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(); }; } }