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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@ -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;
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_gameplayPersisted = _gameplayDraft;
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_chatPersisted = _chatDraft;
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_characterPersisted = _characterDraft;
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}
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/// <summary>
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@ -313,11 +342,12 @@ public sealed class SettingsVM
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/// </summary>
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public void Cancel()
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{
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_draft = CloneBindings(_persisted);
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_displayDraft = _displayPersisted;
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_audioDraft = _audioPersisted;
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_gameplayDraft = _gameplayPersisted;
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_chatDraft = _chatPersisted;
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_draft = CloneBindings(_persisted);
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_displayDraft = _displayPersisted;
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_audioDraft = _audioPersisted;
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_gameplayDraft = _gameplayPersisted;
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_chatDraft = _chatPersisted;
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_characterDraft = _characterPersisted;
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CancelRebind();
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}
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