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>
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9 changed files with 653 additions and 33 deletions
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@ -901,6 +901,13 @@ public sealed class GameWindow : IDisposable
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// the same OnLoad path (see _inputDispatcher field).
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if (_inputDispatcher is not null)
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{
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// L.0 — settings.json (display + future audio / gameplay /
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// chat / character tabs). Coexists with keybinds.json,
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// which keeps its own load/save path.
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var settingsStore = new AcDream.UI.Abstractions.Panels.Settings.SettingsStore(
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AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
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var persistedDisplay = settingsStore.LoadDisplay();
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_settingsVm = new AcDream.UI.Abstractions.Panels.Settings.SettingsVM(
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persisted: _keyBindings,
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dispatcher: _inputDispatcher,
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@ -919,6 +926,21 @@ public sealed class GameWindow : IDisposable
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{
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Console.WriteLine($"keybinds: save failed: {ex.Message}");
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}
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},
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persistedDisplay: persistedDisplay,
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onSaveDisplay: display =>
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{
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try
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{
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settingsStore.SaveDisplay(display);
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Console.WriteLine(
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"settings: display saved to "
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+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: display save failed: {ex.Message}");
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}
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});
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_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
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_panelHost.Register(_settingsPanel);
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