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>
This commit is contained in:
Erik 2026-04-26 18:05:07 +02:00
parent 53b1878c5c
commit b7165e5b17
9 changed files with 539 additions and 59 deletions

View file

@ -41,6 +41,11 @@ public sealed class SettingsVM
private AudioSettings _audioDraft;
private readonly Action<AudioSettings> _onSaveAudio;
// L.0 — Gameplay tab (subset of retail CharacterOption flags).
private GameplaySettings _gameplayPersisted;
private GameplaySettings _gameplayDraft;
private readonly Action<GameplaySettings> _onSaveGameplay;
/// <summary>The action currently being rebound, or null when idle.</summary>
public InputAction? RebindInProgress { get; private set; }
@ -63,8 +68,9 @@ public sealed class SettingsVM
/// rebinds are pending.</summary>
public bool HasUnsavedChanges
=> !KeyBindingsEqual(_persisted, _draft)
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft;
|| _displayPersisted != _displayDraft
|| _audioPersisted != _audioDraft
|| _gameplayPersisted != _gameplayDraft;
/// <summary>The current Display draft. Panel reads from here;
/// mutation goes through <see cref="SetDisplay"/>.</summary>
@ -74,6 +80,10 @@ public sealed class SettingsVM
/// mutation goes through <see cref="SetAudio"/>.</summary>
public AudioSettings AudioDraft => _audioDraft;
/// <summary>The current Gameplay draft. Panel reads from here;
/// mutation goes through <see cref="SetGameplay"/>.</summary>
public GameplaySettings GameplayDraft => _gameplayDraft;
public SettingsVM(
KeyBindings persisted,
InputDispatcher dispatcher,
@ -81,18 +91,23 @@ public sealed class SettingsVM
DisplaySettings persistedDisplay,
Action<DisplaySettings> onSaveDisplay,
AudioSettings persistedAudio,
Action<AudioSettings> onSaveAudio)
Action<AudioSettings> onSaveAudio,
GameplaySettings persistedGameplay,
Action<GameplaySettings> onSaveGameplay)
{
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
_draft = CloneBindings(persisted);
_displayDraft = persistedDisplay;
_audioDraft = persistedAudio;
_gameplayDraft = persistedGameplay;
}
/// <summary>
@ -117,6 +132,18 @@ public sealed class SettingsVM
_audioDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Replace the entire Gameplay draft with <paramref name="value"/>.
/// Local-only this phase — values persist on Save but don't yet
/// flow to the server. When server-sync ships, the host's
/// <c>onSaveGameplay</c> callback will marshal the draft into the
/// retail <c>CharacterOption</c> wire bitmask.
/// </summary>
public void SetGameplay(GameplaySettings value)
{
_gameplayDraft = value ?? throw new ArgumentNullException(nameof(value));
}
/// <summary>
/// Begin rebinding <paramref name="action"/>. The supplied
/// <paramref name="original"/> binding will be removed when the new
@ -224,9 +251,10 @@ public sealed class SettingsVM
/// </summary>
public void ResetAllToDefaults()
{
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_draft = KeyBindings.RetailDefaults();
_displayDraft = DisplaySettings.Default;
_audioDraft = AudioSettings.Default;
_gameplayDraft = GameplaySettings.Default;
}
/// <summary>
@ -242,9 +270,11 @@ public sealed class SettingsVM
_onSave(_draft);
_onSaveDisplay(_displayDraft);
_onSaveAudio(_audioDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_onSaveGameplay(_gameplayDraft);
_persisted = CloneBindings(_draft);
_displayPersisted = _displayDraft;
_audioPersisted = _audioDraft;
_gameplayPersisted = _gameplayDraft;
}
/// <summary>
@ -254,9 +284,10 @@ public sealed class SettingsVM
/// </summary>
public void Cancel()
{
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_draft = CloneBindings(_persisted);
_displayDraft = _displayPersisted;
_audioDraft = _audioPersisted;
_gameplayDraft = _gameplayPersisted;
CancelRebind();
}