acdream/src/AcDream.App/UI/Layout/OptionPageModel.cs
Erik b4edee970f feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc
0x21000009) — its own separate full-screen window, not a fifth Options-
panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure
Keyboard button (0x10000204).

DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the
ActionMap singleton (DID 0x26000000, empirically the only one — not
0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both
MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002
"DefaultMap"), union-merged per (InputMapId, ActionId) — proven order-
independent since the two maps' one shared context (0x5) has disjoint
action-id sets. Empirically resolved three lane-D unknowns against the
live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI,
4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that
the six unnamed InputMaps are 100% non-bindable (render nothing, not an
unlabeled group), and that the enum-to-DID pairing for the two master
maps is inconsequential to the merge result.

Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs):
maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a
live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/
Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87
Emotes and none of 48 CharacterSettings hotkeys, since acdream has no
general emote player or hotkey-to-option-toggle dispatcher yet). Every
entry cross-verified by label match AND a DAT-default-vs-
KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests),
which caught a real off-by-one in the Quickslot 13-18 block before it
shipped and found three genuine pre-existing RetailDefaults() gaps
(walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key
alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none
introduced by this slice, all documented rather than silently patched.

KeyboardConfigController: six ActionClass list boxes built from the
DAT, merged with live KeyBindings for mapped rows (rebind applies
immediately through the same InputDispatcher every other input path
uses) and a new sibling RetailUnmappedKeyBindings store for rows with
no InputAction yet. Left-click a key button opens real InputDispatcher
modal capture; right-click erases that slot. N-way conflict detection
scans every other row plus the live KeyBindings table for acdream-only
actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal
analogue, using retail's own byte-verified "Could not overwrite "
string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the
OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow.
Persistence is keybinds.json only (D4 — no .keymap file interchange).

Five register rows: AP-202 (.keymap interchange narrowing), AP-203
(store-only rows with no live consumer), AP-204 (silent auto-reassign
instead of retail's confirm dialog; OK/Cancel ported as left-click not
right-click-release).

Small supporting additions: UiButton.OnRightClick (additive, no
existing behavior changed), InputDispatcher.Bindings getter (the
screen's single live-truth read seam), RetailScanCodeMap (DIK scan
code <-> Silk.NET Key, keyboard + the one mouse-device row).

19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/
label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller
behavior tests against the committed keyboard_config_21000009.json
fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed
(baseline 13,128/4/0, zero regressions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 09:19:54 +02:00

747 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.UI.Abstractions.Input;
namespace AcDream.App.UI.Layout;
/// <summary>
/// One retail <c>OptionPage</c>/<c>PlayerOptionPage</c> row: a
/// <c>(m_current, m_saved, m_default)</c> triple plus the three verbs a row
/// leaf implements (<c>UIOption_Checkbox</c> is the canonical case — Campaign
/// OP slices OP4-6 add slider/menu/bitfield leaves behind the same shape).
/// Retail anchors: <c>docs/research/2026-08-10-options-panel-structure.md</c>
/// §3.3 (<c>UIOption_Checkbox::Changed @0x004868C0</c>,
/// <c>SaveCurrentValue @0x004868E0</c>, <c>RestoreSavedValue @0x00486900</c>,
/// <c>RestoreDefaultValue @0x00486930</c>, <c>SetCurrentValue @0x00486970</c>).
/// </summary>
public interface IOptionRow
{
/// <summary><c>UIOption_Checkbox::Changed</c>: <c>m_saved != m_current</c>.</summary>
bool Changed { get; }
/// <summary><c>SaveCurrentValue</c>: <c>m_saved = m_current</c>. No live
/// side effect — the value is already live (every mutator below applies
/// immediately).</summary>
void SaveCurrentValue();
/// <summary><c>RestoreSavedValue</c>: <c>m_current = m_saved</c>, then
/// applies the reverted value live.</summary>
void RestoreSavedValue();
/// <summary><c>RestoreDefaultValue</c>: <c>m_current = m_default</c>,
/// then applies the default live.</summary>
void RestoreDefaultValue();
/// <summary>
/// Wires this row's owning-page notify hook — retail's
/// <c>UIOption::m_pOCH</c> (option-change-handler) pointer, invoked by
/// <c>UIOption::HandleDialogAndNotices @0x004EFB90</c>'s
/// <c>m_pOCH-&gt;OnOptionChanged(this)</c> call after a LIVE user edit
/// (a widget's own <c>SetCurrentValue</c>/<c>Apply(1)</c> path ONLY —
/// <c>RestoreSavedValue</c>/<c>RestoreDefaultValue</c> use retail's
/// <c>Apply(0)</c>, which skips this per-row notify because the OWNING
/// VERB (<see cref="OptionPage.Reset"/>/<see cref="OptionPage.Defaults"/>)
/// already calls <see cref="OptionPage.OnOptionChanged"/> once itself,
/// at its own tail). Called once by <see cref="OptionPage.Register"/>;
/// mechanism review S2, 2026-08-11 fix round.
/// </summary>
void AttachPageNotify(Action notify);
}
/// <summary>
/// The canonical retail leaf — <c>UIOption_Checkbox</c>'s current/saved/default
/// triple over a <see cref="bool"/>. <see cref="SetCurrentValue"/> is what a
/// user's LED click runs: it writes <c>m_current</c> and applies it live
/// IMMEDIATELY (retail's <c>SetCurrentValue @0x00486970</c> calls
/// <c>Apply(1)</c> synchronously) — Apply/Reset/Defaults never gate this; they
/// only move the <c>m_saved</c>/<c>m_default</c> baselines and re-apply.
/// </summary>
public sealed class BoolOptionRow : IOptionRow
{
private readonly Action<bool>? _apply;
private readonly Func<bool>? _read;
private readonly Action<bool>? _refresh;
private Action? _notifyPageOptionChanged;
private bool _current;
private bool _saved;
private bool _default;
/// <param name="read">
/// MUST-FIX 1 (OP4 review-fix round, 2026-08-11 — converged mechanism
/// MF-1 / blast M1): retail's <c>UIOption_Checkbox::GetValue
/// @0x00486f60</c> — <c>PlayerModule::GetOption</c>, the LIVE
/// server-synced option word, not a widget-local cache. Optional so
/// every pre-existing non-DAT-backed caller (the synthetic pages in
/// <c>OptionPageModelTests</c>) keeps working unchanged; when supplied,
/// <see cref="SaveCurrentValue"/> re-reads through it instead of
/// trusting the row's own possibly-stale <see cref="_current"/>.
/// </param>
/// <param name="refresh">
/// Retail's own <c>Refresh()</c> push of the re-read value onto the
/// widget (e.g. <c>checkbox.Selected = value</c>) — invoked ONLY from
/// <see cref="SaveCurrentValue"/>'s re-read path, never through
/// <paramref name="apply"/>, so a re-seed never sends the value back
/// out over the wire.
/// </param>
public BoolOptionRow(
bool initial,
bool defaultValue,
Action<bool>? apply = null,
Func<bool>? read = null,
Action<bool>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
/// <summary>The live value — what the LED currently shows.</summary>
public bool Current => _current;
/// <summary>The committed baseline Reset reverts to.</summary>
public bool Saved => _saved;
/// <summary>The value Defaults restores. Mutable via
/// <see cref="SetDefaultValue"/> — retail's <c>SetDefaultValue</c> is
/// authored per-row in each page's <c>InitOptions</c>, sometimes from a
/// DAT-resolved default rather than a compile-time literal (OP4's
/// Character-tab U1 closure).</summary>
public bool DefaultValue => _default;
public bool Changed => _saved != _current;
/// <summary>Retail <c>UIOption_Checkbox::SetDefaultValue @0x00486960</c>.</summary>
public void SetDefaultValue(bool value) => _default = value;
/// <summary>
/// Retail <c>SetCurrentValue @0x00486970</c> — the LED-click entry point.
/// Writes <c>m_current</c> and applies it live immediately; does NOT
/// touch <see cref="Saved"/> (Apply is the only verb that commits). Also
/// notifies the owning page (<see cref="AttachPageNotify"/>) — retail's
/// <c>Apply(1)</c>-only <c>HandleDialogAndNotices</c> path.
/// </summary>
public void SetCurrentValue(bool value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
/// <summary>
/// MUST-FIX 1 (OP4 review-fix round, 2026-08-11): retail
/// <c>SaveCurrentValue @0x004868E0</c> is <c>m_current = GetValue();
/// m_saved = m_current;</c> — it re-reads the LIVE option word, not
/// just <c>m_saved = m_current</c> over whatever <c>m_current</c>
/// already held. <see cref="OptionPage.OnShown"/> calls
/// <see cref="OptionPage.Apply"/>, which calls this on every row —
/// so every panel (re)open, tab switch in, and the initial default-
/// tab activation self-corrects this row from the CURRENT server
/// truth, exactly on retail's own schedule. When no <c>read</c>
/// delegate was supplied (the synthetic non-DAT-backed test pages),
/// this degrades to the pre-fix <c>m_saved = m_current</c> shape.
/// </summary>
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP5: the Chat tab's two linked opacity sliders' leaf —
/// <c>UIOption_Slider</c>'s current/saved/default triple over a <see cref="float"/>,
/// same shape as <see cref="BoolOptionRow"/> (research doc §3.3's leaf semantics apply
/// identically; retail's <c>UIOption_Slider</c> shares the same base <c>UIOption</c>
/// verbs as <c>UIOption_Checkbox</c>, just over a float value). <see cref="SetCurrentValue"/>
/// is what dragging the slider thumb runs — retail's <c>SetCurrentValue → Apply(1)</c>
/// applies LIVE, immediately, on every drag tick (not just mouse-up), which is what
/// makes the two Chat-tab sliders visibly fade windows WHILE dragging rather than only
/// on release.
/// </summary>
public sealed class FloatOptionRow : IOptionRow
{
private readonly Action<float>? _apply;
private readonly Func<float>? _read;
private readonly Action<float>? _refresh;
private Action? _notifyPageOptionChanged;
private float _current;
private float _saved;
private float _default;
/// <param name="read">Re-reads the LIVE value on <see cref="SaveCurrentValue"/>
/// (OnShown/Apply) — same MUST-FIX 1 discipline as <see cref="BoolOptionRow"/>'s
/// own <c>read</c> parameter.</param>
/// <param name="refresh">Pushes a re-read/linked value onto the slider widget
/// WITHOUT invoking <paramref name="apply"/> — used by both the OnShown re-seed
/// AND by <see cref="RefreshFromLink"/> (the linked slider's own drag moving THIS
/// row's value as a side effect, per <c>ChatOpacityLink</c>'s never-clamp-always-
/// drag-the-other invariant).</param>
public FloatOptionRow(
float initial,
float defaultValue,
Action<float>? apply = null,
Func<float>? read = null,
Action<float>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
/// <summary>The live value — what the slider thumb currently shows.</summary>
public float Current => _current;
/// <summary>The committed baseline Reset reverts to.</summary>
public float Saved => _saved;
/// <summary>The value Defaults restores (the DAT <c>DBProperties</c>-extracted
/// slider default for the Chat tab's two sliders — U1's
/// <c>InqDefaultGameplayOptionProperty</c> mechanism, this tab's genuine
/// consumer).</summary>
public float DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(float value) => _default = value;
/// <summary>Retail <c>SetCurrentValue</c> — the drag-tick entry point. Writes
/// <c>m_current</c> and applies it live IMMEDIATELY; does not touch
/// <see cref="Saved"/>.</summary>
public void SetCurrentValue(float value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
/// <summary>
/// The LINKED slider's own drag already ran <c>ChatOpacityLink</c>'s math and
/// applied the new pair live (a single <c>RetailWindowOpacityController</c> call
/// covers both values) — this pushes the resulting value onto THIS row/widget
/// without re-applying (that would double-fire the live opacity write) but still
/// notifies the page, since the OTHER slider's <c>Changed</c> baseline may now
/// differ too (retail's <c>DualHash</c> link moves both sliders' own
/// <c>m_current</c>).
/// </summary>
public void RefreshFromLink(float value)
{
_current = value;
_refresh?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP6: a <c>UIOption_Menu</c> leaf's current/saved/default
/// triple over an <see cref="int"/> — the Config tab's menu rows (Sound
/// Features, Resolution, the four texture-detail-family selectors, Chat Font
/// Face/Size). Same shape as <see cref="BoolOptionRow"/>/<see cref="FloatOptionRow"/>
/// (research doc §3.3's leaf semantics apply identically — every
/// <c>UIOption</c> subclass shares the same base current/saved/default verbs).
/// <see cref="SetCurrentValue"/> is what picking a popup row runs — applies
/// live immediately, does not touch <see cref="Saved"/>.
/// </summary>
public sealed class IntOptionRow : IOptionRow
{
private readonly Action<int>? _apply;
private readonly Func<int>? _read;
private readonly Action<int>? _refresh;
private Action? _notifyPageOptionChanged;
private int _current;
private int _saved;
private int _default;
public IntOptionRow(
int initial,
int defaultValue,
Action<int>? apply = null,
Func<int>? read = null,
Action<int>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
/// <summary>The live value — the menu's currently-selected payload.</summary>
public int Current => _current;
/// <summary>The committed baseline Reset reverts to.</summary>
public int Saved => _saved;
/// <summary>The value Defaults restores.</summary>
public int DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(int value) => _default = value;
public void SetCurrentValue(int value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP6: a <c>UIOption_Menu</c> leaf's current/saved/default
/// triple over a <see cref="string"/> payload — used ONLY for the Config
/// tab's Resolution row, whose retail <c>UIOption_Menu::SetUserPreference</c>
/// path (built via <c>AddMenuOption(..., arg3=0)</c>, the tab's own
/// documented outlier) carries the resolution string itself rather than an
/// enum-choice index. Same current/saved/default shape as
/// <see cref="IntOptionRow"/>/<see cref="BoolOptionRow"/>.
/// </summary>
public sealed class StringOptionRow : IOptionRow
{
private readonly Action<string>? _apply;
private readonly Func<string>? _read;
private readonly Action<string>? _refresh;
private Action? _notifyPageOptionChanged;
private string _current;
private string _saved;
private string _default;
public StringOptionRow(
string initial,
string defaultValue,
Action<string>? apply = null,
Func<string>? read = null,
Action<string>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
public string Current => _current;
public string Saved => _saved;
public string DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(string value) => _default = value;
public void SetCurrentValue(string value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP5: one of the Chat tab's five per-window text-filter
/// <c>UIOption_CheckboxBitfield64</c> blocks — the current/saved/default triple over
/// the block's combined 64-bit filter value (retail's genuine one-register
/// <c>m_llTextTypeFilter</c> shape; see <c>UiCheckboxBitfield64</c>'s own class doc for
/// why the widget's <c>CurrentLow</c>/<c>CurrentHigh</c> pair is just that ONE 64-bit
/// value split at the 32-bit boundary, not a 128-bit value). Unlike
/// <see cref="BoolOptionRow"/>/<see cref="FloatOptionRow"/>, the WIDGET already IS the
/// live UI for N individual checkboxes and fires <see cref="UiCheckboxBitfield64.ValueChanged"/>
/// on any row toggle — this row wraps that composite value the same way a page needs,
/// translating widget-originated edits into <see cref="AttachPageNotify"/>/
/// <c>bindings.SetFilter</c> and page-originated reverts (Reset/Defaults/OnShown) into
/// <see cref="UiCheckboxBitfield64.SetCurrentValue"/> pushes.
/// </summary>
public sealed class BitfieldOptionRow : IOptionRow
{
private readonly Action<ulong>? _apply;
private readonly Func<ulong>? _read;
private readonly Action<ulong>? _refresh;
private Action? _notifyPageOptionChanged;
private ulong _current;
private ulong _saved;
private ulong _default;
public BitfieldOptionRow(
ulong initial,
ulong defaultValue,
Action<ulong>? apply = null,
Func<ulong>? read = null,
Action<ulong>? refresh = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
_read = read;
_refresh = refresh;
}
public ulong Current => _current;
public ulong Saved => _saved;
public ulong DefaultValue => _default;
public bool Changed => _saved != _current;
public void SetDefaultValue(ulong value) => _default = value;
/// <summary>The widget-originated entry point — wired to
/// <see cref="UiCheckboxBitfield64.ValueChanged"/>, fired the instant a row
/// checkbox toggles (retail's own per-checkbox <c>Apply(1)</c>).</summary>
public void SetCurrentValue(ulong value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue()
{
if (_read is not null)
{
_current = _read();
_refresh?.Invoke(_current);
}
_saved = _current;
}
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Campaign OP slice OP8: one Configure Keyboard row's current/saved/default
/// triple — up to 3 <see cref="KeyChord"/> slots (<c>UIOption_ActionKeyMap</c>'s
/// <c>m_qclCurrent</c>/<c>m_qclSaved</c>/<c>m_qclDefaults</c>, research doc §5.4).
/// Unlike <see cref="BoolOptionRow"/>'s single scalar, <see cref="SetCurrentValue"/>
/// here replaces the WHOLE slot list at once — the controller computes the new list
/// (one slot rebound via capture, or one slot erased) and calls this with the
/// result, mirroring retail's per-slot <c>SetBinding</c>/<c>EraseBinding</c> both
/// funnelling through the same <c>UIOption::Apply(1)</c> live-write path.
/// </summary>
public sealed class ActionKeyMapOptionRow : IOptionRow
{
private readonly Action<IReadOnlyList<KeyChord>>? _apply;
private Action? _notifyPageOptionChanged;
private IReadOnlyList<KeyChord> _current;
private IReadOnlyList<KeyChord> _saved;
private IReadOnlyList<KeyChord> _default;
public ActionKeyMapOptionRow(
IReadOnlyList<KeyChord> initial,
IReadOnlyList<KeyChord> defaultValue,
Action<IReadOnlyList<KeyChord>>? apply = null)
{
_current = initial;
_saved = initial;
_default = defaultValue;
_apply = apply;
}
/// <summary>The live slot list — what the row's key buttons currently show.</summary>
public IReadOnlyList<KeyChord> Current => _current;
/// <summary>The committed baseline Revert/Cancel reverts to.</summary>
public IReadOnlyList<KeyChord> Saved => _saved;
/// <summary>The DAT master-map default slot list Reset-to-Defaults restores.</summary>
public IReadOnlyList<KeyChord> DefaultValue => _default;
public bool Changed => !_current.SequenceEqual(_saved);
/// <summary>Reset-to-Defaults reloads the DAT master maps fresh
/// (<c>gmKeyboardUI::RestoreDefaultValues</c> — research doc §5.6) before
/// restoring each row, so the default slot list itself can change between
/// presses (a fresh DAT read), not just at construction time.</summary>
public void SetDefaultValue(IReadOnlyList<KeyChord> value) => _default = value;
/// <summary>The capture/erase entry point — writes <c>m_current</c> and applies
/// it live immediately (retail's per-slot <c>SetBinding</c>/<c>EraseBinding</c>,
/// both ending in <c>Apply(1)</c>); does not touch <see cref="Saved"/>.</summary>
public void SetCurrentValue(IReadOnlyList<KeyChord> value)
{
_current = value;
_apply?.Invoke(value);
_notifyPageOptionChanged?.Invoke();
}
public void AttachPageNotify(Action notify) => _notifyPageOptionChanged = notify;
public void SaveCurrentValue() => _saved = _current;
public void RestoreSavedValue()
{
_current = _saved;
_apply?.Invoke(_current);
}
public void RestoreDefaultValue()
{
_current = _default;
_apply?.Invoke(_current);
}
}
/// <summary>
/// Retail <c>OptionPage</c>/<c>PlayerOptionPage</c>: a page's registered-option
/// array plus the four verbs (Apply/Reset/Defaults/visibility) with retail's
/// EXACT semantics — <c>docs/research/2026-08-10-options-panel-structure.md</c>
/// §3 and §10.4:
///
/// <list type="number">
/// <item><description>Clicking an LED applies immediately
/// (<see cref="BoolOptionRow.SetCurrentValue"/> → <c>Apply(1)</c>). Apply and
/// Reset operate on an undo baseline, not a staging buffer.</description></item>
/// <item><description><see cref="Apply"/> commits EVERY row's baseline
/// unconditionally (<c>OptionPage::SaveCurrentValues @0x004F2C60</c> — no
/// <c>Changed</c> gate), then flushes the batched character-options blob via
/// <see cref="AfterApply"/> (<c>PlayerOptionPage::SaveCurrentValues
/// @0x004F2710</c>'s <c>CPlayerModule::SaveToServer(0)</c> tailcall).</description></item>
/// <item><description><see cref="Reset"/> reverts only rows whose
/// <see cref="IOptionRow.Changed"/> is true
/// (<c>OptionPage::RestoreSavedValues @0x004F2D00</c>).</description></item>
/// <item><description><see cref="Defaults"/> restores every row unconditionally,
/// live, WITHOUT committing — <see cref="IOptionRow.Changed"/> can go true
/// afterward, re-enabling Apply/Reset
/// (<c>OptionPage::RestoreDefaultValues @0x004F2CB0</c>).</description></item>
/// <item><description><see cref="OnHidden"/> (page becomes invisible — a tab
/// switch away, or the window closing) reverts uncommitted edits exactly like
/// Reset (<c>PlayerOptionPage::OnVisibilityChanged(false) @0x004F26E0</c> →
/// <c>RestoreSavedValues</c>).</description></item>
/// <item><description><see cref="OnShown"/> (page becomes visible — the
/// initial default tab, a tab switch in, or the window (re)opening) applies +
/// commits exactly like Apply (<c>OnVisibilityChanged(true)</c> →
/// <c>SaveCurrentValues</c>, which ALSO flushes the blob via
/// <see cref="AfterApply"/>).</description></item>
/// </list>
///
/// <para>
/// An empty page (zero registered rows) makes every verb a no-op and
/// <see cref="Changed"/> permanently false; when <see cref="AfterApply"/> IS
/// wired, it still fires on <see cref="Apply"/>/<see cref="OnShown"/> even
/// with zero rows (retail's <c>SaveCurrentValues</c> flushes the blob
/// regardless of whether THIS page's own rows changed anything — the
/// module's dirty flag is global, not per-page). <b>This is a property of
/// the generic empty-page shape, not a description of the Gameplay tab.</b>
/// <c>gmGameplayOptionsUI</c> (<c>acclient.h:55857</c>) derives from
/// <c>UIElement_Field</c>, not <c>OptionPage</c>/<c>PlayerOptionPage</c> at
/// all, so retail never calls <c>SaveCurrentValues</c> for it in the first
/// place — <see cref="OptionsPanelController"/> deliberately
/// constructs the Gameplay slot's <see cref="OptionPage"/> instance with
/// <see cref="AfterApply"/> left <c>null</c> so entering/leaving that tab
/// never flushes (mechanism review S1, 2026-08-11 fix round).
/// </para>
/// </summary>
public sealed class OptionPage
{
private readonly List<IOptionRow> _rows = new();
public IReadOnlyList<IOptionRow> Rows => _rows;
/// <summary>
/// Invoked after every <see cref="Apply"/> (button click OR
/// <see cref="OnShown"/>) — the seam a controller wires to the batched
/// <c>SaveOptions</c>/blob-flush command. Never invoked by
/// <see cref="Reset"/> or <see cref="Defaults"/> (retail's Reset/Defaults
/// call <c>Apply(0)</c> per-row and reach <see cref="OnOptionChanged"/>
/// directly — they never reach <c>PlayerOptionPage::SaveCurrentValues</c>,
/// so they never flush).
/// </summary>
public Action? AfterApply { get; set; }
/// <summary>
/// Retail <c>OptionPage::OnOptionChanged(0)</c> — the ONLY thing that
/// enable-gates Apply/Reset (<c>PlayerOptionPage::OnOptionChanged
/// @0x004F27D0</c>: disabled when <see cref="Changed"/> is false, enabled
/// otherwise; Defaults is NEVER gated — retail's override never fetches
/// its child id at all). Retail runs this as the LAST statement of all
/// three verbs (<c>0x004F2C95</c> Apply, <c>0x004F2CE5</c> Defaults,
/// <c>0x004F2D4A</c> Reset); a live user edit
/// (<see cref="IOptionRow.AttachPageNotify"/>'s
/// <c>SetCurrentValue</c>-only path) also reaches it directly via
/// <c>UIOption::HandleDialogAndNotices @0x004EFB90</c>. OP4-6 bind
/// buttons to this seam; mechanism review S2, 2026-08-11 fix round.
/// </summary>
public Action? OnOptionChanged { get; set; }
/// <summary>Registers one row. Retail's <c>OptionPage::RegisterOption
/// @0x004F2E90</c>, called from each page's <c>InitOptions</c>.</summary>
public void Register(IOptionRow row)
{
ArgumentNullException.ThrowIfNull(row);
row.AttachPageNotify(() => OnOptionChanged?.Invoke());
_rows.Add(row);
}
/// <summary><c>OptionPage::Changed @0x004F2D60</c>: true if ANY
/// registered row's own <see cref="IOptionRow.Changed"/> is true.</summary>
public bool Changed => _rows.Any(static row => row.Changed);
/// <summary><c>OptionPage::SaveCurrentValues @0x004F2C60</c> — Apply:
/// commits every row's baseline unconditionally, flushes via
/// <see cref="AfterApply"/>, then re-evaluates <see cref="OnOptionChanged"/>.</summary>
public void Apply()
{
foreach (IOptionRow row in _rows)
row.SaveCurrentValue();
AfterApply?.Invoke();
OnOptionChanged?.Invoke();
}
/// <summary><c>OptionPage::RestoreSavedValues @0x004F2D00</c> — Reset:
/// reverts only the rows that are currently <see cref="IOptionRow.Changed"/>,
/// then re-evaluates <see cref="OnOptionChanged"/>.
/// Snapshotted before iterating so a row's own revert (which flips
/// <see cref="IOptionRow.Changed"/> back to false) cannot skip a later
/// row.</summary>
public void Reset()
{
foreach (IOptionRow row in _rows.Where(static row => row.Changed).ToArray())
row.RestoreSavedValue();
OnOptionChanged?.Invoke();
}
/// <summary><c>OptionPage::RestoreDefaultValues @0x004F2CB0</c> —
/// Defaults: restores every row unconditionally, live, without
/// committing, then re-evaluates <see cref="OnOptionChanged"/>.</summary>
public void Defaults()
{
foreach (IOptionRow row in _rows)
row.RestoreDefaultValue();
OnOptionChanged?.Invoke();
}
/// <summary><c>PlayerOptionPage::OnVisibilityChanged(true)</c> — the page
/// became visible (initial default tab, a tab switch in, or the window
/// (re)opening): applies + commits, same as <see cref="Apply"/>.</summary>
public void OnShown() => Apply();
/// <summary>
/// OP4 re-review R2 (2026-08-11): a fresh <c>PlayerDescription</c> seed
/// replaced the live option words while this page may be VISIBLE —
/// re-read every row's (current, saved) from the live source WITHOUT
/// <see cref="Apply"/>'s flush (the seed just cleared the dirty module;
/// there is nothing to flush, and an <see cref="AfterApply"/> publication
/// here would be spurious). Retail cannot reach this state — its panels
/// are closed during login/reconnect — so this adaptation exists only
/// because acdream's retained panels survive the session boundary; the
/// stale (current, saved) it clears would otherwise let Reset restore
/// pre-reconnect values over the new character's server truth.
/// </summary>
public void ReloadFromLive()
{
foreach (IOptionRow row in _rows)
row.SaveCurrentValue();
OnOptionChanged?.Invoke();
}
/// <summary><c>PlayerOptionPage::OnVisibilityChanged(false)</c> — the page
/// became hidden (a tab switch away, or the window closing): reverts
/// uncommitted edits, same as <see cref="Reset"/>.</summary>
public void OnHidden() => Reset();
}