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