable, Rows }
///
/// Retail's N-way, cross-input-map conflict scan (research doc §5.4:
/// ICIDM::FindConflictingInputMaps/FindConflictingControls),
/// scoped to this screen's own universe: the non-user-bindable check runs
/// FIRST (S1 — retail's own order), then EVERY OTHER row's current chord set
/// (covers BOTH mapped and unmapped rows — a chord already claimed by an
/// unmapped row is just as real a conflict as one claimed by a mapped one) is
/// collected in full, not just the first match.
///
private (ConflictOutcome Outcome, List Rows) FindConflicts(KeyChord chord, RowView exclude)
{
if (_bindings is not null)
{
foreach (InputAction candidate in Enum.GetValues())
{
if (RetailActionIdentityTable.Map.Values.Contains(candidate)) continue;
if (_bindings.CurrentForAction(candidate).Any(b => b.Chord == chord))
return (ConflictOutcome.NonBindable, new List());
}
}
var rows = new List();
foreach (RowView other in _rows)
{
if (ReferenceEquals(other, exclude)) continue;
// OP8 re-review round 2 R1: store-only rows (MappedAction null —
// the Camera Alternate scheme, Emote/CharacterSettings hotkeys)
// never reach the InputDispatcher, so a chord they display cannot
// actually collide with anything; counting them made the ten
// arrow-key defaults trip a false N-way confirm on any arrow
// rebind. Retail-mapped cross-context sharing (ConflictingMaps —
// the Insert/Delete/End/PageUp/PageDown combat cluster) remains
// deferred as ISSUES #373; only INERT rows are excluded here.
if (other.MappedAction is null) continue;
if (other.Model.Current.Contains(chord))
rows.Add(other);
}
return rows.Count > 0 ? (ConflictOutcome.Rows, rows) : (ConflictOutcome.None, rows);
}
private static void WireScreenButtons(
ImportedLayout layout, KeyboardConfigController controller, Bindings bindings)
{
// Load File / Save As — INERT (D4: keybinds.json only, no .keymap
// interchange). Authored, clickable, no handler — same shape as OP3's
// still-inert buttons.
_ = layout.FindElement(LoadButtonId);
_ = layout.FindElement(SaveAsButtonId);
_ = layout.FindElement(FilenameLabelId);
if (layout.FindElement(DefaultsButtonId) is UiButton defaultsButton)
defaultsButton.OnClick = () =>
{
foreach (RowView row in controller._rows)
row.Model.SetDefaultValue(row.Model.DefaultValue);
controller.Page.Defaults();
foreach (RowView row in controller._rows)
controller.RefreshRowButtons(row);
};
if (layout.FindElement(RevertButtonId) is UiButton revertButton)
revertButton.OnClick = () =>
{
controller.Page.Reset();
foreach (RowView row in controller._rows)
controller.RefreshRowButtons(row);
};
// OK — right-click release in retail (idMessage 0x19); ported as a plain
// left-click here, matching every other Campaign OP button (the asymmetry
// is authored-input-only — no user-visible affordance differs, since
// retail's own right-click-release on just this pair of buttons carries
// no distinguishing visual cue either).
if (layout.FindElement(OkButtonId) is UiButton okButton)
okButton.OnClick = () =>
{
controller.Page.Apply();
bindings.Save();
bindings.Toggle();
};
if (layout.FindElement(CancelButtonId) is UiButton cancelButton)
cancelButton.OnClick = () =>
{
controller.Page.Reset();
foreach (RowView row in controller._rows)
controller.RefreshRowButtons(row);
bindings.Toggle();
};
}
}