using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.UI.Abstractions.Input;
namespace AcDream.UI.Abstractions.Panels.Settings;
///
/// K.3 ViewModel for . Owns a draft
/// copy of the current ; rebinds modify the
/// draft. commits draft via the supplied callback
/// (which writes to disk + replaces the live dispatcher's table);
/// reverts the draft to the persisted state.
///
///
/// Click-to-rebind UX: caller invokes with the
/// action being rebound + the binding being replaced. The VM enters
/// modal capture on the dispatcher; when the user presses a chord (or
/// Esc), the dispatcher reports it via .
/// If the new chord conflicts with another action's binding (same
/// activation type), surfaces a prompt
/// the panel renders as Yes / No buttons;
/// dispatches the user's choice.
///
///
public sealed class SettingsVM
{
private KeyBindings _persisted;
private KeyBindings _draft;
private readonly InputDispatcher _dispatcher;
private readonly Action _onSave;
/// The action currently being rebound, or null when idle.
public InputAction? RebindInProgress { get; private set; }
/// The original binding being replaced (so we can preserve
/// activation type on the new chord and roll back on cancel).
public Binding? RebindOriginal { get; private set; }
/// The action+chord conflict pending confirmation, or null.
/// Populated when finds the captured
/// chord already bound to another action; cleared by
/// .
public ConflictPrompt? PendingConflict { get; private set; }
/// The current working draft. Panel renders bindings from
/// here; mutates via the rebind / reset methods.
public KeyBindings Draft => _draft;
/// True iff the draft differs structurally from the
/// persisted snapshot. Used to grey out the Save button when no
/// rebinds are pending.
public bool HasUnsavedChanges => !KeyBindingsEqual(_persisted, _draft);
public SettingsVM(KeyBindings persisted, InputDispatcher dispatcher, Action onSave)
{
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_draft = CloneBindings(persisted);
}
///
/// Begin rebinding . The supplied
/// binding will be removed when the new
/// chord is applied. The dispatcher enters modal capture mode; the
/// next chord pressed (or Esc) feeds back into
/// .
///
public void BeginRebind(InputAction action, Binding original)
{
RebindInProgress = action;
RebindOriginal = original;
_dispatcher.BeginCapture(OnChordCaptured);
}
private void OnChordCaptured(KeyChord chord)
{
// Sentinel: dispatcher reports default(KeyChord) on Esc cancel.
if (chord.Equals(default(KeyChord)))
{
RebindInProgress = null;
RebindOriginal = null;
return;
}
// Conflict check: scan the draft for a binding that matches the
// captured chord + same activation type, but on a DIFFERENT
// action. (Same-action bindings are fine — that's already in
// _draft for this action and gets removed when we apply.)
var existing = _draft.Find(chord, RebindOriginal!.Value.Activation);
if (existing is not null && existing.Value.Action != RebindInProgress!.Value)
{
PendingConflict = new ConflictPrompt(
NewAction: RebindInProgress.Value,
NewChord: chord,
OriginalBinding: RebindOriginal.Value,
ConflictingAction: existing.Value.Action,
ConflictingBinding: existing.Value);
return;
}
ApplyRebind(chord);
}
///
/// Resolve a : =
/// true removes the conflicting binding and applies the new chord;
/// false cancels the rebind entirely (original binding intact).
///
public void ResolveConflict(bool replace)
{
if (PendingConflict is null) return;
var c = PendingConflict.Value;
if (replace)
{
_draft.Remove(c.ConflictingBinding);
ApplyRebind(c.NewChord);
}
else
{
RebindInProgress = null;
RebindOriginal = null;
}
PendingConflict = null;
}
private void ApplyRebind(KeyChord chord)
{
_draft.Remove(RebindOriginal!.Value);
_draft.Add(new Binding(chord, RebindInProgress!.Value, RebindOriginal.Value.Activation));
RebindInProgress = null;
RebindOriginal = null;
}
///
/// Cancel any in-progress rebind / pending conflict and clear the
/// dispatcher's capture state. Does NOT revert the draft — for that
/// see .
///
public void CancelRebind()
{
if (_dispatcher.IsCapturing) _dispatcher.CancelCapture();
RebindInProgress = null;
RebindOriginal = null;
PendingConflict = null;
}
///
/// Restore the draft's bindings for to the
/// retail defaults. Other actions' draft bindings are untouched.
///
public void ResetActionToDefault(InputAction action)
{
var defaults = KeyBindings.RetailDefaults();
foreach (var b in _draft.ForAction(action).ToList())
_draft.Remove(b);
foreach (var b in defaults.ForAction(action))
_draft.Add(b);
}
///
/// Replace the entire draft with .
///
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
}
///
/// Commit the draft via the onSave callback supplied at
/// construction. After save the draft becomes the new persisted
/// snapshot — resets to false.
///
public void Save()
{
_onSave(_draft);
_persisted = CloneBindings(_draft);
}
///
/// Revert the draft to the persisted snapshot and clear any
/// in-flight rebind state. Used by the panel's "Cancel" button and
/// when the user closes the settings window without saving.
///
public void Cancel()
{
_draft = CloneBindings(_persisted);
CancelRebind();
}
// ── helpers ───────────────────────────────────────────────────────
private static KeyBindings CloneBindings(KeyBindings src)
{
var clone = new KeyBindings();
foreach (var b in src.All) clone.Add(b);
return clone;
}
private static bool KeyBindingsEqual(KeyBindings a, KeyBindings b)
{
if (a.All.Count != b.All.Count) return false;
for (int i = 0; i < a.All.Count; i++)
if (!a.All[i].Equals(b.All[i])) return false;
return true;
}
}
///
/// K.3 conflict-prompt payload surfaced when the user binds a chord
/// already in use. The panel renders the +
/// labels in a confirmation prompt;
/// dispatches the user's
/// answer.
///
public readonly record struct ConflictPrompt(
InputAction NewAction,
KeyChord NewChord,
Binding OriginalBinding,
InputAction ConflictingAction,
Binding ConflictingBinding);