acdream/src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs
Erik af74eac0c2 feat(input): #24 Phase K.2 - auto-enter player mode at login + MMB mouse-look + DebugPanel free-fly + Tab to chat-input focus
Five changes:

1. PlayerModeAutoEntry — testable guard class that fires once after
   EnterWorld + WorldSession.State.InWorld + player entity present +
   PlayerController.State == InWorld. GameWindow arms the entry
   after EnterWorld; per-frame Tick checks all four guards and
   invokes the same fly-to-player transition the Tab handler runs.
   User-initiated fly toggle (DebugPanel button) Cancel()s pending
   entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
   stays default for testing.

2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
   InputAction.CameraInstantMouseLook. GameWindow subscribes:
   - Press: hide cursor, capture position, _mouseLookActive = true.
   - Release: restore cursor, deactivate.
   - WantCaptureMouse=true while held → suspend (release cursor).
   - MouseMove while active: combined drive — chase camera yaw +
     character heading move together (retail's signature mouse-look
     behavior). Camera Y still pitches camera-only.

3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
   action delegate — replaces the F-key as the primary discovery
   path for free-fly. Gated on DevToolsEnabled.

4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
   primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
   _chatPanel.FocusInput() so Tab moves focus to the chat input
   field. Replaces the K.1c TODO stub.

5. WantCaptureMouse gating reinforcement on surviving mouse handlers
   (no new code; verified intact from K.1b).

21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 09:20:17 +02:00

256 lines
9.4 KiB
C#

using System.Numerics;
namespace AcDream.UI.Abstractions.Panels.Debug;
/// <summary>
/// The Phase I.2 debug panel — single ImGui window with collapsing-header
/// sections that replace the old custom <c>DebugOverlay</c>'s six floating
/// panels (Info / Stats / Help / Compass / Chat / Event) plus the toast
/// surface. Reads through <see cref="DebugVM"/> so values are always live.
///
/// <para>
/// Layout: Player Info, Performance, Compass, Help, Combat events, Recent
/// toasts, Diagnostics. Each section is a <c>CollapsingHeader</c>;
/// importance-ranked sections default open, niche ones default closed.
/// </para>
///
/// <para>
/// Reuses the I.1 widget extensions only; never imports a backend
/// namespace. Same constraints as <c>VitalsPanel</c> and <c>ChatPanel</c>.
/// </para>
/// </summary>
public sealed class DebugPanel : IPanel
{
private readonly DebugVM _vm;
public DebugPanel(DebugVM vm)
{
_vm = vm ?? throw new ArgumentNullException(nameof(vm));
}
/// <inheritdoc />
public string Id => "acdream.debug";
/// <inheritdoc />
public string Title => "Debug";
/// <inheritdoc />
public bool IsVisible { get; set; } = true;
/// <summary>
/// Cheat-sheet of currently meaningful keybinds. Kept as a static
/// table because the data is stable and the panel only renders
/// labels — no behavior change to the bindings themselves.
/// </summary>
private static readonly (string Key, string Action)[] Keybinds =
{
("Esc", "exit fly / player / close window"),
("Tab", "toggle player mode (when in-world)"),
("F", "toggle fly camera"),
("F1", "toggle this debug panel"),
("F2", "toggle collision wireframes"),
("F3", "console dump (pos + nearby objects)"),
("F7", "cycle time-of-day override"),
("F8 / F9", "mouse sensitivity slower / faster"),
("F10", "cycle weather"),
("W A S D", "move (player mode) / fly"),
("Mouse", "turn character / look (fly)"),
("Hold RMB", "free orbit camera around player"),
("Wheel", "zoom chase camera in / out"),
("Space", "jump"),
("Shift", "run"),
};
/// <inheritdoc />
public void Render(PanelContext ctx, IPanelRenderer renderer)
{
if (!renderer.Begin(Title))
{
renderer.End();
return;
}
DrawPlayerInfo(renderer);
DrawPerformance(renderer);
DrawCompass(renderer);
DrawHelp(renderer);
DrawCombatEvents(renderer);
DrawRecentToasts(renderer);
DrawDiagnostics(renderer);
renderer.End();
}
// ── Sections ──────────────────────────────────────────────────────
private void DrawPlayerInfo(IPanelRenderer r)
{
if (!r.CollapsingHeader("Player Info", defaultOpen: true)) return;
string mode = _vm.InPlayerMode ? "PLAYER"
: _vm.InFlyMode ? "FLY"
: "ORBIT";
r.Text($"mode: {mode} cell: 0x{_vm.CellId:X8}");
var p = _vm.PlayerPosition;
r.Text($"pos: ({p.X,7:F1}, {p.Y,7:F1}, {p.Z,7:F2})");
r.Text($"heading: {_vm.HeadingDeg,3:F0}°");
r.Text($"grounded: {(_vm.OnGround ? "yes" : "no ")} vZ: {_vm.VerticalVelocity,5:F2}");
string near = float.IsPositiveInfinity(_vm.NearestObjDist)
? "---"
: $"{_vm.NearestObjDist,4:F1}m";
if (_vm.Colliding)
{
r.TextColored(new Vector4(1f, 0.4f, 0.35f, 1f),
$"near: {near} {_vm.NearestObjLabel} [BLOCKED]");
}
else
{
r.Text($"near: {near} {_vm.NearestObjLabel}");
}
if (_vm.InPlayerMode)
r.Text($"chase dist: {_vm.ChaseDistance,4:F1}m{(_vm.RmbOrbit ? " [RMB orbit]" : "")}");
r.Text($"sens: {_vm.MouseSensitivity:F3}x");
}
private void DrawPerformance(IPanelRenderer r)
{
if (!r.CollapsingHeader("Performance", defaultOpen: true)) return;
r.Text($"fps: {_vm.Fps,5:F0} frame: {_vm.FrameMs,5:F1} ms");
r.Text($"visible LB: {_vm.LandblocksVisible,3}/{_vm.LandblocksTotal,3} radius: {_vm.StreamingRadius}");
r.Text($"entities: {_vm.EntityCount,4} animated: {_vm.AnimatedCount,3} coll: {_vm.ShadowObjectCount}");
r.Text($"lights: {_vm.ActiveLights}/{_vm.RegisteredLights} particles: {_vm.ParticleCount}");
r.Text($"time: {_vm.DayFraction,5:F2} {_vm.HourName} weather: {_vm.Weather}");
}
private void DrawCompass(IPanelRenderer r)
{
if (!r.CollapsingHeader("Compass", defaultOpen: false)) return;
// Phase I.2 stub — the visual strip + cardinal markers from the
// old DebugOverlay relied on raw 2D-rect primitives we don't (and
// shouldn't) expose through IPanelRenderer. The fancy compass
// strip lands in D.6 with proper world-HUD draw-list primitives.
// For now show heading degrees + compass cardinal label.
float h = NormalizeDeg(_vm.HeadingDeg);
r.Text($"heading: {h,3:F0}° cardinal: {Cardinal(h)}");
}
private void DrawHelp(IPanelRenderer r)
{
if (!r.CollapsingHeader("Help", defaultOpen: false)) return;
r.BeginTable("debug.help", 2);
foreach (var (key, action) in Keybinds)
{
r.TableNextColumn();
r.Text(key);
r.TableNextColumn();
r.Text(action);
}
r.EndTable();
}
private void DrawCombatEvents(IPanelRenderer r)
{
if (!r.CollapsingHeader("Combat events", defaultOpen: true)) return;
if (_vm.CombatEvents.Count == 0)
{
r.Text("(no recent combat)");
return;
}
foreach (var line in _vm.CombatEvents)
{
r.TextColored(ColorForCombat(line.Kind), line.Text);
}
}
private void DrawRecentToasts(IPanelRenderer r)
{
if (!r.CollapsingHeader("Recent toasts", defaultOpen: false)) return;
if (_vm.RecentToasts.Count == 0)
{
r.Text("(none)");
return;
}
foreach (var t in _vm.RecentToasts)
{
string ts = t.Timestamp.ToLocalTime().ToString("HH:mm:ss");
r.TextColored(ColorForToast(t.Kind), $"[{ts}] {t.Text}");
}
}
private void DrawDiagnostics(IPanelRenderer r)
{
if (!r.CollapsingHeader("Diagnostics", defaultOpen: true)) return;
bool dumpMotion = _vm.DumpMotion;
bool dumpVitals = _vm.DumpVitals;
bool dumpOpcodes = _vm.DumpOpcodes;
bool dumpSky = _vm.DumpSky;
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
if (r.Checkbox("Dump opcodes (ACDREAM_DUMP_OPCODES)", ref dumpOpcodes)) _vm.DumpOpcodes = dumpOpcodes;
if (r.Checkbox("Dump sky (ACDREAM_DUMP_SKY)", ref dumpSky)) _vm.DumpSky = dumpSky;
r.Spacing();
// Cycle / toggle actions live on the VM as Action handles; the
// host (GameWindow) populates them with the same lambdas the
// old F7/F10/F2 keybinds used.
if (r.Button("Cycle time of day")) _vm.CycleTimeOfDay?.Invoke();
r.SameLine();
if (r.Button("Cycle weather")) _vm.CycleWeather?.Invoke();
r.SameLine();
if (r.Button("Toggle collision wires")) _vm.ToggleCollisionWires?.Invoke();
// Phase K.2 — explicit free-fly toggle button. Mirrors the
// legacy F-key alias but is discoverable to users who haven't
// memorized the Ctrl+F* debug bindings. Action handle owned
// by GameWindow; null-safe for tests / offline.
if (r.Button("Toggle Free-Fly Mode")) _vm.ToggleFlyMode?.Invoke();
r.Text(_vm.DebugWireframes ? "collision wires: ON" : "collision wires: OFF");
}
// ── Color helpers ─────────────────────────────────────────────────
private static Vector4 ColorForCombat(CombatEventKind kind) => kind switch
{
CombatEventKind.Info => new Vector4(1.0f, 0.9f, 0.3f, 1f), // yellow
CombatEventKind.Warn => new Vector4(1.0f, 0.5f, 0.5f, 1f), // light red
CombatEventKind.Error => new Vector4(1.0f, 0.3f, 0.3f, 1f), // deep red
_ => new Vector4(1f, 1f, 1f, 1f),
};
private static Vector4 ColorForToast(ToastKind kind) => kind switch
{
ToastKind.Warn => new Vector4(1.0f, 0.8f, 0.4f, 1f),
ToastKind.Error => new Vector4(1.0f, 0.4f, 0.4f, 1f),
_ => new Vector4(0.85f, 0.95f, 1.0f, 1f),
};
private static float NormalizeDeg(float deg)
{
deg %= 360f;
if (deg < 0) deg += 360f;
return deg;
}
private static string Cardinal(float deg)
{
// Heading 0 = +X (east) per the old overlay. Same eight cardinal
// labels — N/E/S/W with NE/SE/SW/NW between.
// 0=E, 90=N, 180=W, 270=S (acdream's coordinate convention).
string[] dirs = { "E", "NE", "N", "NW", "W", "SW", "S", "SE" };
int idx = (int)MathF.Round(deg / 45f) & 7;
return dirs[idx];
}
}