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:
parent
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commit
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9 changed files with 539 additions and 59 deletions
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@ -908,6 +908,7 @@ public sealed class GameWindow : IDisposable
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AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
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var persistedDisplay = settingsStore.LoadDisplay();
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var persistedAudio = settingsStore.LoadAudio();
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var persistedGameplay = settingsStore.LoadGameplay();
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// Apply persisted audio to the engine BEFORE the panel
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// host starts pushing per-frame so the first frame uses
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@ -968,6 +969,24 @@ public sealed class GameWindow : IDisposable
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{
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Console.WriteLine($"settings: audio save failed: {ex.Message}");
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}
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},
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persistedGameplay: persistedGameplay,
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onSaveGameplay: gameplay =>
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{
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try
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{
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settingsStore.SaveGameplay(gameplay);
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Console.WriteLine(
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"settings: gameplay saved to "
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+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
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// Local-only this phase. Server-sync packet
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// (CharacterOption bitmask) goes in here when
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// the protocol round-trip is in place.
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: gameplay save failed: {ex.Message}");
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}
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});
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_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
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_panelHost.Register(_settingsPanel);
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@ -0,0 +1,61 @@
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// Gameplay-related preferences persisted to <c>settings.json</c>.
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/// Mirrors a subset of retail's <c>CharacterOption</c> + <c>CharacterOptions2</c>
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/// bitfield flags (see <c>docs/research/named-retail/acclient.h:3404+</c>).
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/// Retail names are kept verbatim so future server-sync packs these
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/// into the wire-format bitmask without renaming.
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///
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/// <para>
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/// L.0 scope: <b>local-only</b>. The brainstorm explicitly deferred
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/// server sync — on Save these values are persisted to <c>settings.json</c>
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/// only. A later phase will marshal them into the retail
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/// <c>CharacterOption</c> packet (<c>0x...</c>) when the protocol work
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/// for player-options round-trip is in place.
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/// </para>
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///
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/// <para>
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/// Defaults below are chosen as the typical-user starting point, NOT
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/// pinned bit-exact to retail's <c>0x50C4A54A</c> / <c>0x948700</c>
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/// masks (those will become the defaults once server-sync ships and
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/// the bitmask round-trip is the load-bearing wire format).
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/// </para>
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/// </summary>
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public sealed record GameplaySettings(
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// CharacterOption (32-bit) subset — most-used gameplay toggles.
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bool AutoTarget, // 0x2000 — combat: auto-acquire target on attack
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bool AutoRepeatAttack, // 0x2 — combat: keep attacking after first hit
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bool ToggleRun, // 0x400 — run-mode is tap-once vs hold-to-run
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bool AdvancedCombatUI, // 0x1000 — show extra combat tooltips/panels
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bool ShowTooltips, // 0x100 — show item tooltips on hover
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bool VividTargetingIndicator, // 0x8000 — bright targeting reticle
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bool SideBySideVitals, // 0x200000 — health/stam/mana side-by-side vs stacked
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bool CoordinatesOnRadar, // 0x400000 — show NS/EW coords on radar
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bool SpellDuration, // 0x800000 — show remaining duration on enchantment icons
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bool AllowGive, // 0x40 — accept items handed by other players
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// CharacterOptions2 (32-bit) subset.
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bool ShowHelm, // 0x100000 — render helm overlay on character
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bool ShowCloak, // 0x800000 — render cloak on character
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bool LockUI, // 0x1000000 — disable panel drag/resize
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bool UseMouseTurning) // 0x400000 — turn character when right-mouse drags
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{
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/// <summary>Sensible starting values for first launch. NOT bit-exact
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/// to retail's <c>Default_CharacterOption = 0x50C4A54A</c> +
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/// <c>Default_CharacterOptions2 = 0x948700</c> — see class remarks.</summary>
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public static GameplaySettings Default { get; } = new(
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AutoTarget: true,
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AutoRepeatAttack: true,
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ToggleRun: true,
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AdvancedCombatUI: false,
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ShowTooltips: true,
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VividTargetingIndicator: false,
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SideBySideVitals: false,
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CoordinatesOnRadar: false,
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SpellDuration: true,
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AllowGive: true,
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ShowHelm: true,
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ShowCloak: true,
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LockUI: false,
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UseMouseTurning: false);
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}
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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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@ -123,6 +123,69 @@ public sealed class SettingsStore
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public void SaveAudio(AudioSettings audio)
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=> SaveSection("audio", BuildAudioObject(audio));
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/// <summary>
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/// Load Gameplay settings (subset of retail CharacterOption flags).
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/// Same fall-back behaviour as <see cref="LoadDisplay"/>.
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/// </summary>
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public GameplaySettings LoadGameplay()
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{
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if (!File.Exists(_path)) return GameplaySettings.Default;
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try
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{
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using var stream = File.OpenRead(_path);
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var doc = JsonDocument.Parse(stream);
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var root = doc.RootElement;
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if (!root.TryGetProperty("gameplay", out var gp)
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|| gp.ValueKind != JsonValueKind.Object)
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return GameplaySettings.Default;
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var d = GameplaySettings.Default;
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return new GameplaySettings(
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AutoTarget: ReadBool(gp, "autoTarget", d.AutoTarget),
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AutoRepeatAttack: ReadBool(gp, "autoRepeatAttack", d.AutoRepeatAttack),
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ToggleRun: ReadBool(gp, "toggleRun", d.ToggleRun),
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AdvancedCombatUI: ReadBool(gp, "advancedCombatUI", d.AdvancedCombatUI),
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ShowTooltips: ReadBool(gp, "showTooltips", d.ShowTooltips),
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VividTargetingIndicator: ReadBool(gp, "vividTargetingIndicator", d.VividTargetingIndicator),
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SideBySideVitals: ReadBool(gp, "sideBySideVitals", d.SideBySideVitals),
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CoordinatesOnRadar: ReadBool(gp, "coordinatesOnRadar", d.CoordinatesOnRadar),
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SpellDuration: ReadBool(gp, "spellDuration", d.SpellDuration),
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AllowGive: ReadBool(gp, "allowGive", d.AllowGive),
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ShowHelm: ReadBool(gp, "showHelm", d.ShowHelm),
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ShowCloak: ReadBool(gp, "showCloak", d.ShowCloak),
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LockUI: ReadBool(gp, "lockUI", d.LockUI),
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UseMouseTurning: ReadBool(gp, "useMouseTurning", d.UseMouseTurning));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return GameplaySettings.Default;
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}
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}
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/// <summary>Save Gameplay settings, preserving all other top-level keys.</summary>
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public void SaveGameplay(GameplaySettings gameplay)
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=> SaveSection("gameplay", BuildGameplayObject(gameplay));
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private static SortedDictionary<string, object> BuildGameplayObject(GameplaySettings g)
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=> new(StringComparer.Ordinal)
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{
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["advancedCombatUI"] = g.AdvancedCombatUI,
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["allowGive"] = g.AllowGive,
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["autoRepeatAttack"] = g.AutoRepeatAttack,
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["autoTarget"] = g.AutoTarget,
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["coordinatesOnRadar"] = g.CoordinatesOnRadar,
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["lockUI"] = g.LockUI,
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["showCloak"] = g.ShowCloak,
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["showHelm"] = g.ShowHelm,
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["showTooltips"] = g.ShowTooltips,
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["sideBySideVitals"] = g.SideBySideVitals,
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["spellDuration"] = g.SpellDuration,
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["toggleRun"] = g.ToggleRun,
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["useMouseTurning"] = g.UseMouseTurning,
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["vividTargetingIndicator"] = g.VividTargetingIndicator,
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};
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private static SortedDictionary<string, object> BuildDisplayObject(DisplaySettings d)
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=> new(StringComparer.Ordinal)
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{
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@ -41,6 +41,11 @@ public sealed class SettingsVM
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private AudioSettings _audioDraft;
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private readonly Action<AudioSettings> _onSaveAudio;
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// L.0 — Gameplay tab (subset of retail CharacterOption flags).
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private GameplaySettings _gameplayPersisted;
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private GameplaySettings _gameplayDraft;
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private readonly Action<GameplaySettings> _onSaveGameplay;
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/// <summary>The action currently being rebound, or null when idle.</summary>
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public InputAction? RebindInProgress { get; private set; }
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@ -64,7 +69,8 @@ public sealed class SettingsVM
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public bool HasUnsavedChanges
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=> !KeyBindingsEqual(_persisted, _draft)
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|| _displayPersisted != _displayDraft
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|| _audioPersisted != _audioDraft;
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|| _audioPersisted != _audioDraft
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|| _gameplayPersisted != _gameplayDraft;
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/// <summary>The current Display draft. Panel reads from here;
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/// mutation goes through <see cref="SetDisplay"/>.</summary>
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@ -74,6 +80,10 @@ public sealed class SettingsVM
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/// mutation goes through <see cref="SetAudio"/>.</summary>
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public AudioSettings AudioDraft => _audioDraft;
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/// <summary>The current Gameplay draft. Panel reads from here;
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/// mutation goes through <see cref="SetGameplay"/>.</summary>
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public GameplaySettings GameplayDraft => _gameplayDraft;
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public SettingsVM(
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KeyBindings persisted,
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InputDispatcher dispatcher,
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@ -81,7 +91,9 @@ public sealed class SettingsVM
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DisplaySettings persistedDisplay,
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Action<DisplaySettings> onSaveDisplay,
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AudioSettings persistedAudio,
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Action<AudioSettings> onSaveAudio)
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Action<AudioSettings> onSaveAudio,
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GameplaySettings persistedGameplay,
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Action<GameplaySettings> onSaveGameplay)
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{
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_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
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_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
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@ -90,9 +102,12 @@ public sealed class SettingsVM
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_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
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_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
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_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
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_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
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_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
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_draft = CloneBindings(persisted);
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_displayDraft = persistedDisplay;
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_audioDraft = persistedAudio;
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_gameplayDraft = persistedGameplay;
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}
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/// <summary>
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@ -117,6 +132,18 @@ public sealed class SettingsVM
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_audioDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Replace the entire Gameplay draft with <paramref name="value"/>.
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/// Local-only this phase — values persist on Save but don't yet
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/// flow to the server. When server-sync ships, the host's
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/// <c>onSaveGameplay</c> callback will marshal the draft into the
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/// retail <c>CharacterOption</c> wire bitmask.
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/// </summary>
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public void SetGameplay(GameplaySettings value)
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{
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_gameplayDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Begin rebinding <paramref name="action"/>. The supplied
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/// <paramref name="original"/> binding will be removed when the new
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@ -227,6 +254,7 @@ public sealed class SettingsVM
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_draft = KeyBindings.RetailDefaults();
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_displayDraft = DisplaySettings.Default;
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_audioDraft = AudioSettings.Default;
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_gameplayDraft = GameplaySettings.Default;
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}
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/// <summary>
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@ -242,9 +270,11 @@ public sealed class SettingsVM
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_onSave(_draft);
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_onSaveDisplay(_displayDraft);
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_onSaveAudio(_audioDraft);
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_onSaveGameplay(_gameplayDraft);
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_persisted = CloneBindings(_draft);
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_displayPersisted = _displayDraft;
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_audioPersisted = _audioDraft;
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_gameplayPersisted = _gameplayDraft;
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}
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/// <summary>
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@ -257,6 +287,7 @@ public sealed class SettingsVM
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_draft = CloneBindings(_persisted);
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_displayDraft = _displayPersisted;
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_audioDraft = _audioPersisted;
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_gameplayDraft = _gameplayPersisted;
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CancelRebind();
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}
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@ -0,0 +1,54 @@
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using AcDream.UI.Abstractions.Panels.Settings;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// L.0: <see cref="GameplaySettings"/> default-pin tests + value-equality
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/// guarantees. Defaults are intentionally NOT bit-exact to retail's
|
||||
/// <c>0x50C4A54A</c> mask — see GameplaySettings remarks for rationale.
|
||||
/// </summary>
|
||||
public sealed class GameplaySettingsTests
|
||||
{
|
||||
[Fact]
|
||||
public void Default_values_are_typical_user_friendly()
|
||||
{
|
||||
// These defaults are reviewed in the L.0 brainstorm — typical-user
|
||||
// starting point, not retail-bitmask. A change to any of these
|
||||
// should be a deliberate decision, not a drive-by.
|
||||
var d = GameplaySettings.Default;
|
||||
Assert.True(d.AutoTarget);
|
||||
Assert.True(d.AutoRepeatAttack);
|
||||
Assert.True(d.ToggleRun);
|
||||
Assert.False(d.AdvancedCombatUI);
|
||||
Assert.True(d.ShowTooltips);
|
||||
Assert.False(d.VividTargetingIndicator);
|
||||
Assert.False(d.SideBySideVitals);
|
||||
Assert.False(d.CoordinatesOnRadar);
|
||||
Assert.True(d.SpellDuration);
|
||||
Assert.True(d.AllowGive);
|
||||
Assert.True(d.ShowHelm);
|
||||
Assert.True(d.ShowCloak);
|
||||
Assert.False(d.LockUI);
|
||||
Assert.False(d.UseMouseTurning);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Equality_is_value_based()
|
||||
{
|
||||
var a = GameplaySettings.Default;
|
||||
var b = GameplaySettings.Default with { AutoTarget = false };
|
||||
var c = GameplaySettings.Default with { AutoTarget = false };
|
||||
Assert.NotEqual(a, b);
|
||||
Assert.Equal(b, c);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void With_expression_clones_one_field()
|
||||
{
|
||||
var d = GameplaySettings.Default with { LockUI = true };
|
||||
Assert.True(d.LockUI);
|
||||
// Other fields untouched.
|
||||
Assert.Equal(GameplaySettings.Default.AutoTarget, d.AutoTarget);
|
||||
Assert.Equal(GameplaySettings.Default.ShowHelm, d.ShowHelm);
|
||||
}
|
||||
}
|
||||
|
|
@ -32,7 +32,8 @@ public sealed class SettingsPanelTests
|
|||
var vm = new SettingsVM(
|
||||
persisted, dispatcher, _ => { },
|
||||
DisplaySettings.Default, _ => { },
|
||||
AudioSettings.Default, _ => { });
|
||||
AudioSettings.Default, _ => { },
|
||||
GameplaySettings.Default, _ => { });
|
||||
var panel = new SettingsPanel(vm);
|
||||
return (panel, vm, kb, dispatcher);
|
||||
}
|
||||
|
|
@ -227,17 +228,17 @@ public sealed class SettingsPanelTests
|
|||
[Fact]
|
||||
public void Placeholder_tabs_render_coming_soon_text_when_active()
|
||||
{
|
||||
// Gameplay is still a placeholder (next in build order). Display
|
||||
// and Audio have shipped — they have real widgets, not "coming
|
||||
// soon" text.
|
||||
// Chat is still a placeholder (next in build order). Display,
|
||||
// Audio, and Gameplay have shipped — they have real widgets,
|
||||
// not "coming soon" text.
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Chat" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var wrapped = r.Calls.Where(c => c.Method == "TextWrapped")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.Contains(wrapped, t => t.Contains("Gameplay settings coming soon"));
|
||||
Assert.Contains(wrapped, t => t.Contains("Chat settings coming soon"));
|
||||
}
|
||||
|
||||
// -- Display tab content ---------------------------------------------
|
||||
|
|
@ -320,6 +321,44 @@ public sealed class SettingsPanelTests
|
|||
Assert.DoesNotContain("Music", sliders);
|
||||
}
|
||||
|
||||
// -- Gameplay tab content --------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void Gameplay_tab_when_active_renders_expected_checkboxes()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Gameplay" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
// Spot check the major retail-named toggles. Don't assert exact
|
||||
// count — adding new toggles shouldn't break this test.
|
||||
Assert.Contains("Auto-target on attack", checks);
|
||||
Assert.Contains("Auto-repeat attacks", checks);
|
||||
Assert.Contains("Run mode is toggle (vs hold)", checks);
|
||||
Assert.Contains("Show item tooltips", checks);
|
||||
Assert.Contains("Show helm on character", checks);
|
||||
Assert.Contains("Show cloak on character", checks);
|
||||
Assert.Contains("Lock UI (disable panel drag/resize)", checks);
|
||||
Assert.Contains("Use mouse turning", checks);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Gameplay_tab_does_not_render_when_a_different_tab_is_active()
|
||||
{
|
||||
var (panel, _, _, _) = Build();
|
||||
var r = new FakePanelRenderer { ActiveTabLabel = "Display" };
|
||||
|
||||
panel.Render(new PanelContext(0.016f, new NullBus()), r);
|
||||
|
||||
var checks = r.Calls.Where(c => c.Method == "Checkbox")
|
||||
.Select(c => (string)c.Args[0]!).ToList();
|
||||
Assert.DoesNotContain("Auto-target on attack", checks);
|
||||
Assert.DoesNotContain("Lock UI (disable panel drag/resize)", checks);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Audio_sliders_are_clamped_to_zero_one_range()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -180,4 +180,64 @@ public sealed class SettingsStoreTests : System.IDisposable
|
|||
Assert.Equal(0.1f, store.LoadAudio().Music);
|
||||
Assert.True(store.LoadDisplay().ShowFps);
|
||||
}
|
||||
|
||||
// -- Gameplay section round-trip --------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void LoadGameplay_returns_defaults_when_file_is_missing()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
Assert.Equal(GameplaySettings.Default, store.LoadGameplay());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SaveGameplay_then_LoadGameplay_round_trips_all_fields()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
var original = GameplaySettings.Default with
|
||||
{
|
||||
AutoTarget = false,
|
||||
AdvancedCombatUI = true,
|
||||
ShowHelm = false,
|
||||
LockUI = true,
|
||||
UseMouseTurning = true,
|
||||
};
|
||||
|
||||
store.SaveGameplay(original);
|
||||
var loaded = store.LoadGameplay();
|
||||
|
||||
Assert.Equal(original, loaded);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadGameplay_falls_back_per_field_when_keys_missing()
|
||||
{
|
||||
File.WriteAllText(_tempPath, """
|
||||
{
|
||||
"version": 1,
|
||||
"gameplay": { "lockUI": true }
|
||||
}
|
||||
""");
|
||||
var store = new SettingsStore(_tempPath);
|
||||
|
||||
var loaded = store.LoadGameplay();
|
||||
|
||||
Assert.True(loaded.LockUI);
|
||||
Assert.Equal(GameplaySettings.Default.AutoTarget, loaded.AutoTarget);
|
||||
Assert.Equal(GameplaySettings.Default.ShowHelm, loaded.ShowHelm);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void All_three_sections_coexist_in_one_settings_json()
|
||||
{
|
||||
var store = new SettingsStore(_tempPath);
|
||||
store.SaveDisplay(DisplaySettings.Default with { Resolution = "2560x1440" });
|
||||
store.SaveAudio(AudioSettings.Default with { Master = 0.5f });
|
||||
store.SaveGameplay(GameplaySettings.Default with { LockUI = true });
|
||||
|
||||
// All three load correctly from the same file.
|
||||
Assert.Equal("2560x1440", store.LoadDisplay().Resolution);
|
||||
Assert.Equal(0.5f, store.LoadAudio().Master);
|
||||
Assert.True(store.LoadGameplay().LockUI);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,8 +16,8 @@ namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
|
|||
/// </summary>
|
||||
public sealed class SettingsVMTests
|
||||
{
|
||||
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)
|
||||
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null)
|
||||
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)
|
||||
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null)
|
||||
{
|
||||
persisted ??= MakeMinimalBindings();
|
||||
var kb = new FakeKeyboardSource();
|
||||
|
|
@ -26,14 +26,17 @@ public sealed class SettingsVMTests
|
|||
var savedHistory = new System.Collections.Generic.List<KeyBindings>();
|
||||
var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
|
||||
var savedAudioHistory = new System.Collections.Generic.List<AudioSettings>();
|
||||
var savedGameplayHistory = new System.Collections.Generic.List<GameplaySettings>();
|
||||
var vm = new SettingsVM(
|
||||
persisted, dispatcher,
|
||||
b => savedHistory.Add(b),
|
||||
persistedDisplay ?? DisplaySettings.Default,
|
||||
d => savedDisplayHistory.Add(d),
|
||||
persistedAudio ?? AudioSettings.Default,
|
||||
a => savedAudioHistory.Add(a));
|
||||
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory);
|
||||
a => savedAudioHistory.Add(a),
|
||||
persistedGameplay ?? GameplaySettings.Default,
|
||||
g => savedGameplayHistory.Add(g));
|
||||
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory);
|
||||
}
|
||||
|
||||
private static KeyBindings MakeMinimalBindings()
|
||||
|
|
@ -48,7 +51,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Constructor_clones_persisted_into_draft()
|
||||
{
|
||||
var (vm, _, _, persisted, _, _, _) = Build();
|
||||
var (vm, _, _, persisted, _, _, _, _) = Build();
|
||||
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -56,7 +59,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_enters_capture_mode()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _) = Build();
|
||||
var (vm, _, dispatcher, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -69,7 +72,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -87,7 +90,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_then_Escape_cancels_with_no_change()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -104,7 +107,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void BeginRebind_with_conflict_surfaces_PendingConflict()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
|
||||
|
|
@ -124,7 +127,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -145,7 +148,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResolveConflict_replace_false_cancels_rebind()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
|
@ -167,7 +170,7 @@ public sealed class SettingsVMTests
|
|||
{
|
||||
// Build a draft that's been mutated for MovementForward; ensure
|
||||
// ResetActionToDefault restores W (and Up-arrow per retail).
|
||||
var (vm, kb, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
|
||||
var (vm, kb, _, _, _, _, _, _) = Build(KeyBindings.RetailDefaults());
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
|
||||
|
|
@ -187,7 +190,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void ResetAllToDefaults_replaces_entire_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
// Should now include retail-default size set (~149 bindings).
|
||||
|
|
@ -198,7 +201,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_callback_with_draft()
|
||||
{
|
||||
var (vm, kb, _, _, savedHistory, _, _) = Build();
|
||||
var (vm, kb, _, _, savedHistory, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
|
@ -214,7 +217,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Cancel_reverts_draft_to_persisted()
|
||||
{
|
||||
var (vm, kb, _, _, _, _, _) = Build();
|
||||
var (vm, kb, _, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
kb.EmitKeyDown(Key.Q, ModifierMask.None);
|
||||
|
|
@ -230,7 +233,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
|
||||
{
|
||||
var (vm, _, dispatcher, _, _, _, _) = Build();
|
||||
var (vm, _, dispatcher, _, _, _, _, _) = Build();
|
||||
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
|
||||
vm.BeginRebind(InputAction.MovementForward, original);
|
||||
|
||||
|
|
@ -243,7 +246,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void HasUnsavedChanges_false_initially_and_after_save_sync()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
|
|
@ -253,7 +256,7 @@ public sealed class SettingsVMTests
|
|||
public void DisplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.Equal(custom, vm.DisplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -261,7 +264,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetDisplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -269,7 +272,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_display_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, savedDisplayHistory, _) = Build();
|
||||
var (vm, _, _, _, _, savedDisplayHistory, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
|
||||
|
||||
vm.Save();
|
||||
|
|
@ -284,7 +287,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_display_draft_to_persisted()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 90f };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -298,7 +301,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_display_to_default()
|
||||
{
|
||||
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
|
||||
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -313,7 +316,7 @@ public sealed class SettingsVMTests
|
|||
// After Save the persisted snapshot equals the draft, so Cancel
|
||||
// is a no-op. This guards the Save/Cancel ordering — a regression
|
||||
// would surface as Cancel reverting to pre-Save values.
|
||||
var (vm, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
|
||||
vm.Save();
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
|
|
@ -330,7 +333,7 @@ public sealed class SettingsVMTests
|
|||
public void AudioDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.Equal(custom, vm.AudioDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -338,7 +341,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void SetAudio_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _) = Build();
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
|
@ -346,7 +349,7 @@ public sealed class SettingsVMTests
|
|||
[Fact]
|
||||
public void Save_invokes_audio_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, savedAudioHistory) = Build();
|
||||
var (vm, _, _, _, _, _, savedAudioHistory, _) = Build();
|
||||
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
|
||||
|
||||
vm.Save();
|
||||
|
|
@ -361,7 +364,7 @@ public sealed class SettingsVMTests
|
|||
public void Cancel_reverts_audio_draft_to_persisted()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Music = 0.2f };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
|
|
@ -375,7 +378,7 @@ public sealed class SettingsVMTests
|
|||
public void ResetAllToDefaults_resets_audio_to_default()
|
||||
{
|
||||
var custom = AudioSettings.Default with { Master = 0.1f };
|
||||
var (vm, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
|
||||
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
|
@ -383,4 +386,70 @@ public sealed class SettingsVMTests
|
|||
Assert.Equal(AudioSettings.Default, vm.AudioDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
// -- Gameplay tab state -----------------------------------------------
|
||||
|
||||
[Fact]
|
||||
public void GameplayDraft_initial_value_matches_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.Equal(custom, vm.GameplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetGameplay_marks_unsaved_changes()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, _) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = true });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Save_invokes_gameplay_callback_with_draft()
|
||||
{
|
||||
var (vm, _, _, _, _, _, _, savedGameplayHistory) = Build();
|
||||
vm.SetGameplay(vm.GameplayDraft with
|
||||
{
|
||||
AutoTarget = false,
|
||||
ShowTooltips = false,
|
||||
UseMouseTurning = true,
|
||||
});
|
||||
|
||||
vm.Save();
|
||||
|
||||
Assert.Single(savedGameplayHistory);
|
||||
Assert.False(savedGameplayHistory[0].AutoTarget);
|
||||
Assert.False(savedGameplayHistory[0].ShowTooltips);
|
||||
Assert.True(savedGameplayHistory[0].UseMouseTurning);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Cancel_reverts_gameplay_draft_to_persisted()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
vm.SetGameplay(vm.GameplayDraft with { LockUI = false, ShowHelm = false });
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
|
||||
vm.Cancel();
|
||||
|
||||
Assert.Equal(custom, vm.GameplayDraft);
|
||||
Assert.False(vm.HasUnsavedChanges);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ResetAllToDefaults_resets_gameplay_to_default()
|
||||
{
|
||||
var custom = GameplaySettings.Default with { AutoTarget = false, LockUI = true };
|
||||
var (vm, _, _, _, _, _, _, _) = Build(persistedGameplay: custom);
|
||||
Assert.NotEqual(GameplaySettings.Default, vm.GameplayDraft);
|
||||
|
||||
vm.ResetAllToDefaults();
|
||||
|
||||
Assert.Equal(GameplaySettings.Default, vm.GameplayDraft);
|
||||
Assert.True(vm.HasUnsavedChanges);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue