feat(ui): tabbed Settings shell — IPanelRenderer tab API + 6 placeholder tabs

Phase L.0 — foundation for the complete retail-style Settings interface
agreed in the 2026-04-26 brainstorm. Splits Phase K's keybind-only F11
panel into a tabbed shell whose first tab wraps the existing keybinds
content unchanged; the other five tabs (Display / Audio / Gameplay /
Chat / Character) render "Coming soon" placeholders so the shape the
user approved is visible immediately and gets filled in over the L.x
sub-phases (Display first per Easy-wins build order).

Why a tab API extension: retail had distinct Options UIs
(gmGameplayOptionsUI / gmChatOptionsUI / gmCharacterSettingsUI per the
PDB at acclient_2013_pseudo_c.txt:170739+) and the existing
IPanelRenderer only exposed CollapsingHeader. ImGui maps
BeginTabBar / BeginTabItem / EndTabItem / EndTabBar 1:1, so the new
primitives stay backend-friendly — the future D.2b custom retail-look
backend implements them via the retail tab UIs without panel changes.

Save / Cancel / Reset-all stay above the tab bar so they remain global
across all tabs (Phase K's UX preserved). FakePanelRenderer grows
matching tab calls + an ActiveTabLabel knob so tests can target a
specific tab's content; default behavior treats the first tab item
seen as active so existing tests keep passing without changes.

5 new SettingsPanelTests assertions: tab bar opens once, six expected
tab labels emitted in order, Keybinds-tab section headers only render
when active, placeholders show "Coming soon" text on inactive-content
tabs, and Save/Cancel buttons render BEFORE the tab bar (regression
guard against accidentally moving them inside a tab item).

dotnet build green (0 warnings); dotnet test 1,227 / 1,227 green
(243 Core.Net + 311 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 17:39:36 +02:00
parent 5145938d06
commit 7665cdf642
5 changed files with 235 additions and 18 deletions

View file

@ -235,4 +235,31 @@ public interface IPanelRenderer
/// frame the user clicks the item; false otherwise.
/// </summary>
bool MenuItem(string label, string? shortcut = null);
// -- Tab bar (Settings panel + future tabbed surfaces) ---------------
/// <summary>
/// Open a tab bar inside the current window. Returns <c>true</c>
/// when the bar is visible — only emit <see cref="BeginTabItem"/>
/// calls inside that branch. Always pair with
/// <see cref="EndTabBar"/> when the call returned true. Retail had
/// tab bars in the Options UIs (<c>gmGameplayOptionsUI</c> etc), so
/// this primitive must be expressible by the future custom
/// retail-look backend.
/// </summary>
bool BeginTabBar(string id);
/// <summary>Close the tab bar opened by <see cref="BeginTabBar"/>.</summary>
void EndTabBar();
/// <summary>
/// Begin a single tab inside an open <see cref="BeginTabBar"/>.
/// Returns <c>true</c> when the tab is the currently selected one
/// — only render this tab's content in that branch. Always pair
/// with <see cref="EndTabItem"/> when the call returned true.
/// </summary>
bool BeginTabItem(string label);
/// <summary>Close the tab opened by <see cref="BeginTabItem"/>.</summary>
void EndTabItem();
}