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>
241 lines
9.3 KiB
C#
241 lines
9.3 KiB
C#
using System.IO;
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using System.Linq;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.UI.Abstractions.Tests.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
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/// for the Settings panel. It holds a <b>draft</b> copy of the active
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/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
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/// the supplied callback (which writes to disk + replaces the live
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/// dispatcher's table); Cancel reverts the draft.
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/// </summary>
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public sealed class SettingsVMTests
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{
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private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory)
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Build(KeyBindings? persisted = null)
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{
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persisted ??= MakeMinimalBindings();
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var dispatcher = new InputDispatcher(kb, mouse, persisted);
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var savedHistory = new System.Collections.Generic.List<KeyBindings>();
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var vm = new SettingsVM(persisted, dispatcher, b => savedHistory.Add(b));
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return (vm, kb, dispatcher, persisted, savedHistory);
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}
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private static KeyBindings MakeMinimalBindings()
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{
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var b = new KeyBindings();
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
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b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
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return b;
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}
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[Fact]
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public void Constructor_clones_persisted_into_draft()
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{
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var (vm, _, _, persisted, _) = Build();
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Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_enters_capture_mode()
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{
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var (vm, _, dispatcher, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
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Assert.Equal(original, vm.RebindOriginal);
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}
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[Fact]
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public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// User presses Q — not bound to anything in our minimal table.
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_then_Escape_cancels_with_no_change()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Escape, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_with_conflict_surfaces_PendingConflict()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.NotNull(vm.PendingConflict);
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var c = vm.PendingConflict!.Value;
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Assert.Equal(InputAction.MovementForward, c.NewAction);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
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Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
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// Rebind has NOT been applied yet — still on W.
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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}
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[Fact]
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public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: true);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward now bound to A.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(fwd);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft no longer bound to A (conflict removed).
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Empty(left);
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}
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[Fact]
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public void ResolveConflict_replace_false_cancels_rebind()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: false);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward still bound to W.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft still bound to A.
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
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}
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[Fact]
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public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
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{
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// Build a draft that's been mutated for MovementForward; ensure
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// ResetActionToDefault restores W (and Up-arrow per retail).
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var (vm, kb, _, _, _) = Build(KeyBindings.RetailDefaults());
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
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// pick it deliberately to avoid triggering a conflict prompt that
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// would block the rebind from applying.
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kb.EmitKeyDown(Key.F7, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.ResetActionToDefault(InputAction.MovementForward);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
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}
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[Fact]
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public void ResetAllToDefaults_replaces_entire_draft()
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{
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var (vm, _, _, _, _) = Build();
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vm.ResetAllToDefaults();
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// Should now include retail-default size set (~149 bindings).
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Assert.True(vm.Draft.All.Count >= 100);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_callback_with_draft()
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{
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var (vm, kb, _, _, savedHistory) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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vm.Save();
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Assert.Single(savedHistory);
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var saved = savedHistory[0];
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var fwd = saved.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_reverts_draft_to_persisted()
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{
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var (vm, kb, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.False(vm.HasUnsavedChanges);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_during_active_capture_clears_dispatcher_capture_state()
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{
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var (vm, _, dispatcher, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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vm.Cancel();
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Assert.False(dispatcher.IsCapturing);
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Assert.Null(vm.RebindInProgress);
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}
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[Fact]
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public void HasUnsavedChanges_false_initially_and_after_save_sync()
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{
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var (vm, _, _, _, _) = Build();
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Assert.False(vm.HasUnsavedChanges);
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}
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}
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