enBoxer/examples/profile.yaml
en 863f7e584e Round 6 (Grok verification): fix the live-path breakers.
Grok round-6 verification was No-Go. Fixes:

A. LayoutSlot.id was written as 0 by every constructor
   (generate Stacked/Grid/main_strip, capture_from, the GUI pad
   literals), so the find-by-id lookups in resize_slot / move_slot
   never hit a tile and Free-mode Apply size/position always
   failed with "no layout slot for slot id N". Constructors now
   assign real 1-based ids (index+1, out.len()+1, i+2 for the
   strip); capture_from uses the slot id from the window tuple.
   layout::apply and reset_slot_lock now find the tile by id
   instead of by Vec index.

B. The `slots` IPC formatter emitted "{id} 0x{address} ..." while
   addresses already carry their own 0x prefix ("0xa"), producing
   "1 0x0xa ..."; the parser split on whitespace so any multi-word
   window title broke the field alignment. Both sides now use a
   tab separator and the address passes through unchanged.

C. examples/profile.yaml still shipped the dropped schema
   (window_match block + passthrough list). Replaced with a note
   that matching is by process tree and every mapped hotkey is
   intercepted.

D. CHANGELOG 0.1.0 still advertised passthrough (lines 19, 24)
   and window_match (27, 78). Annotated as removed.

E. Lying comments: launcher.rs called the prefix "per-team" (it is
   per-character); gui.rs::arm_auto_apply doc claimed it matched a
   regex.

F. arm_auto_apply still hardcoded an empty spawned-pid set and
   fell back to matching any client with a non-empty class -- the
   round-4 Item-3 placeholder was what actually ran. It now takes
   the real child pid and matches via pid_is_ancestor.

G. spawn_plan dropped the Child with no wait thread (zombie, same
   bug round-6 fixed in launch_game). Now reaps in a background
   thread.

H. page_session never refreshed the games list, so the dropdown
   was empty on first paint. Added a games_loaded flag and a
   one-shot refresh_games on first paint.

Plus: vfx env-var test race. toplevel_enabled_defaults_off_... and
capture_toplevel_is_gated_when_disabled both touch
ENBOXER_ENABLE_TOPLEVEL and cargo runs unit tests in parallel, so
the gated test intermittently saw the var set by its sibling (the
per-function `static` in session.rs does not serialise across
functions). Added a module-level ENV_LOCK in vfx::tests and
guarded both tests. Verified with three consecutive full runs.

Also: clippy unnecessary_cast in main_strip, and two rustdoc
warnings (raw <pid> and Arc<GbmDevice> read as HTML tags).

cargo test 103/103 (x3); clippy --all-targets -D warnings clean;
cargo doc --no-deps clean.
2026-09-17 08:24:03 +02:00

174 lines
4.7 KiB
YAML

# Copy to ~/.config/enboxer/profile.yaml and edit.
# Keys use Mod+Key (Alt+G, Shift+F3). Letters are case-insensitive.
name: team
client: wow-retail
slots: 2
# Windows are matched by process tree (round-4 Item 3): the daemon
# spawns the game and matches the window whose pid is in that
# process tree. No class/title regex anymore.
# Every mapped hotkey is intercepted (round-4 Item 6 removed the
# `passthrough` skip-list).
# maps = only keys listed under `maps` (rest stay on the front window)
# mirror = clone keys to the other clients
# off = no intercept; the front window gets everything
mode_default: maps
# Optional: limit which keys mirror-mode clones. Empty = letters, digits, F-keys, etc.
repeater:
enabled: false
keys: []
game_binds:
# Interact with Target is a built-in WoW keybind (Key Bindings > Targeting >
# Interact Target). Bind it on every account to the same key; enBoxer just
# routes the keystroke. Alt+J was requested explicitly.
interact: "Alt+J"
# /console is not keybindable; CTM on / off must be macros.
ctm_on: "Shift+F3"
ctm_off: "Shift+F4"
# Per-character macro: the slot's character name is filled in by
# Character.assist_key / Character.follow_key, so swap-to-slot-N retargets
# the bind without re-editing YAML.
assist: "Shift+F2"
follow: "Shift+F1"
# Optional, class-dependent (Hunter / Warlock / DK / Demon Hunter).
# Built-in keybind Targets > Pet Actions > Attack.
# pet_attack: "F"
# Optional "try again" after a missed interact. Targets > Target Last Target.
# target_last: "Ctrl+L"
interact:
# standard: CTM on → IWT → wait → CTM off
# auto: CTM on → IWT (CTM stays on)
# hold: CTM on → IWT on press; CTM off on release
style: standard
walk_delay_ms: 2500
session_hotkeys:
mode_cycle: "Shift+Alt+M"
swap_next: "Ctrl+grave"
swap_prev: "Ctrl+Shift+grave"
focus_next: "Ctrl+Shift+N"
focus_prev: "Ctrl+Shift+P"
focus_main: "Ctrl+F1"
reset_all: "Ctrl+Shift+R"
stay_on_top: "Ctrl+Shift+T"
mouse_follow: "Ctrl+Shift+F"
mouse_broadcast: "Ctrl+Shift+B"
characters:
- slot: 1
name: Main
assist_key: "Shift+F2"
follow_key: "Shift+F1"
- slot: 2
name: Alt
assist_key: "F9"
follow_key: "F10"
groups:
alts:
slots: [2]
maps:
- name: bar_1
hotkey: "1"
steps:
- bind: assist
target: others
- key: "1"
target: all
- name: bar_2
hotkey: "2"
steps:
- bind: assist
target: others
- key: "2"
target: all
- name: follow_me
hotkey: "Alt+F"
steps:
- bind: follow
target: others
- name: assist_me
hotkey: "Alt+A"
steps:
- bind: assist
target: others
- name: loot
# ISBoxer Mapped Key analog: one user keypress fires the entire interact
# chain (CTM on -> Interact with Target -> wait walk_delay_ms -> CTM off),
# driven by profile.interact (style + walk_delay_ms). The follower has
# walk_delay_ms to actually walk to the target before CTM turns off.
hotkey: "Alt+G"
steps:
- bind: assist
target: others
- bind: smart_interact # full chain (use "interact" for a single Alt+J send)
target: others
- name: loot_manual
# Same idea as `loot` but composed by hand. Pick this form if you want to
# do anything fancy between the CTM toggle and the interact (e.g. a delay
# specific to a slow class, or a different key for each step).
hotkey: "Ctrl+Alt+G"
hold: false
steps:
- bind: assist
target: others
- bind: ctm_on
target: others
- bind: interact # single Alt+J send (NOT the smart shortcut)
target: others
- delay_ms: 5000
- bind: ctm_off
target: others
- name: interact_hold
hotkey: "Alt+H"
hold: true
steps:
- bind: ctm_on
target: others
- bind: interact # single Alt+J send (NOT the smart shortcut)
target: others
release_steps:
- bind: ctm_off
target: others
- name: rez_cycle
# Each press picks the next slot in order (1..=N, then wraps). State
# lives on the engine, keyed by this map name, so a second `rr`
# map keeps its own cursor.
hotkey: "Alt+R"
steps:
- key: "F8"
target: round_robin
# Window layout (pixels). Generate from the Layout page, then Save and Apply.
layout:
preset: main_strip
one_row: true
main_at_bottom: false
auto_apply: false
monitor: ""
slots: []
# Viewer sits on the current primary. Hover + pass_through sends keys/clicks to source_slot only.
video_fx:
- name: alt_party
enabled: false
source_slot: 2
source: { x: 0.0, y: 0.0, w: 0.40, h: 0.40 }
viewer: { x: 0.02, y: 0.02, w: 0.28, h: 0.28 }
pass_through: true
fps: 12