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:
Erik 2026-04-26 18:27:07 +02:00
parent 356b5f219e
commit 73749d176a
9 changed files with 555 additions and 96 deletions

View file

@ -910,6 +910,13 @@ public sealed class GameWindow : IDisposable
var persistedAudio = settingsStore.LoadAudio();
var persistedGameplay = settingsStore.LoadGameplay();
var persistedChat = settingsStore.LoadChat();
// Per-toon character settings keyed by name. We don't
// know which toon the user will pick until after
// CharacterList lands, so use a "default" bag for now.
// Future: swap to the actual toon name once a
// currentCharacter source is plumbed.
const string toonKey = "default";
var persistedCharacter = settingsStore.LoadCharacter(toonKey);
// Apply persisted audio to the engine BEFORE the panel
// host starts pushing per-frame so the first frame uses
@ -1007,6 +1014,21 @@ public sealed class GameWindow : IDisposable
{
Console.WriteLine($"settings: chat save failed: {ex.Message}");
}
},
persistedCharacter: persistedCharacter,
onSaveCharacter: character =>
{
try
{
settingsStore.SaveCharacter(toonKey, character);
Console.WriteLine(
$"settings: character[{toonKey}] saved to "
+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
}
catch (Exception ex)
{
Console.WriteLine($"settings: character save failed: {ex.Message}");
}
});
_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
_panelHost.Register(_settingsPanel);

View file

@ -0,0 +1,48 @@
namespace AcDream.UI.Abstractions.Panels.Settings;
/// <summary>
/// Per-character preferences persisted to <c>settings.json</c> under
/// <c>character[toonName]</c>. Settings on this tab are scoped to a
/// single toon; switching characters loads a different bag.
///
/// <para>
/// L.0 scope: <b>local-only</b>. The settings here describe how the
/// client UI behaves for the active toon — they don't yet flow to the
/// server. When server-sync ships, options like <see cref="AutoAttack"/>
/// would be pushed via the retail Player-Options packet.
/// </para>
///
/// <para>
/// MVP shape — four settings only. Easy to grow when more per-toon
/// preferences land. Each is value-typed so equality and Cancel-revert
/// behave like the other tabs' records.
/// </para>
/// </summary>
public sealed record CharacterSettings(
string DefaultChatChannel, // "Local" / "Allegiance" / "Fellowship" / "General" / etc.
bool AutoAttack, // Tap-to-attack continues swinging until target dies
bool ConfirmSalvage, // Prompt before salvaging valuable items
bool ShowPickupMessages) // "You picked up X" lines in chat
{
/// <summary>Defaults applied to a fresh character (no settings.json
/// entry yet). Conservative — opt-in for AutoAttack, opt-in for
/// confirmation prompts, pickup messages on by default.</summary>
public static CharacterSettings Default { get; } = new(
DefaultChatChannel: "Local",
AutoAttack: false,
ConfirmSalvage: true,
ShowPickupMessages: true);
/// <summary>Channel-name presets exposed in the dropdown. Order
/// roughly matches retail's chat-channel routing.</summary>
public static System.Collections.Generic.IReadOnlyList<string> AvailableChannels { get; } = new[]
{
"Local",
"Allegiance",
"Fellowship",
"General",
"Trade",
"LFG",
"Roleplay",
};
}

View file

@ -103,7 +103,7 @@ public sealed class SettingsPanel : IPanel
}
if (renderer.BeginTabItem("Character"))
{
RenderPlaceholder(renderer, "Character");
RenderCharacterTab(renderer);
renderer.EndTabItem();
}
renderer.EndTabBar();
@ -180,20 +180,6 @@ public sealed class SettingsPanel : IPanel
});
}
/// <summary>
/// Placeholder content shown for tabs whose implementation is still
/// pending. Reads as "Coming soon" plus a note about which sub-phase
/// is expected to fill it in.
/// </summary>
private static void RenderPlaceholder(IPanelRenderer renderer, string tabName)
{
renderer.TextWrapped($"{tabName} settings coming soon.");
renderer.Spacing();
renderer.TextWrapped(
"This tab is part of the staged Settings interface rollout. "
+ "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;
@ -417,6 +403,41 @@ public sealed class SettingsPanel : IPanel
+ "Cancel reverts.");
}
/// <summary>
/// Render the Character tab — per-toon preferences. The host owns
/// the toon-name key; the panel just edits whatever bag the host
/// loaded into <see cref="SettingsVM.CharacterDraft"/>.
/// </summary>
private void RenderCharacterTab(IPanelRenderer renderer)
{
var c = _vm.CharacterDraft;
var channels = CharacterSettings.AvailableChannels.ToArray();
int idx = System.Array.IndexOf(channels, c.DefaultChatChannel);
if (idx < 0) idx = 0;
if (renderer.Combo("Default chat channel", ref idx, channels))
_vm.SetCharacter(c with { DefaultChatChannel = channels[idx] });
bool autoAttack = c.AutoAttack;
if (renderer.Checkbox("Auto-attack (continue swinging until target dies)", ref autoAttack))
_vm.SetCharacter(c with { AutoAttack = autoAttack });
bool confirmSalvage = c.ConfirmSalvage;
if (renderer.Checkbox("Confirm before salvaging valuable items", ref confirmSalvage))
_vm.SetCharacter(c with { ConfirmSalvage = confirmSalvage });
bool pickup = c.ShowPickupMessages;
if (renderer.Checkbox("Show pickup messages in chat", ref pickup))
_vm.SetCharacter(c with { ShowPickupMessages = pickup });
renderer.Spacing();
renderer.TextWrapped(
"Per-character preferences — saved per toon under "
+ "settings.json's character[\"<toonName>\"]. Local-only this "
+ "phase; server-sync arrives later when the protocol "
+ "round-trip lands.");
}
private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
{
// Movement defaults open; other sections collapsed for first-run UX.

View file

@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
using System.Text.Json.Nodes;
namespace AcDream.UI.Abstractions.Panels.Settings;
@ -203,6 +204,90 @@ public sealed class SettingsStore
public void SaveChat(ChatSettings chat)
=> SaveSection("chat", BuildChatObject(chat));
/// <summary>
/// Load per-character settings keyed by <paramref name="toonKey"/>.
/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
/// </summary>
public CharacterSettings LoadCharacter(string toonKey)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (!File.Exists(_path)) return CharacterSettings.Default;
try
{
var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
var toon = root?["character"]?[toonKey] as JsonObject;
if (toon is null) return CharacterSettings.Default;
var d = CharacterSettings.Default;
return new CharacterSettings(
DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
}
catch (Exception ex)
{
Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
return CharacterSettings.Default;
}
}
/// <summary>
/// Save per-character settings under <paramref name="toonKey"/>.
/// Preserves every other toon's settings + every other top-level
/// section. Uses <see cref="JsonNode"/> rather than the raw-text
/// preservation pattern of <see cref="SaveSection"/> because the
/// per-toon write needs to mutate a nested map, not just replace a
/// top-level key.
/// </summary>
public void SaveCharacter(string toonKey, CharacterSettings settings)
{
if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
if (settings is null) throw new ArgumentNullException(nameof(settings));
var dir = Path.GetDirectoryName(_path);
if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
// Read existing file as a mutable JsonObject (or start fresh).
JsonObject root;
if (File.Exists(_path))
{
try
{
root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
}
catch
{
root = new JsonObject();
}
}
else
{
root = new JsonObject();
}
// Build the toon's payload.
var toonObj = new JsonObject
{
["autoAttack"] = settings.AutoAttack,
["confirmSalvage"] = settings.ConfirmSalvage,
["defaultChatChannel"] = settings.DefaultChatChannel,
["showPickupMessages"] = settings.ShowPickupMessages,
};
// Slot it under character[toonKey], creating the character map if
// necessary. Other toons in the map are preserved.
if (root["character"] is not JsonObject characterMap)
{
characterMap = new JsonObject();
root["character"] = characterMap;
}
characterMap[toonKey] = toonObj;
root["version"] = CurrentSchemaVersion;
File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
}
private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
=> new(StringComparer.Ordinal)
{

View file

@ -51,6 +51,11 @@ public sealed class SettingsVM
private ChatSettings _chatDraft;
private readonly Action<ChatSettings> _onSaveChat;
// L.0 — Character tab (per-toon, host-keyed by toon name).
private CharacterSettings _characterPersisted;
private CharacterSettings _characterDraft;
private readonly Action<CharacterSettings> _onSaveCharacter;
/// <summary>The action currently being rebound, or null when idle.</summary>
public InputAction? RebindInProgress { get; private set; }
@ -73,10 +78,11 @@ public sealed class SettingsVM
/// rebinds are pending.</summary>
public bool HasUnsavedChanges
=> !KeyBindingsEqual(_persisted, _draft)
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft
|| _chatPersisted != _chatDraft;
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft
|| _chatPersisted != _chatDraft
|| _characterPersisted != _characterDraft;
/// <summary>The current Display draft. Panel reads from here;
/// mutation goes through <see cref="SetDisplay"/>.</summary>
@ -94,6 +100,11 @@ public sealed class SettingsVM
/// mutation goes through <see cref="SetChat"/>.</summary>
public ChatSettings ChatDraft => _chatDraft;
/// <summary>The current Character draft (per-toon — host owns the
/// toon-name key). Panel reads from here; mutation goes through
/// <see cref="SetCharacter"/>.</summary>
public CharacterSettings CharacterDraft => _characterDraft;
public SettingsVM(
KeyBindings persisted,
InputDispatcher dispatcher,
@ -105,24 +116,29 @@ public sealed class SettingsVM
GameplaySettings persistedGameplay,
Action<GameplaySettings> onSaveGameplay,
ChatSettings persistedChat,
Action<ChatSettings> onSaveChat)
Action<ChatSettings> onSaveChat,
CharacterSettings persistedCharacter,
Action<CharacterSettings> onSaveCharacter)
{
_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));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
_chatDraft = persistedChat;
_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));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
_characterPersisted = persistedCharacter ?? throw new ArgumentNullException(nameof(persistedCharacter));
_onSaveCharacter = onSaveCharacter ?? throw new ArgumentNullException(nameof(onSaveCharacter));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
_chatDraft = persistedChat;
_characterDraft = persistedCharacter;
}
/// <summary>
@ -170,6 +186,16 @@ public sealed class SettingsVM
_chatDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Replace the entire Character draft with <paramref name="value"/>.
/// Per-toon — the host knows which toon's bag we're editing because
/// it owned the toonKey when constructing the VM.
/// </summary>
public void SetCharacter(CharacterSettings value)
{
_characterDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Begin rebinding <paramref name="action"/>. The supplied
/// <paramref name="original"/> binding will be removed when the new
@ -277,11 +303,12 @@ public sealed class SettingsVM
/// </summary>
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
_chatDraft = ChatSettings.Default;
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
_chatDraft = ChatSettings.Default;
_characterDraft = CharacterSettings.Default;
}
/// <summary>
@ -299,11 +326,13 @@ public sealed class SettingsVM
_onSaveAudio(_audioDraft);
_onSaveGameplay(_gameplayDraft);
_onSaveChat(_chatDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_gameplayPersisted = _gameplayDraft;
_chatPersisted = _chatDraft;
_onSaveCharacter(_characterDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_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();
}