acdream/src/AcDream.App/Input/GameplayInputFrameController.cs
Erik eeb0f6b45c refactor(runtime): extract local teleport and player mode
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements.

Co-authored-by: Codex <noreply@openai.com>
2026-07-22 02:50:15 +02:00

89 lines
3 KiB
C#

using AcDream.App.Combat;
using AcDream.App.Update;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.Input;
internal interface ICombatInputFrameController
{
void Tick();
void HandleMovementInput(InputAction action, ActivationType activation);
bool HandleInputAction(InputAction action, ActivationType activation);
}
internal sealed class CombatAttackInputFrameAdapter : ICombatInputFrameController
{
private readonly CombatAttackController _owner;
public CombatAttackInputFrameAdapter(CombatAttackController owner) =>
_owner = owner ?? throw new ArgumentNullException(nameof(owner));
public void Tick() => _owner.Tick();
public void HandleMovementInput(InputAction action, ActivationType activation) =>
_owner.HandleMovementInput(action, activation);
public bool HandleInputAction(InputAction action, ActivationType activation) =>
_owner.HandleInputAction(action, activation);
}
/// <summary>
/// Owns the complete pre-object input frame: held semantic dispatch, one raw
/// mouse-look sample, and combat attack intent.
/// </summary>
internal sealed class GameplayInputFrameController
: IGameplayInputFramePhase,
AcDream.App.Streaming.ILocalPlayerTeleportInputLifetime
{
private readonly InputDispatcher? _dispatcher;
private readonly DispatcherMovementInputSource _movement;
private readonly IMouseLookInputFrameController? _mouseLook;
private readonly ICombatInputFrameController _combat;
public GameplayInputFrameController(
InputDispatcher? dispatcher,
DispatcherMovementInputSource movement,
IMouseLookInputFrameController? mouseLook,
ICombatInputFrameController combat)
{
_dispatcher = dispatcher;
_movement = movement ?? throw new ArgumentNullException(nameof(movement));
_mouseLook = mouseLook;
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
}
public bool MouseLookActive => _mouseLook?.Active == true;
public void Tick(UpdateFrameTiming timing)
{
_ = timing;
_dispatcher?.Tick();
_mouseLook?.Tick();
_combat.Tick();
}
public bool HandlePointerAction(InputAction action, ActivationType activation) =>
_mouseLook?.HandlePointerAction(action, activation) == true;
public bool HandleCombatAction(InputAction action, ActivationType activation)
{
// ACCmdInterp::HandleNewForwardMovement @ 0x0058B1F0 aborts
// automatic combat before the movement command enters the interpreter.
_combat.HandleMovementInput(action, activation);
return _combat.HandleInputAction(action, activation);
}
public bool HandlePressedMovementAction(InputAction action) =>
_movement.HandlePressedAction(action);
public void QueueRawMouseDelta(float dx, float dy) =>
_mouseLook?.QueueRawDelta(dx, dy);
public void EndMouseLook() => _mouseLook?.EndForLifecycle();
public void ResetSession()
{
_mouseLook?.ResetSession();
_movement.ResetSession();
}
}