using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Ashwild.Player;
namespace Ashwild.Settings
{
///
/// Settings sub-panel that lists every rebindable binding from the shared InputConfig as rows and
/// drives interactive rebinds. It is the orchestrator: the InputManager performs the rebind on the
/// asset, the SettingsManager persists it, and this panel refreshes the rows. It also owns the
/// modal rebind prompt (a "press a key" overlay that becomes a "X already uses this key →
/// Replace / Cancel" conflict prompt) — the prompt objects live under the SettingsPanel so they
/// render in front of everything. Rows show layout-aware glyphs, so AZERTY reads correctly.
///
public class KeybindingsSettingsSubPanel : SettingsSubPanel
{
#region Serialized Fields
[Header("Row List")]
[SerializeField] private Transform rowContainer;
[SerializeField] private GameObject rowPrefab;
[SerializeField] private Button resetAllButton;
[Header("Rebind Prompt")]
[Tooltip("Standalone prompt overlay — its own object under the SettingsPanel, not a child here.")]
[SerializeField] private RebindPromptUI prompt;
#endregion
#region State
private readonly List rows = new List();
private bool built;
///
/// The shared input config, pulled from the SettingsManager (assigned there, not here).
///
private InputConfig config;
///
/// The conflict awaiting the player's Replace/Cancel choice, kept so the buttons can resolve it.
///
private InputManager.RebindOutcome pendingOutcome;
private bool hasPendingConflict;
private KeybindRowUI activeRow;
#endregion
#region Unity Lifecycle
///
/// Wires the reset-all button and the prompt's Replace/Cancel buttons.
///
private void Awake()
{
if (resetAllButton != null) resetAllButton.onClick.AddListener(ResetAll);
}
///
/// Aborts any rebind/conflict in flight when the panel is hidden (category switch / closed).
///
private void OnDisable()
{
if (InputManager.Instance != null) InputManager.Instance.CancelOngoingRebind();
if (hasPendingConflict) OnConflictCancel();
HidePrompt();
}
#endregion
#region Public API
///
/// Builds the rows once, then repaints every current key (so reopening shows live bindings).
///
public override void Refresh()
{
config = SettingsManager.Instance != null ? SettingsManager.Instance.InputConfig : null;
if (config == null)
{
Debug.LogError("[KeybindingsSettingsSubPanel] No InputConfig available from SettingsManager.", this);
return;
}
HidePrompt();
if (!built) BuildRows();
RefreshAll();
}
#endregion
#region Row Building
///
/// Instantiates one row per config binding and binds its callbacks.
///
private void BuildRows()
{
if (rowPrefab == null || rowContainer == null)
{
Debug.LogError($"[KeybindingsSettingsSubPanel] Row prefab/container missing on '{name}'.", this);
return;
}
foreach (RebindableEntry entry in config.Bindings)
{
GameObject go = Instantiate(rowPrefab, rowContainer);
KeybindRowUI row = go.GetComponent();
if (row == null)
{
Debug.LogError("[KeybindingsSettingsSubPanel] Row prefab has no KeybindRowUI.", this);
Destroy(go);
continue;
}
row.Initialize(entry, OnRowRebind, OnRowReset);
rows.Add(row);
}
built = true;
}
#endregion
#region Row Callbacks
///
/// Opens the prompt and starts capturing a new key for the clicked row.
///
private void OnRowRebind(KeybindRowUI row)
{
if (InputManager.Instance == null) return;
activeRow = row;
ShowListening();
InputManager.Instance.StartInteractiveRebind(row.ActionName, row.BindingIndex, OnRebindOutcome);
}
///
/// Handles the capture result: persist + refresh on success, raise the conflict prompt on a
/// clash, or just close on cancel.
///
private void OnRebindOutcome(InputManager.RebindOutcome outcome)
{
switch (outcome.Result)
{
case InputManager.RebindResult.Completed:
HidePrompt();
Persist();
RefreshAll();
break;
case InputManager.RebindResult.Conflict:
pendingOutcome = outcome;
hasPendingConflict = true;
ShowConflict(LabelFor(outcome.ConflictActionName));
break;
default:
HidePrompt();
if (activeRow != null) RefreshRow(activeRow);
break;
}
}
///
/// Resolves a conflict by swapping the two keys (the other action takes this one's old key).
///
private void OnConflictReplace()
{
if (!hasPendingConflict) return;
if (InputManager.Instance != null) InputManager.Instance.ApplySwap(pendingOutcome);
ClearConflict();
HidePrompt();
Persist();
RefreshAll();
}
///
/// Resolves a conflict by undoing the new binding (the other action keeps its key).
///
private void OnConflictCancel()
{
if (!hasPendingConflict) return;
if (InputManager.Instance != null) InputManager.Instance.RevertRebind(pendingOutcome);
ClearConflict();
HidePrompt();
RefreshAll();
}
///
/// Resets the clicked row's binding to default and persists.
///
private void OnRowReset(KeybindRowUI row)
{
if (InputManager.Instance == null) return;
InputManager.Instance.ResetBinding(row.ActionName, row.BindingIndex);
Persist();
RefreshRow(row);
}
///
/// Resets every binding to default and persists.
///
private void ResetAll()
{
if (InputManager.Instance == null) return;
InputManager.Instance.ResetAllBindings();
Persist();
RefreshAll();
}
#endregion
#region Prompt
///
/// Shows the prompt in "press a key" mode.
///
private void ShowListening()
{
if (prompt != null) prompt.ShowListening();
}
///
/// Switches the open prompt to the conflict state for the named action, wiring its buttons.
///
private void ShowConflict(string conflictLabel)
{
if (prompt != null) prompt.ShowConflict(conflictLabel, OnConflictReplace, OnConflictCancel);
}
///
/// Hides the prompt entirely.
///
private void HidePrompt()
{
if (prompt != null) prompt.Hide();
}
///
/// Clears the pending-conflict state.
///
private void ClearConflict()
{
hasPendingConflict = false;
pendingOutcome = default;
}
#endregion
#region Refresh
///
/// Persists the current bindings through the SettingsManager.
///
private void Persist()
{
if (SettingsManager.Instance != null) SettingsManager.Instance.SaveKeybinds();
}
///
/// Repaints the current key on every row.
///
private void RefreshAll()
{
foreach (KeybindRowUI row in rows) RefreshRow(row);
}
///
/// Repaints one row's current key, choosing a glyph from the config when available.
///
private void RefreshRow(KeybindRowUI row)
{
if (InputManager.Instance == null) return;
string display = InputManager.Instance.GetBindingDisplayString(row.ActionName, row.BindingIndex);
Sprite icon = config != null ? config.GetIcon(display) : null;
if (icon == null && config != null)
{
string controlPath = InputManager.Instance.GetBindingControlPath(row.ActionName, row.BindingIndex);
icon = config.GetIcon(controlPath);
}
row.RefreshDisplay(display, icon);
}
///
/// The display label authored for an action (first matching binding), or the raw name.
///
private string LabelFor(string actionName)
{
if (config != null)
foreach (RebindableEntry entry in config.Bindings)
if (entry.ActionName == actionName)
return entry.DisplayLabel;
return actionName;
}
#endregion
}
}