feat(ui): Character tab — per-toon settings; Phase L.0 complete
Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
356b5f219e
commit
73749d176a
9 changed files with 555 additions and 96 deletions
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@ -910,6 +910,13 @@ public sealed class GameWindow : IDisposable
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var persistedAudio = settingsStore.LoadAudio();
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var persistedGameplay = settingsStore.LoadGameplay();
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var persistedChat = settingsStore.LoadChat();
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// Per-toon character settings keyed by name. We don't
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// know which toon the user will pick until after
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// CharacterList lands, so use a "default" bag for now.
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// Future: swap to the actual toon name once a
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// currentCharacter source is plumbed.
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const string toonKey = "default";
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var persistedCharacter = settingsStore.LoadCharacter(toonKey);
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// Apply persisted audio to the engine BEFORE the panel
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// host starts pushing per-frame so the first frame uses
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@ -1007,6 +1014,21 @@ public sealed class GameWindow : IDisposable
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{
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Console.WriteLine($"settings: chat save failed: {ex.Message}");
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}
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},
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persistedCharacter: persistedCharacter,
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onSaveCharacter: character =>
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{
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try
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{
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settingsStore.SaveCharacter(toonKey, character);
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Console.WriteLine(
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$"settings: character[{toonKey}] 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: character 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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@ -0,0 +1,48 @@
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// Per-character preferences persisted to <c>settings.json</c> under
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/// <c>character[toonName]</c>. Settings on this tab are scoped to a
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/// single toon; switching characters loads a different bag.
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///
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/// <para>
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/// L.0 scope: <b>local-only</b>. The settings here describe how the
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/// client UI behaves for the active toon — they don't yet flow to the
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/// server. When server-sync ships, options like <see cref="AutoAttack"/>
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/// would be pushed via the retail Player-Options packet.
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/// </para>
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///
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/// <para>
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/// MVP shape — four settings only. Easy to grow when more per-toon
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/// preferences land. Each is value-typed so equality and Cancel-revert
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/// behave like the other tabs' records.
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/// </para>
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/// </summary>
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public sealed record CharacterSettings(
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string DefaultChatChannel, // "Local" / "Allegiance" / "Fellowship" / "General" / etc.
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bool AutoAttack, // Tap-to-attack continues swinging until target dies
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bool ConfirmSalvage, // Prompt before salvaging valuable items
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bool ShowPickupMessages) // "You picked up X" lines in chat
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{
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/// <summary>Defaults applied to a fresh character (no settings.json
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/// entry yet). Conservative — opt-in for AutoAttack, opt-in for
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/// confirmation prompts, pickup messages on by default.</summary>
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public static CharacterSettings Default { get; } = new(
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DefaultChatChannel: "Local",
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AutoAttack: false,
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ConfirmSalvage: true,
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ShowPickupMessages: true);
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/// <summary>Channel-name presets exposed in the dropdown. Order
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/// roughly matches retail's chat-channel routing.</summary>
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public static System.Collections.Generic.IReadOnlyList<string> AvailableChannels { get; } = new[]
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{
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"Local",
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"Allegiance",
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"Fellowship",
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"General",
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"Trade",
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"LFG",
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"Roleplay",
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};
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}
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@ -103,7 +103,7 @@ public sealed class SettingsPanel : IPanel
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}
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if (renderer.BeginTabItem("Character"))
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{
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RenderPlaceholder(renderer, "Character");
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RenderCharacterTab(renderer);
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renderer.EndTabItem();
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}
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renderer.EndTabBar();
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@ -180,20 +180,6 @@ public sealed class SettingsPanel : IPanel
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});
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}
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/// <summary>
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/// Placeholder content shown for tabs whose implementation is still
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/// pending. Reads as "Coming soon" plus a note about which sub-phase
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/// is expected to fill it in.
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/// </summary>
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private static void RenderPlaceholder(IPanelRenderer renderer, string tabName)
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{
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renderer.TextWrapped($"{tabName} settings coming soon.");
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renderer.Spacing();
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renderer.TextWrapped(
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"This tab is part of the staged Settings interface rollout. "
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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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@ -417,6 +403,41 @@ public sealed class SettingsPanel : IPanel
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+ "Cancel reverts.");
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}
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/// <summary>
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/// Render the Character tab — per-toon preferences. The host owns
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/// the toon-name key; the panel just edits whatever bag the host
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/// loaded into <see cref="SettingsVM.CharacterDraft"/>.
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/// </summary>
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private void RenderCharacterTab(IPanelRenderer renderer)
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{
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var c = _vm.CharacterDraft;
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var channels = CharacterSettings.AvailableChannels.ToArray();
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int idx = System.Array.IndexOf(channels, c.DefaultChatChannel);
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if (idx < 0) idx = 0;
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if (renderer.Combo("Default chat channel", ref idx, channels))
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_vm.SetCharacter(c with { DefaultChatChannel = channels[idx] });
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bool autoAttack = c.AutoAttack;
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if (renderer.Checkbox("Auto-attack (continue swinging until target dies)", ref autoAttack))
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_vm.SetCharacter(c with { AutoAttack = autoAttack });
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bool confirmSalvage = c.ConfirmSalvage;
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if (renderer.Checkbox("Confirm before salvaging valuable items", ref confirmSalvage))
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_vm.SetCharacter(c with { ConfirmSalvage = confirmSalvage });
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bool pickup = c.ShowPickupMessages;
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if (renderer.Checkbox("Show pickup messages in chat", ref pickup))
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_vm.SetCharacter(c with { ShowPickupMessages = pickup });
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renderer.Spacing();
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renderer.TextWrapped(
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"Per-character preferences — saved per toon under "
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+ "settings.json's character[\"<toonName>\"]. Local-only this "
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+ "phase; server-sync arrives later when the protocol "
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+ "round-trip lands.");
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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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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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namespace AcDream.UI.Abstractions.Panels.Settings;
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@ -203,6 +204,90 @@ public sealed class SettingsStore
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public void SaveChat(ChatSettings chat)
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=> SaveSection("chat", BuildChatObject(chat));
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/// <summary>
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/// Load per-character settings keyed by <paramref name="toonKey"/>.
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/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
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/// </summary>
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public CharacterSettings LoadCharacter(string toonKey)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (!File.Exists(_path)) return CharacterSettings.Default;
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try
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{
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var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
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var toon = root?["character"]?[toonKey] as JsonObject;
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if (toon is null) return CharacterSettings.Default;
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var d = CharacterSettings.Default;
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return new CharacterSettings(
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DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
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AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
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ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
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ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return CharacterSettings.Default;
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}
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}
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/// <summary>
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/// Save per-character settings under <paramref name="toonKey"/>.
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/// Preserves every other toon's settings + every other top-level
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/// section. Uses <see cref="JsonNode"/> rather than the raw-text
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/// preservation pattern of <see cref="SaveSection"/> because the
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/// per-toon write needs to mutate a nested map, not just replace a
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/// top-level key.
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/// </summary>
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public void SaveCharacter(string toonKey, CharacterSettings settings)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (settings is null) throw new ArgumentNullException(nameof(settings));
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var dir = Path.GetDirectoryName(_path);
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if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
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// Read existing file as a mutable JsonObject (or start fresh).
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JsonObject root;
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if (File.Exists(_path))
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{
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try
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{
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root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
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}
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catch
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{
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root = new JsonObject();
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}
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}
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else
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{
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root = new JsonObject();
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}
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// Build the toon's payload.
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var toonObj = new JsonObject
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{
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["autoAttack"] = settings.AutoAttack,
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["confirmSalvage"] = settings.ConfirmSalvage,
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["defaultChatChannel"] = settings.DefaultChatChannel,
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["showPickupMessages"] = settings.ShowPickupMessages,
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};
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// Slot it under character[toonKey], creating the character map if
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// necessary. Other toons in the map are preserved.
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if (root["character"] is not JsonObject characterMap)
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{
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characterMap = new JsonObject();
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root["character"] = characterMap;
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}
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characterMap[toonKey] = toonObj;
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root["version"] = CurrentSchemaVersion;
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File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
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}
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private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
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=> new(StringComparer.Ordinal)
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{
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@ -51,6 +51,11 @@ public sealed class SettingsVM
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private ChatSettings _chatDraft;
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private readonly Action<ChatSettings> _onSaveChat;
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// L.0 — Character tab (per-toon, host-keyed by toon name).
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private CharacterSettings _characterPersisted;
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private CharacterSettings _characterDraft;
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private readonly Action<CharacterSettings> _onSaveCharacter;
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/// <summary>The action currently being rebound, or null when idle.</summary>
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public InputAction? RebindInProgress { get; private set; }
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@ -73,10 +78,11 @@ public sealed class SettingsVM
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/// rebinds are pending.</summary>
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public bool HasUnsavedChanges
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=> !KeyBindingsEqual(_persisted, _draft)
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|| _displayPersisted != _displayDraft
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|| _audioPersisted != _audioDraft
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|| _gameplayPersisted != _gameplayDraft
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|| _chatPersisted != _chatDraft;
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|| _displayPersisted != _displayDraft
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|| _audioPersisted != _audioDraft
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|| _gameplayPersisted != _gameplayDraft
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|| _chatPersisted != _chatDraft
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|| _characterPersisted != _characterDraft;
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/// <summary>The current Display draft. Panel reads from here;
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/// mutation goes through <see cref="SetDisplay"/>.</summary>
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@ -94,6 +100,11 @@ public sealed class SettingsVM
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/// mutation goes through <see cref="SetChat"/>.</summary>
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public ChatSettings ChatDraft => _chatDraft;
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/// <summary>The current Character draft (per-toon — host owns the
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/// toon-name key). Panel reads from here; mutation goes through
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/// <see cref="SetCharacter"/>.</summary>
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public CharacterSettings CharacterDraft => _characterDraft;
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public SettingsVM(
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KeyBindings persisted,
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InputDispatcher dispatcher,
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@ -105,24 +116,29 @@ public sealed class SettingsVM
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GameplaySettings persistedGameplay,
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Action<GameplaySettings> onSaveGameplay,
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ChatSettings persistedChat,
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Action<ChatSettings> onSaveChat)
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Action<ChatSettings> onSaveChat,
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CharacterSettings persistedCharacter,
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Action<CharacterSettings> onSaveCharacter)
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{
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_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
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_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
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_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
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_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
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_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
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_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
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_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
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_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
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_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
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_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
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_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
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_draft = CloneBindings(persisted);
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_displayDraft = persistedDisplay;
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_audioDraft = persistedAudio;
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_gameplayDraft = persistedGameplay;
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_chatDraft = persistedChat;
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_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
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_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
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_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
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_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
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_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
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_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
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_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
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_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
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_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
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_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
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_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
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_characterPersisted = persistedCharacter ?? throw new ArgumentNullException(nameof(persistedCharacter));
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_onSaveCharacter = onSaveCharacter ?? throw new ArgumentNullException(nameof(onSaveCharacter));
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_draft = CloneBindings(persisted);
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_displayDraft = persistedDisplay;
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_audioDraft = persistedAudio;
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_gameplayDraft = persistedGameplay;
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_chatDraft = persistedChat;
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_characterDraft = persistedCharacter;
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}
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/// <summary>
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@ -170,6 +186,16 @@ public sealed class SettingsVM
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_chatDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Replace the entire Character draft with <paramref name="value"/>.
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/// Per-toon — the host knows which toon's bag we're editing because
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/// it owned the toonKey when constructing the VM.
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/// </summary>
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public void SetCharacter(CharacterSettings value)
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{
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_characterDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Begin rebinding <paramref name="action"/>. The supplied
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/// <paramref name="original"/> binding will be removed when the new
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@ -277,11 +303,12 @@ public sealed class SettingsVM
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/// </summary>
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public void ResetAllToDefaults()
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{
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_draft = KeyBindings.RetailDefaults();
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_displayDraft = DisplaySettings.Default;
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_audioDraft = AudioSettings.Default;
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_gameplayDraft = GameplaySettings.Default;
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_chatDraft = ChatSettings.Default;
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_draft = KeyBindings.RetailDefaults();
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_displayDraft = DisplaySettings.Default;
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_audioDraft = AudioSettings.Default;
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_gameplayDraft = GameplaySettings.Default;
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_chatDraft = ChatSettings.Default;
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_characterDraft = CharacterSettings.Default;
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}
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/// <summary>
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@ -299,11 +326,13 @@ public sealed class SettingsVM
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_onSaveAudio(_audioDraft);
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_onSaveGameplay(_gameplayDraft);
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_onSaveChat(_chatDraft);
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_persisted = CloneBindings(_draft);
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_displayPersisted = _displayDraft;
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_audioPersisted = _audioDraft;
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_gameplayPersisted = _gameplayDraft;
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_chatPersisted = _chatDraft;
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_onSaveCharacter(_characterDraft);
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_persisted = CloneBindings(_draft);
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_displayPersisted = _displayDraft;
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||||
_audioPersisted = _audioDraft;
|
||||
_gameplayPersisted = _gameplayDraft;
|
||||
_chatPersisted = _chatDraft;
|
||||
_characterPersisted = _characterDraft;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -313,11 +342,12 @@ public sealed class SettingsVM
|
|||
/// </summary>
|
||||
public void Cancel()
|
||||
{
|
||||
_draft = CloneBindings(_persisted);
|
||||
_displayDraft = _displayPersisted;
|
||||
_audioDraft = _audioPersisted;
|
||||
_gameplayDraft = _gameplayPersisted;
|
||||
_chatDraft = _chatPersisted;
|
||||
_draft = CloneBindings(_persisted);
|
||||
_displayDraft = _displayPersisted;
|
||||
_audioDraft = _audioPersisted;
|
||||
_gameplayDraft = _gameplayPersisted;
|
||||
_chatDraft = _chatPersisted;
|
||||
_characterDraft = _characterPersisted;
|
||||
CancelRebind();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,48 @@
|
|||
using AcDream.UI.Abstractions.Panels.Settings;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
||||
|
||||
/// <summary>L.0: <see cref="CharacterSettings"/> default-pin tests.</summary>
|
||||
public sealed class CharacterSettingsTests
|
||||
{
|
||||
[Fact]
|
||||
public void Default_values_are_conservative()
|
||||
{
|
||||
var d = CharacterSettings.Default;
|
||||
Assert.Equal("Local", d.DefaultChatChannel);
|
||||
Assert.False(d.AutoAttack);
|
||||
Assert.True(d.ConfirmSalvage);
|
||||
Assert.True(d.ShowPickupMessages);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AvailableChannels_includes_retail_routing_targets()
|
||||
{
|
||||
var list = CharacterSettings.AvailableChannels;
|
||||
Assert.Contains("Local", list);
|
||||
Assert.Contains("Allegiance", list);
|
||||
Assert.Contains("Fellowship", list);
|
||||
Assert.Contains("General", list);
|
||||
Assert.Contains("Trade", list);
|
||||
Assert.Contains("LFG", list);
|
||||
Assert.Contains("Roleplay", list);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Equality_is_value_based()
|
||||
{
|
||||
var a = CharacterSettings.Default;
|
||||
var b = CharacterSettings.Default with { AutoAttack = true };
|
||||
var c = CharacterSettings.Default with { AutoAttack = true };
|
||||
Assert.NotEqual(a, b);
|
||||
Assert.Equal(b, c);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void With_expression_clones_one_field()
|
||||
{
|
||||
var d = CharacterSettings.Default with { DefaultChatChannel = "Allegiance" };
|
||||
Assert.Equal("Allegiance", d.DefaultChatChannel);
|
||||
Assert.False(d.AutoAttack);
|
||||
}
|
||||
}
|
||||
|
|
@ -34,7 +34,8 @@ public sealed class SettingsPanelTests
|
|||
DisplaySettings.Default, _ => { },
|
||||
AudioSettings.Default, _ => { },
|
||||
GameplaySettings.Default, _ => { },
|
||||
ChatSettings.Default, _ => { });
|
||||
ChatSettings.Default, _ => { },
|
||||
CharacterSettings.Default, _ => { });
|
||||
var panel = new SettingsPanel(vm);
|
||||
return (panel, vm, kb, dispatcher);
|
||||
}
|
||||
|
|
@ -226,20 +227,72 @@ public sealed class SettingsPanelTests
|
|||
Assert.DoesNotContain("Hotbar", headers);
|
||||
}
|
||||
|
||||
// -- Character tab content -------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Placeholder_tabs_render_coming_soon_text_when_active()
|
||||
public void Character_tab_when_active_renders_channel_combo_plus_checkboxes()
|
||||
{
|
||||
// Character is still a placeholder (last on the build order).
|
||||
// Display / Audio / Gameplay / Chat have shipped — they have
|
||||
// real widgets, not "coming soon" text.
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(wrapped, t => t.Contains("Character settings coming soon"));
|
||||
Assert.Contains("Default chat channel", combos);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(checks, l => l.StartsWith("Auto-attack"));
|
||||
Assert.Contains(checks, l => l.StartsWith("Confirm before salvaging"));
|
||||
Assert.Contains(checks, l => l.StartsWith("Show pickup messages"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Character_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var combos = r.Calls.Where(c => c.Method == "Combo")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Default chat channel", combos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Character_tab_channel_combo_uses_AvailableChannels_list()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Character" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var ch = r.Calls.First(c => c.Method == "Combo" && (string)c.Args[0]! == "Default chat channel");
|
||||
var items = (string[])ch.Args[2]!;
|
||||
Assert.Contains("Local", items);
|
||||
Assert.Contains("Allegiance", items);
|
||||
Assert.Contains("Fellowship", items);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void All_six_tabs_are_now_implemented_no_placeholder_text_remains()
|
||||
{
|
||||
// After the L.0 build order finishes, no tab should render the
|
||||
// "Coming soon" placeholder line. If a future commit re-adds a
|
||||
// placeholder tab without updating this test, it will fail.
|
||||
var (panel, _, _, _) = Build();
|
||||
|
||||
foreach (var tabLabel in new[] { "Keybinds", "Display", "Audio", "Gameplay", "Chat", "Character" })
|
||||
{
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = tabLabel };
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain(wrapped, t => t.Contains("coming soon"));
|
||||
}
|
||||
}
|
||||
|
||||
// -- Display tab content ---------------------------------------------
|
||||
|
|
|
|||
|
|
@ -284,4 +284,87 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.False(store.LoadChat().HearTradeChat);
|
||||
Assert.Equal(14f, store.LoadChat().FontSize);
|
||||
}
|
||||
|
||||
// -- Character section round-trip (per-toon) --------------------------
|
||||
|
||||
[Fact]
|
||||
public void LoadCharacter_returns_defaults_when_file_is_missing()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
Assert.Equal(CharacterSettings.Default, store.LoadCharacter("default"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadCharacter_returns_defaults_when_toonKey_not_in_file()
|
||||
{
|
||||
// File exists with a different toon's data; asking for "+Acdream"
|
||||
// returns defaults rather than the other toon's data.
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveCharacter("Bob", CharacterSettings.Default with { AutoAttack = true });
|
||||
|
||||
var loaded = store.LoadCharacter("+Acdream");
|
||||
Assert.Equal(CharacterSettings.Default, loaded);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SaveCharacter_then_LoadCharacter_round_trips_all_fields()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
var original = new CharacterSettings(
|
||||
DefaultChatChannel: "Allegiance",
|
||||
AutoAttack: true,
|
||||
ConfirmSalvage: false,
|
||||
ShowPickupMessages: false);
|
||||
|
||||
store.SaveCharacter("+Acdream", original);
|
||||
Assert.Equal(original, store.LoadCharacter("+Acdream"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SaveCharacter_preserves_other_toons_within_character_section()
|
||||
{
|
||||
// Two different toons, each with distinct settings — saving one
|
||||
// must not clobber the other.
|
||||
var store = new SettingsStore(_tempPath);
|
||||
var alice = CharacterSettings.Default with { DefaultChatChannel = "Allegiance" };
|
||||
var bob = CharacterSettings.Default with { DefaultChatChannel = "Fellowship", AutoAttack = true };
|
||||
|
||||
store.SaveCharacter("Alice", alice);
|
||||
store.SaveCharacter("Bob", bob);
|
||||
|
||||
Assert.Equal(alice, store.LoadCharacter("Alice"));
|
||||
Assert.Equal(bob, store.LoadCharacter("Bob"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SaveCharacter_preserves_other_top_level_sections()
|
||||
{
|
||||
// Display/audio survive when SaveCharacter writes its nested map.
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.4f });
|
||||
store.SaveCharacter("+Acdream", CharacterSettings.Default with { AutoAttack = true });
|
||||
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.4f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadCharacter("+Acdream").AutoAttack);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void All_five_sections_coexist_in_one_settings_json()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
store.SaveChat(ChatSettings.Default with { HearTradeChat = false });
|
||||
store.SaveCharacter("+Acdream",
|
||||
CharacterSettings.Default with { DefaultChatChannel = "Fellowship" });
|
||||
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.5f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
Assert.False(store.LoadChat().HearTradeChat);
|
||||
Assert.Equal("Fellowship", store.LoadCharacter("+Acdream").DefaultChatChannel);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,8 +16,8 @@ namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
|||
/// </summary>
|
||||
public sealed class SettingsVMTests
|
||||
{
|
||||
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory, System.Collections.Generic.List<ChatSettings> savedChatHistory)
|
||||
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null)
|
||||
private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory, System.Collections.Generic.List<AudioSettings> savedAudioHistory, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory, System.Collections.Generic.List<ChatSettings> savedChatHistory, System.Collections.Generic.List<CharacterSettings> savedCharacterHistory)
|
||||
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null, CharacterSettings? persistedCharacter = null)
|
||||
{
|
||||
persisted ??= MakeMinimalBindings();
|
||||
var kb = new FakeKeyboardSource();
|
||||
|
|
@ -28,6 +28,7 @@ public sealed class SettingsVMTests
|
|||
var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
|
||||
var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
|
||||
var savedChatHistory = new System.Collections.Generic.List<ChatSettings>();
|
||||
var savedCharacterHistory = new System.Collections.Generic.List<CharacterSettings>();
|
||||
var vm = new SettingsVM(
|
||||
persisted, dispatcher,
|
||||
b => savedHistory.Add(b),
|
||||
|
|
@ -38,8 +39,10 @@ public sealed class SettingsVMTests
|
|||
persistedGameplay ?? GameplaySettings.Default,
|
||||
g => savedGameplayHistory.Add(g),
|
||||
persistedChat ?? ChatSettings.Default,
|
||||
c => savedChatHistory.Add(c));
|
||||
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory);
|
||||
c => savedChatHistory.Add(c),
|
||||
persistedCharacter ?? CharacterSettings.Default,
|
||||
ch => savedCharacterHistory.Add(ch));
|
||||
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory, savedCharacterHistory);
|
||||
}
|
||||
|
||||
private static KeyBindings MakeMinimalBindings()
|
||||
|
|
@ -54,7 +57,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Constructor_clones_persisted_into_draft()
|
||||
{
|
||||
var (vm, _, _, persisted, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, persisted, _, _, _, _, _, _) = Build();
|
||||
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -62,7 +65,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_enters_capture_mode()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -75,7 +78,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -93,7 +96,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_then_Escape_cancels_with_no_change()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -110,7 +113,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_with_conflict_surfaces_PendingConflict()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
|
||||
|
|
@ -130,7 +133,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -151,7 +154,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResolveConflict_replace_false_cancels_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -173,7 +176,7 @@ public sealed class SettingsVMTests
|
|||
{
|
||||
// Build a draft that's been mutated for MovementForward; ensure
|
||||
// ResetActionToDefault restores W (and Up-arrow per retail).
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
|
||||
|
|
@ -193,7 +196,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResetAllToDefaults_replaces_entire_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
// Should now include retail-default size set (~149 bindings).
|
||||
|
|
@ -204,7 +207,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_callback_with_draft()
|
||||
{
|
||||
var (vm, kb, _, _, savedHistory, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, savedHistory, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
|
@ -220,7 +223,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Cancel_reverts_draft_to_persisted()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
|
@ -236,7 +239,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
||||
|
|
@ -249,7 +252,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void HasUnsavedChanges_false_initially_and_after_save_sync()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
|
|
@ -259,7 +262,7 @@ public sealed class SettingsVMTests
|
|||
public void DisplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.Equal(custom, vm.DisplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -267,7 +270,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetDisplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -275,7 +278,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_display_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, savedDisplayHistory, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, savedDisplayHistory, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
|
||||
|
||||
vm.Save();
|
||||
|
|
@ -290,7 +293,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_display_draft_to_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -304,7 +307,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_display_to_default()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -319,7 +322,7 @@ public sealed class SettingsVMTests
|
|||
// After Save the persisted snapshot equals the draft, so Cancel
|
||||
// is a no-op. This guards the Save/Cancel ordering — a regression
|
||||
// would surface as Cancel reverting to pre-Save values.
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
vm.Save();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
|
|
@ -336,7 +339,7 @@ public sealed class SettingsVMTests
|
|||
public void AudioDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.Equal(custom, vm.AudioDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -344,7 +347,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetAudio_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -352,7 +355,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_audio_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, savedAudioHistory, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, savedAudioHistory, _, _, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
|
||||
|
||||
vm.Save();
|
||||
|
|
@ -367,7 +370,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_audio_draft_to_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Music = 0.2f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -381,7 +384,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_audio_to_default()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.1f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -396,7 +399,7 @@ public sealed class SettingsVMTests
|
|||
public void GameplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.Equal(custom, vm.GameplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -404,7 +407,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetGameplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -412,7 +415,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_gameplay_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, savedGameplayHistory, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, savedGameplayHistory, _, _) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with
|
||||
{
|
||||
AutoTarget = false,
|
||||
|
|
@ -433,7 +436,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_gameplay_draft_to_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -447,7 +450,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_gameplay_to_default()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -462,7 +465,7 @@ public sealed class SettingsVMTests
|
|||
public void ChatDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearTradeChat = false, FontSize = 14f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
Assert.Equal(custom, vm.ChatDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -470,7 +473,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetChat_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetChat(vm.ChatDraft with { FontSize = 16f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -478,7 +481,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_chat_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, savedChatHistory) = Build();
|
||||
var (vm, _, _, _, _, _, _, _, savedChatHistory, _) = Build();
|
||||
vm.SetChat(vm.ChatDraft with { HearTradeChat = false, ShowTimestamps = false });
|
||||
|
||||
vm.Save();
|
||||
|
|
@ -493,7 +496,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_chat_draft_to_persisted()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearLFGChat = false };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
vm.SetChat(vm.ChatDraft with { HearLFGChat = true, AppearOffline = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -507,7 +510,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_chat_to_default()
|
||||
{
|
||||
var custom = ChatSettings.Default with { HearGeneralChat = false, FontSize = 18f };
|
||||
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
|
||||
Assert.NotEqual(ChatSettings.Default, vm.ChatDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -515,4 +518,70 @@ public sealed class SettingsVMTests
|
|||
Assert.Equal(ChatSettings.Default, vm.ChatDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Character tab state ----------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void CharacterDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Allegiance" };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
Assert.Equal(custom, vm.CharacterDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetCharacter_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_character_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _, _, savedCharacterHistory) = Build();
|
||||
vm.SetCharacter(vm.CharacterDraft with
|
||||
{
|
||||
DefaultChatChannel = "Fellowship",
|
||||
AutoAttack = true,
|
||||
ConfirmSalvage = false,
|
||||
});
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedCharacterHistory);
|
||||
Assert.Equal("Fellowship", savedCharacterHistory[0].DefaultChatChannel);
|
||||
Assert.True(savedCharacterHistory[0].AutoAttack);
|
||||
Assert.False(savedCharacterHistory[0].ConfirmSalvage);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_character_draft_to_persisted()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = false, DefaultChatChannel = "Trade" });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.CharacterDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_character_to_default()
|
||||
{
|
||||
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Trade" };
|
||||
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
||||
Assert.NotEqual(CharacterSettings.Default, vm.CharacterDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(CharacterSettings.Default, vm.CharacterDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue