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3 commits

Author SHA1 Message Date
Erik
382f0ad3fa feat(ui): Display tab + settings.json persistence — first non-keybind tab lands
Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).

DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.

SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.

SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.

SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).

GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.

19 new tests:
 · DisplaySettings record (4) — defaults pinned, value equality, with-
   expressions, AvailableResolutions sorted ascending
 · SettingsStore (6) — round trip, missing-file → defaults, corrupt-
   file → defaults, partial-file → per-field fallback, unknown-key
   preservation, DefaultPath shape
 · SettingsVM display (6) — initial draft tracks persisted, SetDisplay
   marks dirty, Save invokes display callback, Cancel reverts,
   ResetAllToDefaults covers display, Save-then-Cancel is no-op
 · SettingsPanel display tab (3) — widgets render only when active,
   resolution combo uses AvailableResolutions, no Combo emitted on
   inactive tabs

dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:46:31 +02:00
Erik
7665cdf642 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>
2026-04-26 17:39:36 +02:00
Erik
f42c164b90 feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.

InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.

IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.

SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).

SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.

GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).

Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.

Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.

Closes Phase K.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 09:44:56 +02:00