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>
149 lines
5.2 KiB
C#
149 lines
5.2 KiB
C#
using System.Collections.Generic;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Input;
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/// <summary>
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/// K.3: <see cref="InputDispatcher.BeginCapture"/> is the modal-rebind
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/// hook used by <c>SettingsPanel</c>. While capture is active, the next
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/// non-modifier chord is reported via the supplied callback and the
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/// dispatcher does NOT fire normal action events for that chord. Esc
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/// cancels capture (callback receives a sentinel <c>default</c> chord).
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/// Modifier-only key transitions don't complete capture — the user can
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/// dial in Shift / Ctrl / Alt before pressing the trigger key.
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/// </summary>
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public class InputDispatcherCaptureTests
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{
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private static (InputDispatcher dispatcher, FakeKeyboardSource kb, FakeMouseSource mouse, KeyBindings bindings, List<(InputAction, ActivationType)> fired)
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Build()
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{
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var bindings = new KeyBindings();
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var dispatcher = new InputDispatcher(kb, mouse, bindings);
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var fired = new List<(InputAction, ActivationType)>();
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dispatcher.Fired += (a, t) => fired.Add((a, t));
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return (dispatcher, kb, mouse, bindings, fired);
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}
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[Fact]
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public void BeginCapture_consumes_next_chord_without_firing_actions()
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{
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var (dispatcher, kb, _, bindings, fired) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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KeyChord? captured = null;
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dispatcher.BeginCapture(c => captured = c);
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.NotNull(captured);
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), captured!.Value);
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// Action did NOT fire — capture suppressed it.
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Assert.Empty(fired);
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// Capture state cleared after capturing one chord.
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Assert.False(dispatcher.IsCapturing);
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}
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[Fact]
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public void BeginCapture_Escape_cancels_with_default_chord()
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{
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var (dispatcher, kb, _, _, fired) = Build();
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KeyChord? captured = null;
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bool calledBack = false;
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dispatcher.BeginCapture(c => { captured = c; calledBack = true; });
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kb.EmitKeyDown(Key.Escape, ModifierMask.None);
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Assert.True(calledBack);
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Assert.Equal(default(KeyChord), captured!.Value);
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Assert.Empty(fired);
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Assert.False(dispatcher.IsCapturing);
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}
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[Fact]
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public void BeginCapture_modifier_only_keys_dont_complete_capture()
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{
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var (dispatcher, kb, _, _, _) = Build();
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bool calledBack = false;
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dispatcher.BeginCapture(_ => calledBack = true);
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// Press Shift alone — should NOT complete capture.
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kb.EmitKeyDown(Key.ShiftLeft, ModifierMask.Shift);
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Assert.False(calledBack);
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Assert.True(dispatcher.IsCapturing);
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kb.EmitKeyDown(Key.ControlLeft, ModifierMask.Shift | ModifierMask.Ctrl);
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Assert.False(calledBack);
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Assert.True(dispatcher.IsCapturing);
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// Press a non-modifier key — capture completes with full mods.
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KeyChord? captured = null;
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dispatcher.CancelCapture(); // reset for clean test
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bool fireCalled = false;
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dispatcher.BeginCapture(c => { captured = c; fireCalled = true; });
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kb.EmitKeyDown(Key.A, ModifierMask.Shift | ModifierMask.Ctrl);
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Assert.True(fireCalled);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.Shift | ModifierMask.Ctrl), captured!.Value);
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}
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[Fact]
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public void BeginCapture_completes_with_modifier_state()
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{
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var (dispatcher, kb, _, _, _) = Build();
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KeyChord? captured = null;
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dispatcher.BeginCapture(c => captured = c);
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kb.EmitKeyDown(Key.A, ModifierMask.Ctrl);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.Ctrl), captured!.Value);
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}
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[Fact]
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public void CancelCapture_invokes_callback_with_default_chord_and_clears_state()
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{
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var (dispatcher, _, _, _, _) = Build();
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KeyChord? captured = null;
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bool calledBack = false;
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dispatcher.BeginCapture(c => { captured = c; calledBack = true; });
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Assert.True(dispatcher.IsCapturing);
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dispatcher.CancelCapture();
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Assert.True(calledBack);
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Assert.Equal(default(KeyChord), captured!.Value);
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Assert.False(dispatcher.IsCapturing);
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}
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[Fact]
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public void IsCapturing_is_false_initially()
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{
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var (dispatcher, _, _, _, _) = Build();
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Assert.False(dispatcher.IsCapturing);
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}
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[Fact]
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public void SetBindings_replaces_active_bindings_table()
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{
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var (dispatcher, kb, _, _, fired) = Build();
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// Original table empty — pressing W fires nothing.
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.Empty(fired);
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// Swap in a new table that binds W → MovementForward.
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var swapped = new KeyBindings();
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swapped.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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dispatcher.SetBindings(swapped);
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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Assert.Single(fired);
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Assert.Equal((InputAction.MovementForward, ActivationType.Press), fired[0]);
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}
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}
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