feat(ui): Display tab + settings.json persistence — first non-keybind tab lands

Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).

DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.

SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.

SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.

SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).

GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.

19 new tests:
 · DisplaySettings record (4) — defaults pinned, value equality, with-
   expressions, AvailableResolutions sorted ascending
 · SettingsStore (6) — round trip, missing-file → defaults, corrupt-
   file → defaults, partial-file → per-field fallback, unknown-key
   preservation, DefaultPath shape
 · SettingsVM display (6) — initial draft tracks persisted, SetDisplay
   marks dirty, Save invokes display callback, Cancel reverts,
   ResetAllToDefaults covers display, Save-then-Cancel is no-op
 · SettingsPanel display tab (3) — widgets render only when active,
   resolution combo uses AvailableResolutions, no Combo emitted on
   inactive tabs

dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-26 17:46:31 +02:00
parent 7665cdf642
commit 382f0ad3fa
9 changed files with 653 additions and 33 deletions

View file

@ -901,6 +901,13 @@ public sealed class GameWindow : IDisposable
// the same OnLoad path (see _inputDispatcher field).
if (_inputDispatcher is not null)
{
// L.0 — settings.json (display + future audio / gameplay /
// chat / character tabs). Coexists with keybinds.json,
// which keeps its own load/save path.
var settingsStore = new AcDream.UI.Abstractions.Panels.Settings.SettingsStore(
AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
var persistedDisplay = settingsStore.LoadDisplay();
_settingsVm = new AcDream.UI.Abstractions.Panels.Settings.SettingsVM(
persisted: _keyBindings,
dispatcher: _inputDispatcher,
@ -919,6 +926,21 @@ public sealed class GameWindow : IDisposable
{
Console.WriteLine($"keybinds: save failed: {ex.Message}");
}
},
persistedDisplay: persistedDisplay,
onSaveDisplay: display =>
{
try
{
settingsStore.SaveDisplay(display);
Console.WriteLine(
"settings: display saved to "
+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
}
catch (Exception ex)
{
Console.WriteLine($"settings: display save failed: {ex.Message}");
}
});
_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
_panelHost.Register(_settingsPanel);

View file

@ -0,0 +1,44 @@
using System.Collections.Generic;
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>
/// Display-related preferences persisted to <c>settings.json</c>.
/// Modern addition (no retail equivalent for FOV / vsync etc) — replaces
/// the various <c>ACDREAM_*</c> environment variables for resolution +
/// windowed mode with an in-game UI.
///
/// <para>
/// Records are immutable; mutation goes through
/// <see cref="SettingsVM.SetDisplay"/> which assigns a new instance via
/// <c>with</c>-expressions.
/// </para>
/// </summary>
public sealed record DisplaySettings(
string Resolution,
bool Fullscreen,
bool VSync,
float FieldOfView,
float Gamma,
bool ShowFps)
{
/// <summary>Values used on first launch / when settings.json is absent.</summary>
public static DisplaySettings Default { get; } = new(
Resolution: "1920x1080",
Fullscreen: false,
VSync: true,
FieldOfView: 75f,
Gamma: 1.0f,
ShowFps: false);
/// <summary>16:9 resolution presets offered in the dropdown.</summary>
public static IReadOnlyList<string> AvailableResolutions { get; } = new[]
{
"1280x720",
"1366x768",
"1600x900",
"1920x1080",
"2560x1440",
"3840x2160",
};
}

View file

@ -83,7 +83,7 @@ public sealed class SettingsPanel : IPanel
}
if (renderer.BeginTabItem("Display"))
{
RenderPlaceholder(renderer, "Display");
RenderDisplayTab(renderer);
renderer.EndTabItem();
}
if (renderer.BeginTabItem("Audio"))
@ -194,6 +194,51 @@ public sealed class SettingsPanel : IPanel
+ "Build order: Display → Audio → Gameplay → Chat → Character.");
}
/// <summary>
/// Render the Display tab — resolution / fullscreen / vsync /
/// FOV / gamma / show-FPS. FOV + Gamma are live-preview sliders;
/// the others apply on Save (matches the brainstorm UX agreement —
/// resolution change live would be too jarring).
/// </summary>
private void RenderDisplayTab(IPanelRenderer renderer)
{
var d = _vm.DisplayDraft;
// Resolution dropdown. Index falls back to the highest available
// option when the persisted resolution isn't one of the presets
// (e.g. user hand-edited settings.json with a non-standard size).
var resolutions = DisplaySettings.AvailableResolutions.ToArray();
int idx = System.Array.IndexOf(resolutions, d.Resolution);
if (idx < 0) idx = resolutions.Length - 1;
if (renderer.Combo("Resolution", ref idx, resolutions))
_vm.SetDisplay(d with { Resolution = resolutions[idx] });
bool fullscreen = d.Fullscreen;
if (renderer.Checkbox("Fullscreen", ref fullscreen))
_vm.SetDisplay(d with { Fullscreen = fullscreen });
bool vsync = d.VSync;
if (renderer.Checkbox("V-Sync", ref vsync))
_vm.SetDisplay(d with { VSync = vsync });
float fov = d.FieldOfView;
if (renderer.SliderFloat("Field of View", ref fov, 30f, 120f))
_vm.SetDisplay(d with { FieldOfView = fov });
float gamma = d.Gamma;
if (renderer.SliderFloat("Gamma", ref gamma, 0.5f, 2.0f))
_vm.SetDisplay(d with { Gamma = gamma });
bool showFps = d.ShowFps;
if (renderer.Checkbox("Show FPS", ref showFps))
_vm.SetDisplay(d with { ShowFps = showFps });
renderer.Spacing();
renderer.TextWrapped(
"Resolution / Fullscreen / V-Sync apply on Save. FOV + Gamma "
+ "preview live as you drag; Cancel reverts to the saved value.");
}
private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
{
// Movement defaults open; other sections collapsed for first-run UX.

View file

@ -0,0 +1,151 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>
/// JSON-backed persistence for non-keybind settings (Display today; future
/// tabs Audio / Gameplay / Chat / Character will be added to the same
/// file). Path: <c>%LOCALAPPDATA%\acdream\settings.json</c>. Coexists
/// with <c>keybinds.json</c>, which retains its own
/// <see cref="Input.KeyBindings.LoadOrDefault"/> path.
///
/// <para>
/// Schema (current version 1):
/// <code>
/// {
/// "version": 1,
/// "display": { "resolution": "1920x1080", "fullscreen": false, ... }
/// }
/// </code>
/// Unknown top-level keys are preserved on save so future tab additions
/// from a newer client don't get clobbered by an older client writing
/// out only the sections it knows about.
/// </para>
/// </summary>
public sealed class SettingsStore
{
private const int CurrentSchemaVersion = 1;
private readonly string _path;
public SettingsStore(string path)
{
_path = path ?? throw new ArgumentNullException(nameof(path));
}
/// <summary>Default path: <c>%LOCALAPPDATA%\acdream\settings.json</c>.</summary>
public static string DefaultPath() => Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData),
"acdream",
"settings.json");
/// <summary>
/// Load Display settings. Missing file → <see cref="DisplaySettings.Default"/>.
/// Missing individual keys fall back to the corresponding default
/// field, so a partial file (e.g. only <c>resolution</c> is set) is
/// non-fatal.
/// </summary>
public DisplaySettings LoadDisplay()
{
if (!File.Exists(_path)) return DisplaySettings.Default;
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
var root = doc.RootElement;
if (!root.TryGetProperty("display", out var disp)
|| disp.ValueKind != JsonValueKind.Object)
return DisplaySettings.Default;
var d = DisplaySettings.Default;
return new DisplaySettings(
Resolution: ReadString (disp, "resolution", d.Resolution),
Fullscreen: ReadBool (disp, "fullscreen", d.Fullscreen),
VSync: ReadBool (disp, "vsync", d.VSync),
FieldOfView: ReadFloat (disp, "fieldOfView", d.FieldOfView),
Gamma: ReadFloat (disp, "gamma", d.Gamma),
ShowFps: ReadBool (disp, "showFps", d.ShowFps));
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return DisplaySettings.Default;
}
}
/// <summary>
/// Save Display settings, preserving any other top-level keys the file
/// already contains (e.g. an <c>audio</c> section written by a newer
/// client). Unknown keys are round-tripped via raw JSON text so older
/// builds don't silently drop them.
/// </summary>
public void SaveDisplay(DisplaySettings display)
{
var dir = Path.GetDirectoryName(_path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
// Preserve any non-display top-level keys from the existing file.
var preservedKeys = new SortedDictionary<string, string>(StringComparer.Ordinal);
if (File.Exists(_path))
{
try
{
using var stream = File.OpenRead(_path);
var doc = JsonDocument.Parse(stream);
foreach (var prop in doc.RootElement.EnumerateObject())
{
if (prop.Name == "display" || prop.Name == "version") continue;
preservedKeys[prop.Name] = prop.Value.GetRawText();
}
}
catch
{
// Corrupt file → fully overwrite; previous content is lost
// but the user's session continues with the new save.
preservedKeys.Clear();
}
}
var displayObj = new SortedDictionary<string, object>(StringComparer.Ordinal)
{
["fieldOfView"] = display.FieldOfView,
["fullscreen"] = display.Fullscreen,
["gamma"] = display.Gamma,
["resolution"] = display.Resolution,
["showFps"] = display.ShowFps,
["vsync"] = display.VSync,
};
// Build the output by hand so preserved-keys keep their raw JSON.
var sb = new System.Text.StringBuilder();
sb.Append('{').AppendLine();
sb.Append(" \"display\": ")
.Append(JsonSerializer.Serialize(displayObj, new JsonSerializerOptions { WriteIndented = true })
.Replace("\n", "\n "))
.Append(',').AppendLine();
foreach (var kv in preservedKeys)
{
sb.Append(" \"").Append(kv.Key).Append("\": ")
.Append(kv.Value).Append(',').AppendLine();
}
sb.Append(" \"version\": ").Append(CurrentSchemaVersion).AppendLine();
sb.Append('}').AppendLine();
File.WriteAllText(_path, sb.ToString());
}
private static string ReadString(JsonElement obj, string name, string fallback)
=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.String
? (el.GetString() ?? fallback) : fallback;
private static bool ReadBool(JsonElement obj, string name, bool fallback)
=> obj.TryGetProperty(name, out var el)
&& (el.ValueKind == JsonValueKind.True || el.ValueKind == JsonValueKind.False)
? el.GetBoolean() : fallback;
private static float ReadFloat(JsonElement obj, string name, float fallback)
=> obj.TryGetProperty(name, out var el) && el.ValueKind == JsonValueKind.Number
? el.GetSingle() : fallback;
}

View file

@ -30,6 +30,12 @@ public sealed class SettingsVM
private readonly InputDispatcher _dispatcher;
private readonly Action<KeyBindings> _onSave;
// L.0 — Display tab. Treated as a single immutable record; mutation
// through SetDisplay clones via with-expressions on the panel side.
private DisplaySettings _displayPersisted;
private DisplaySettings _displayDraft;
private readonly Action<DisplaySettings> _onSaveDisplay;
/// <summary>The action currently being rebound, or null when idle.</summary>
public InputAction? RebindInProgress { get; private set; }
@ -50,14 +56,38 @@ public sealed class SettingsVM
/// <summary>True iff the draft differs structurally from the
/// persisted snapshot. Used to grey out the Save button when no
/// rebinds are pending.</summary>
public bool HasUnsavedChanges => !KeyBindingsEqual(_persisted, _draft);
public bool HasUnsavedChanges
=> !KeyBindingsEqual(_persisted, _draft)
|| _displayPersisted != _displayDraft;
public SettingsVM(KeyBindings persisted, InputDispatcher dispatcher, Action<KeyBindings> onSave)
/// <summary>The current Display draft. Panel reads from here;
/// mutation goes through <see cref="SetDisplay"/>.</summary>
public DisplaySettings DisplayDraft => _displayDraft;
public SettingsVM(
KeyBindings persisted,
InputDispatcher dispatcher,
Action<KeyBindings> onSave,
DisplaySettings persistedDisplay,
Action<DisplaySettings> onSaveDisplay)
{
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_draft = CloneBindings(persisted);
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
}
/// <summary>
/// Replace the entire Display draft with <paramref name="value"/>.
/// Panel calls this with a <c>DisplayDraft with { Field = newValue }</c>
/// so each widget edits exactly one field at a time.
/// </summary>
public void SetDisplay(DisplaySettings value)
{
_displayDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
@ -160,32 +190,42 @@ public sealed class SettingsVM
}
/// <summary>
/// Replace the entire draft with <see cref="KeyBindings.RetailDefaults"/>.
/// Replace the keybinds draft with <see cref="KeyBindings.RetailDefaults"/>
/// AND the display draft with <see cref="DisplaySettings.Default"/>.
/// "Reset all" applies to every tab — it's the user's escape hatch
/// when they've gotten lost.
/// </summary>
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
}
/// <summary>
/// Commit the draft via the onSave callback supplied at
/// construction. After save the draft becomes the new persisted
/// snapshot — <see cref="HasUnsavedChanges"/> resets to false.
/// Commit both keybinds + display drafts via the onSave callbacks
/// supplied at construction. After save the drafts become the new
/// persisted snapshots — <see cref="HasUnsavedChanges"/> resets to
/// false. Each callback is invoked exactly once per Save; if the
/// caller wants atomicity across both files it has to handle it
/// outside the VM.
/// </summary>
public void Save()
{
_onSave(_draft);
_persisted = CloneBindings(_draft);
_onSaveDisplay(_displayDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
}
/// <summary>
/// Revert the draft to the persisted snapshot and clear any
/// Revert all drafts to their persisted snapshots and clear any
/// in-flight rebind state. Used by the panel's "Cancel" button and
/// when the user closes the settings window without saving.
/// </summary>
public void Cancel()
{
_draft = CloneBindings(_persisted);
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
CancelRebind();
}