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>
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9 changed files with 555 additions and 96 deletions
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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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