feat(ui): Audio tab — live volume sliders driving OpenAL engine
Phase L.0 (cont.) — second tab on the Settings shell, in the Easy-wins
build order. Audio is the live-preview poster child: dragging a slider
is audible immediately, Save persists, Cancel reverts and the engine
catches up on the next frame.
AudioSettings record: Master / Music / Sfx / Ambient (all 0..1 floats).
Defaults match the OpenAlAudioEngine constructor values exactly so a
user who never opens the tab gets identical behaviour to the
pre-Phase-L env-var-only world (Master=1.0, Music=0.7, Sfx=1.0,
Ambient=0.8).
SettingsStore grows LoadAudio / SaveAudio + a generic SaveSection
helper that consolidates the unknown-top-level-key preservation logic.
Display and Audio sections coexist in settings.json:
{ "version": 1, "display": { ... }, "audio": { ... } }
Saving one section preserves the other on disk; a future Gameplay /
Chat / Character section drops in the same way without touching
existing data.
SettingsVM gains a parallel audio state machine (audioPersisted /
audioDraft / SetAudio / onSaveAudio callback). HasUnsavedChanges
covers all three buckets now (keybinds + display + audio); Save /
Cancel / ResetAll are atomic across all of them.
GameWindow wiring is the live-preview mechanism — every render frame
pushes the VM's AudioDraft into _audioEngine.MasterVolume etc. Cheap
(four float assignments) and unconditional. SetListener still applies
MasterVolume each frame too via the existing Phase E.2 code path, so
listener gain stays in sync. Persisted audio is applied to the engine
ONCE at startup before the first frame so the user's saved values
take effect before any sound plays — startup-time apply happens during
the same SettingsVM construction site that does the LoadDisplay +
LoadAudio.
SettingsPanel.RenderAudioTab replaces the L.0-shell placeholder — four
SliderFloat calls clamped to [0, 1], plus a footer note explaining the
live-preview UX. The "Coming soon" placeholder test was retargeted
from "Audio" to "Gameplay" since Audio is no longer a placeholder.
16 new tests:
· AudioSettings record (3) — defaults pin engine constants, value
equality, with-expressions
· SettingsStore audio round-trip (5) — missing-file → defaults,
round-trip all fields, partial-file per-field fallback, save-audio-
preserves-display, save-display-preserves-audio
· SettingsVM audio state (5) — initial draft tracks persisted,
SetAudio marks dirty, Save invokes audio callback, Cancel reverts,
ResetAllToDefaults covers audio
· SettingsPanel audio tab (3) — four sliders render only when active,
no SliderFloat emitted on inactive tabs, slider range is [0, 1]
dotnet build green (0 warnings); dotnet test 1,262 / 1,262 green
(243 Core.Net + 346 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
382f0ad3fa
commit
53b1878c5c
9 changed files with 461 additions and 47 deletions
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@ -31,7 +31,8 @@ public sealed class SettingsPanelTests
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var dispatcher = new InputDispatcher(kb, mouse, persisted);
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var vm = new SettingsVM(
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persisted, dispatcher, _ => { },
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DisplaySettings.Default, _ => { });
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DisplaySettings.Default, _ => { },
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AudioSettings.Default, _ => { });
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var panel = new SettingsPanel(vm);
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return (panel, vm, kb, dispatcher);
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}
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@ -226,14 +227,17 @@ public sealed class SettingsPanelTests
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[Fact]
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public void Placeholder_tabs_render_coming_soon_text_when_active()
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{
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// Gameplay is still a placeholder (next in build order). Display
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// and Audio have shipped — they have real widgets, not "coming
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// soon" text.
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains(wrapped, t => t.Contains("Audio settings coming soon"));
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Assert.Contains(wrapped, t => t.Contains("Gameplay settings coming soon"));
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}
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// -- Display tab content ---------------------------------------------
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@ -284,6 +288,51 @@ public sealed class SettingsPanelTests
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Assert.Contains("3840x2160", items);
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}
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// -- Audio tab content -----------------------------------------------
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[Fact]
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public void Audio_tab_when_active_renders_four_volume_sliders()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.Contains("Master", sliders);
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Assert.Contains("Music", sliders);
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Assert.Contains("SFX", sliders);
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Assert.Contains("Ambient", sliders);
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}
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[Fact]
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public void Audio_tab_does_not_render_when_a_different_tab_is_active()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var sliders = r.Calls.Where(c => c.Method == "SliderFloat")
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.Select(c => (string)c.Args[0]!).ToList();
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Assert.DoesNotContain("Master", sliders);
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Assert.DoesNotContain("Music", sliders);
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}
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[Fact]
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public void Audio_sliders_are_clamped_to_zero_one_range()
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{
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var (panel, _, _, _) = Build();
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var r = new FakePanelRenderer { ActiveTabLabel = "Audio" };
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panel.Render(new PanelContext(0.016f, new NullBus()), r);
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var masterCall = r.Calls.First(c => c.Method == "SliderFloat" && (string)c.Args[0]! == "Master");
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Assert.Equal(0f, (float)masterCall.Args[2]!);
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Assert.Equal(1f, (float)masterCall.Args[3]!);
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}
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[Fact]
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public void Save_Cancel_buttons_render_outside_the_tab_bar()
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{
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