feat(ui): Gameplay tab — 14 retail CharacterOption-derived toggles
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins build order. Subset of retail's CharacterOption + CharacterOptions2 bitfield flags ported as bools (see acclient.h:3404+ enum). Local- only this phase per the brainstorm — server sync deferred to a later phase that will marshal the draft into the retail CharacterOption packet. GameplaySettings record exposes 14 named flags grouped by usage: · Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI, VividTargetingIndicator · Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar, SpellDuration, ShowHelm, ShowCloak · Interface: AllowGive, LockUI, UseMouseTurning Retail names + bit values are documented in field-level comments so the future server-sync phase has a 1:1 mapping. Defaults are typical-user starting points (NOT bit-exact to retail's 0x50C4A54A / 0x948700 masks); class-level remarks call out that defaults will be re-anchored to retail values once the wire-format is the load-bearing source. SettingsStore grows LoadGameplay / SaveGameplay using the existing SaveSection generic helper (added in the audio commit). All three non-keybind sections (display, audio, gameplay) now coexist in settings.json with non-destructive cross-section saves — verified by a new "all three sections coexist" round-trip test. SettingsVM grows the parallel gameplay state machine (gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay). HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover gameplay too. Constructor signature adds two more params; existing call sites (App startup + tests) updated. SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder — 14 Checkbox calls grouped under three Text+Separator headers, plus a footer note explaining the local-only-this-phase scope. The "Coming soon" placeholder test was retargeted from "Gameplay" to "Chat" since Gameplay is no longer a placeholder. GameWindow construction site loads gameplay on startup + writes via the SettingsStore on Save. Server-sync packet wiring is left as a TODO comment in the onSaveGameplay callback (next phase, after the protocol round-trip is in place). 14 new tests: · GameplaySettings record (3) — defaults pinned, value equality, with-expressions · SettingsStore gameplay (4) — missing-file → defaults, round-trip, partial-file fallback, all-three-sections coexist · SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render only when active dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green (243 Core.Net + 360 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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9 changed files with 539 additions and 59 deletions
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@ -93,7 +93,7 @@ public sealed class SettingsPanel : IPanel
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}
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if (renderer.BeginTabItem("Gameplay"))
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{
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RenderPlaceholder(renderer, "Gameplay");
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RenderGameplayTab(renderer);
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renderer.EndTabItem();
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}
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if (renderer.BeginTabItem("Chat"))
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@ -272,6 +272,90 @@ public sealed class SettingsPanel : IPanel
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+ "values to settings.json; Cancel reverts to the saved values.");
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}
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/// <summary>
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/// Render the Gameplay tab — ~14 toggles ported from retail's
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/// CharacterOption + CharacterOptions2 bitfields. Local-only this
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/// phase (no server sync). Grouped into Combat / Display / Interface
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/// for first-run discoverability.
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/// </summary>
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private void RenderGameplayTab(IPanelRenderer renderer)
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{
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var g = _vm.GameplayDraft;
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renderer.Text("Combat");
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renderer.Separator();
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bool autoTarget = g.AutoTarget;
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if (renderer.Checkbox("Auto-target on attack", ref autoTarget))
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_vm.SetGameplay(g with { AutoTarget = autoTarget });
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bool autoRepeat = g.AutoRepeatAttack;
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if (renderer.Checkbox("Auto-repeat attacks", ref autoRepeat))
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_vm.SetGameplay(g with { AutoRepeatAttack = autoRepeat });
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bool toggleRun = g.ToggleRun;
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if (renderer.Checkbox("Run mode is toggle (vs hold)", ref toggleRun))
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_vm.SetGameplay(g with { ToggleRun = toggleRun });
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bool advCombat = g.AdvancedCombatUI;
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if (renderer.Checkbox("Show advanced combat UI", ref advCombat))
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_vm.SetGameplay(g with { AdvancedCombatUI = advCombat });
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bool vivid = g.VividTargetingIndicator;
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if (renderer.Checkbox("Vivid targeting indicator", ref vivid))
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_vm.SetGameplay(g with { VividTargetingIndicator = vivid });
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renderer.Spacing();
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renderer.Text("Display");
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renderer.Separator();
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bool tooltips = g.ShowTooltips;
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if (renderer.Checkbox("Show item tooltips", ref tooltips))
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_vm.SetGameplay(g with { ShowTooltips = tooltips });
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bool sideBySide = g.SideBySideVitals;
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if (renderer.Checkbox("Side-by-side vital orbs", ref sideBySide))
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_vm.SetGameplay(g with { SideBySideVitals = sideBySide });
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bool coords = g.CoordinatesOnRadar;
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if (renderer.Checkbox("Show coordinates on radar", ref coords))
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_vm.SetGameplay(g with { CoordinatesOnRadar = coords });
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bool spellDur = g.SpellDuration;
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if (renderer.Checkbox("Show spell duration on enchantments", ref spellDur))
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_vm.SetGameplay(g with { SpellDuration = spellDur });
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bool helm = g.ShowHelm;
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if (renderer.Checkbox("Show helm on character", ref helm))
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_vm.SetGameplay(g with { ShowHelm = helm });
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bool cloak = g.ShowCloak;
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if (renderer.Checkbox("Show cloak on character", ref cloak))
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_vm.SetGameplay(g with { ShowCloak = cloak });
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renderer.Spacing();
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renderer.Text("Interface");
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renderer.Separator();
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bool allowGive = g.AllowGive;
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if (renderer.Checkbox("Accept items handed by other players", ref allowGive))
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_vm.SetGameplay(g with { AllowGive = allowGive });
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bool lockUI = g.LockUI;
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if (renderer.Checkbox("Lock UI (disable panel drag/resize)", ref lockUI))
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_vm.SetGameplay(g with { LockUI = lockUI });
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bool mouseTurn = g.UseMouseTurning;
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if (renderer.Checkbox("Use mouse turning", ref mouseTurn))
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_vm.SetGameplay(g with { UseMouseTurning = mouseTurn });
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renderer.Spacing();
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renderer.TextWrapped(
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"Local-only this phase — values persist to settings.json but "
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+ "don't yet sync to the server. Server sync arrives in a "
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+ "follow-up phase.");
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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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