fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders

Two should-fix items from the pre-merge code review pass:

1. Persisted settings now apply on startup unconditionally
   (previously gated on ACDREAM_DEVTOOLS=1).
2. Music + Ambient volume sliders are hidden because the
   underlying engine paths don't exist yet (R5 MIDI playback).

== 1. Settings load + apply outside DevToolsEnabled gate ==

Previous structure put SettingsStore construction, LoadDisplay /
LoadAudio / etc, and ApplyDisplayWindowState inside the
`if (DevToolsEnabled)` block. A user running with the env var unset
silently got WindowOptions defaults (1280x720 / VSync=false /
60° FOV) instead of their saved settings.json values — even though
the settings file existed and was valid.

Refactored: extracted LoadAndApplyPersistedSettings() that runs
unconditionally in OnLoad after _audioEngine is constructed but
before the DevToolsEnabled block. Persisted values cached as
_persistedDisplay / _persistedAudio / _persistedGameplay /
_persistedChat / _persistedCharacter fields. The Settings PANEL
construction (devtools-gated, naturally — no UI without ImGui) now
reads those fields when wiring SettingsVM.

The Settings UI gating is correct (panel needs ImGui devtools);
the persisted-runtime-state gating was the bug.

== 2. Music + Ambient sliders hidden ==

OpenAlAudioEngine has Music/MusicVolume/Ambient/AmbientVolume
properties but they're never read — PlayMusic is a stub for R5 MIDI
playback that hasn't shipped, StartAmbient reserves a handle but
doesn't start a source. Dragging those sliders moved a number that
nothing observed.

Hid the Music + Ambient sliders from RenderAudioTab; left the
AudioSettings record fields intact so settings.json round-trips
the values across phases — when R5 lands and the sliders return,
saved values will already be in place. Updated the panel's footer
note to call out the limitation. Updated
Audio_tab_when_active_renders_implemented_volume_sliders to assert
Master + SFX are present AND Music + Ambient are absent.

dotnet build green; dotnet test 1,309 / 1,309 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-27 06:22:35 +02:00
parent 944a0364c5
commit a37ebdebff
3 changed files with 114 additions and 62 deletions

View file

@ -226,11 +226,15 @@ public sealed class SettingsPanel : IPanel
}
/// <summary>
/// Render the Audio tab — four volume sliders (Master / Music / SFX /
/// Ambient). Volumes update <i>live</i>: the host pushes the VM's
/// AudioDraft into the running OpenAL engine each frame, so dragging
/// a slider is audible immediately. Cancel reverts the draft and the
/// engine catches up on the next frame.
/// Render the Audio tab — Master + SFX volume sliders (live preview
/// against the running OpenAL engine). Music + Ambient fields exist
/// in <see cref="AudioSettings"/> and persist round-trip, but their
/// sliders are intentionally hidden here because the underlying
/// engine paths (PlayMusic / StartAmbient) are stubbed for R5 MIDI
/// playback that hasn't shipped yet — exposing the sliders would be
/// "moving a knob that does nothing." When R5 lands, restore the
/// hidden sliders below and the JSON-persisted values will already
/// be in place.
/// </summary>
private void RenderAudioTab(IPanelRenderer renderer)
{
@ -240,22 +244,26 @@ public sealed class SettingsPanel : IPanel
if (renderer.SliderFloat("Master", ref master, 0f, 1f))
_vm.SetAudio(a with { Master = master });
float music = a.Music;
if (renderer.SliderFloat("Music", ref music, 0f, 1f))
_vm.SetAudio(a with { Music = music });
float sfx = a.Sfx;
if (renderer.SliderFloat("SFX", ref sfx, 0f, 1f))
_vm.SetAudio(a with { Sfx = sfx });
float ambient = a.Ambient;
if (renderer.SliderFloat("Ambient", ref ambient, 0f, 1f))
_vm.SetAudio(a with { Ambient = ambient });
// Music + Ambient hidden until R5 MIDI / ambient-loop engines
// exist. AudioSettings still carries the fields so the JSON
// round-trips and a future client doesn't drop them on save.
//
// float music = a.Music;
// if (renderer.SliderFloat("Music", ref music, 0f, 1f))
// _vm.SetAudio(a with { Music = music });
// float ambient = a.Ambient;
// if (renderer.SliderFloat("Ambient", ref ambient, 0f, 1f))
// _vm.SetAudio(a with { Ambient = ambient });
renderer.Spacing();
renderer.TextWrapped(
"Volume changes preview live as you drag. Save persists the "
+ "values to settings.json; Cancel reverts to the saved values.");
+ "values to settings.json; Cancel reverts to the saved values. "
+ "Music + Ambient mixing arrives with R5 MIDI playback.");
}
/// <summary>