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
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9 changed files with 555 additions and 96 deletions
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@ -16,8 +16,8 @@ namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// </summary>
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public sealed class SettingsVMTests
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{
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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)
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Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null)
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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)
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Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null, CharacterSettings? persistedCharacter = null)
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{
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persisted ??= MakeMinimalBindings();
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var kb = new FakeKeyboardSource();
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@ -28,6 +28,7 @@ public sealed class SettingsVMTests
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var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
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var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
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var savedChatHistory = new System.Collections.Generic.List<ChatSettings>();
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var savedCharacterHistory = new System.Collections.Generic.List<CharacterSettings>();
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var vm = new SettingsVM(
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persisted, dispatcher,
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b => savedHistory.Add(b),
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@ -38,8 +39,10 @@ public sealed class SettingsVMTests
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persistedGameplay ?? GameplaySettings.Default,
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g => savedGameplayHistory.Add(g),
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persistedChat ?? ChatSettings.Default,
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c => savedChatHistory.Add(c));
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return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory);
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c => savedChatHistory.Add(c),
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persistedCharacter ?? CharacterSettings.Default,
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ch => savedCharacterHistory.Add(ch));
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return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory, savedCharacterHistory);
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}
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private static KeyBindings MakeMinimalBindings()
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@ -54,7 +57,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Constructor_clones_persisted_into_draft()
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{
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var (vm, _, _, persisted, _, _, _, _, _) = Build();
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var (vm, _, _, persisted, _, _, _, _, _, _) = Build();
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Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
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Assert.False(vm.HasUnsavedChanges);
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}
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@ -62,7 +65,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void BeginRebind_enters_capture_mode()
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{
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var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
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var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -75,7 +78,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -93,7 +96,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void BeginRebind_then_Escape_cancels_with_no_change()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -110,7 +113,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void BeginRebind_with_conflict_surfaces_PendingConflict()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
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@ -130,7 +133,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -151,7 +154,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void ResolveConflict_replace_false_cancels_rebind()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -173,7 +176,7 @@ public sealed class SettingsVMTests
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{
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// Build a draft that's been mutated for MovementForward; ensure
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// ResetActionToDefault restores W (and Up-arrow per retail).
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var (vm, kb, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
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var (vm, kb, _, _, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
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@ -193,7 +196,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void ResetAllToDefaults_replaces_entire_draft()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.ResetAllToDefaults();
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// Should now include retail-default size set (~149 bindings).
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@ -204,7 +207,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Save_invokes_callback_with_draft()
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{
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var (vm, kb, _, _, savedHistory, _, _, _, _) = Build();
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var (vm, kb, _, _, savedHistory, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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@ -220,7 +223,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Cancel_reverts_draft_to_persisted()
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{
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var (vm, kb, _, _, _, _, _, _, _) = Build();
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var (vm, kb, _, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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@ -236,7 +239,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Cancel_during_active_capture_clears_dispatcher_capture_state()
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{
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var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
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var (vm, _, dispatcher, _, _, _, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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@ -249,7 +252,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void HasUnsavedChanges_false_initially_and_after_save_sync()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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Assert.False(vm.HasUnsavedChanges);
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}
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@ -259,7 +262,7 @@ public sealed class SettingsVMTests
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public void DisplayDraft_initial_value_matches_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.Equal(custom, vm.DisplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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@ -267,7 +270,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void SetDisplay_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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}
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@ -275,7 +278,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Save_invokes_display_callback_with_draft()
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{
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var (vm, _, _, _, _, savedDisplayHistory, _, _, _) = Build();
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var (vm, _, _, _, _, savedDisplayHistory, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
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vm.Save();
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@ -290,7 +293,7 @@ public sealed class SettingsVMTests
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public void Cancel_reverts_display_draft_to_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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@ -304,7 +307,7 @@ public sealed class SettingsVMTests
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public void ResetAllToDefaults_resets_display_to_default()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
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vm.ResetAllToDefaults();
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@ -319,7 +322,7 @@ public sealed class SettingsVMTests
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// After Save the persisted snapshot equals the draft, so Cancel
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// is a no-op. This guards the Save/Cancel ordering — a regression
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// would surface as Cancel reverting to pre-Save values.
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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vm.Save();
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Assert.False(vm.HasUnsavedChanges);
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@ -336,7 +339,7 @@ public sealed class SettingsVMTests
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public void AudioDraft_initial_value_matches_persisted()
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{
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var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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Assert.Equal(custom, vm.AudioDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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@ -344,7 +347,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void SetAudio_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
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Assert.True(vm.HasUnsavedChanges);
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}
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@ -352,7 +355,7 @@ public sealed class SettingsVMTests
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[Fact]
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public void Save_invokes_audio_callback_with_draft()
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{
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var (vm, _, _, _, _, _, savedAudioHistory, _, _) = Build();
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var (vm, _, _, _, _, _, savedAudioHistory, _, _, _) = Build();
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vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
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vm.Save();
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@ -367,7 +370,7 @@ public sealed class SettingsVMTests
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public void Cancel_reverts_audio_draft_to_persisted()
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{
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var custom = AudioSettings.Default with { Music = 0.2f };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
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Assert.True(vm.HasUnsavedChanges);
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@ -381,7 +384,7 @@ public sealed class SettingsVMTests
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public void ResetAllToDefaults_resets_audio_to_default()
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{
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var custom = AudioSettings.Default with { Master = 0.1f };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
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Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
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vm.ResetAllToDefaults();
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@ -396,7 +399,7 @@ public sealed class SettingsVMTests
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public void GameplayDraft_initial_value_matches_persisted()
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{
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var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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Assert.Equal(custom, vm.GameplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetGameplay_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_gameplay_callback_with_draft()
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{
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var (vm, _, _, _, _, _, _, savedGameplayHistory, _) = Build();
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var (vm, _, _, _, _, _, _, savedGameplayHistory, _, _) = Build();
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vm.SetGameplay(vm.GameplayDraft with
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{
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AutoTarget = false,
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public void Cancel_reverts_gameplay_draft_to_persisted()
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{
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var custom = GameplaySettings.Default with { LockUI = true };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
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Assert.True(vm.HasUnsavedChanges);
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@ -447,7 +450,7 @@ public sealed class SettingsVMTests
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public void ResetAllToDefaults_resets_gameplay_to_default()
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{
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var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
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Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
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vm.ResetAllToDefaults();
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public void ChatDraft_initial_value_matches_persisted()
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{
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var custom = ChatSettings.Default with { HearTradeChat = false, FontSize = 14f };
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var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
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var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
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Assert.Equal(custom, vm.ChatDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetChat_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _, _, _, _) = Build();
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var (vm, _, _, _, _, _, _, _, _, _) = Build();
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vm.SetChat(vm.ChatDraft with { FontSize = 16f });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_chat_callback_with_draft()
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{
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var (vm, _, _, _, _, _, _, _, savedChatHistory) = Build();
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var (vm, _, _, _, _, _, _, _, savedChatHistory, _) = Build();
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vm.SetChat(vm.ChatDraft with { HearTradeChat = false, ShowTimestamps = false });
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vm.Save();
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@ -493,7 +496,7 @@ public sealed class SettingsVMTests
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public void Cancel_reverts_chat_draft_to_persisted()
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{
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var custom = ChatSettings.Default with { HearLFGChat = false };
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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