acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsVMTests.cs
Erik 356b5f219e feat(ui): Chat tab — channel filters + display prefs + font slider
Phase L.0 (cont.) — fourth tab on the Settings shell. Mixes retail's
CharacterOptions2 chat-channel filter bits (Hear*Chat / TimeStamp /
FilterLanguage / AppearOffline) with a font-size slider that has no
retail bitfield equivalent.

ChatSettings record (9 fields):
 · 5 channel filters: HearGeneralChat, HearTradeChat, HearLFGChat,
   HearRoleplayChat, HearSocietyChat
 · 3 display flags: ShowTimestamps, FilterProfanity, AppearOffline
 · 1 visual: FontSize (10..20 pt)

Local-only this phase per the brainstorm — Hear*Chat flags affect
client-side display filtering only; the server still streams every
channel. Server-sync arrives later when the protocol round-trip is
in place.

SettingsStore grows LoadChat / SaveChat using the existing generic
SaveSection helper. All four non-keybind sections (display, audio,
gameplay, chat) now coexist non-destructively in settings.json.

SettingsVM grows the parallel chat state machine. HasUnsavedChanges,
Save, Cancel, ResetAllToDefaults all cover chat. Constructor signature
adds two more params; existing call sites updated.

SettingsPanel.RenderChatTab replaces the L.0-shell placeholder —
8 Checkbox calls grouped under "Channel filters" + "Display"
headers, plus a font-size SliderFloat. The "Coming soon" placeholder
test was retargeted from "Chat" to "Character" since Chat is no
longer a placeholder.

GameWindow wires SettingsStore.LoadChat / SaveChat + a TODO comment
for the future ChatPanel filter integration (read SettingsVM.ChatDraft
when filtering inbound chat lines).

13 new tests:
 · ChatSettings record (3) — defaults pinned, value equality, with-
   expressions
 · SettingsStore chat (3) — missing-file → defaults, round-trip, all
   four sections coexist
 · SettingsVM chat (5) — initial draft, SetChat marks dirty, Save
   invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel chat tab (2) — checkboxes + slider render only when
   active

dotnet build green (0 warnings); dotnet test 1,289 / 1,289 green
(243 Core.Net + 373 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:21:14 +02:00

518 lines
19 KiB
C#

using System.IO;
using System.Linq;
using AcDream.UI.Abstractions.Input;
using AcDream.UI.Abstractions.Panels.Settings;
using AcDream.UI.Abstractions.Tests.Input;
using Silk.NET.Input;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
/// for the Settings panel. It holds a <b>draft</b> copy of the active
/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
/// the supplied callback (which writes to disk + replaces the live
/// dispatcher's table); Cancel reverts the draft.
/// </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, System.Collections.Generic.List<GameplaySettings> savedGameplayHistory, System.Collections.Generic.List<ChatSettings> savedChatHistory)
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null)
{
persisted ??= MakeMinimalBindings();
var kb = new FakeKeyboardSource();
var mouse = new FakeMouseSource();
var dispatcher = new InputDispatcher(kb, mouse, persisted);
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 savedChatHistory = new System.Collections.Generic.List<ChatSettings>();
var vm = new SettingsVM(
persisted, dispatcher,
b => savedHistory.Add(b),
persistedDisplay ?? DisplaySettings.Default,
d => savedDisplayHistory.Add(d),
persistedAudio ?? AudioSettings.Default,
a => savedAudioHistory.Add(a),
persistedGameplay ?? GameplaySettings.Default,
g => savedGameplayHistory.Add(g),
persistedChat ?? ChatSettings.Default,
c => savedChatHistory.Add(c));
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory);
}
private static KeyBindings MakeMinimalBindings()
{
var b = new KeyBindings();
b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
return b;
}
[Fact]
public void Constructor_clones_persisted_into_draft()
{
var (vm, _, _, persisted, _, _, _, _, _) = Build();
Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_enters_capture_mode()
{
var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
Assert.True(dispatcher.IsCapturing);
Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
Assert.Equal(original, vm.RebindOriginal);
}
[Fact]
public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
// User presses Q — not bound to anything in our minimal table.
kb.EmitKeyDown(Key.Q, ModifierMask.None);
Assert.Null(vm.RebindInProgress);
Assert.Null(vm.PendingConflict);
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(binds);
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_then_Escape_cancels_with_no_change()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Escape, ModifierMask.None);
Assert.Null(vm.RebindInProgress);
Assert.Null(vm.PendingConflict);
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(binds);
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void BeginRebind_with_conflict_surfaces_PendingConflict()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
Assert.NotNull(vm.PendingConflict);
var c = vm.PendingConflict!.Value;
Assert.Equal(InputAction.MovementForward, c.NewAction);
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
// Rebind has NOT been applied yet — still on W.
var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
}
[Fact]
public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
vm.ResolveConflict(replace: true);
Assert.Null(vm.PendingConflict);
Assert.Null(vm.RebindInProgress);
// MovementForward now bound to A.
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Single(fwd);
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
// MovementTurnLeft no longer bound to A (conflict removed).
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
Assert.Empty(left);
}
[Fact]
public void ResolveConflict_replace_false_cancels_rebind()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.A, ModifierMask.None);
vm.ResolveConflict(replace: false);
Assert.Null(vm.PendingConflict);
Assert.Null(vm.RebindInProgress);
// MovementForward still bound to W.
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
// MovementTurnLeft still bound to A.
var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
}
[Fact]
public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
{
// 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 original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
// pick it deliberately to avoid triggering a conflict prompt that
// would block the rebind from applying.
kb.EmitKeyDown(Key.F7, ModifierMask.None);
Assert.True(vm.HasUnsavedChanges);
vm.ResetActionToDefault(InputAction.MovementForward);
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
}
[Fact]
public void ResetAllToDefaults_replaces_entire_draft()
{
var (vm, _, _, _, _, _, _, _, _) = Build();
vm.ResetAllToDefaults();
// Should now include retail-default size set (~149 bindings).
Assert.True(vm.Draft.All.Count >= 100);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_callback_with_draft()
{
var (vm, kb, _, _, savedHistory, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
vm.Save();
Assert.Single(savedHistory);
var saved = savedHistory[0];
var fwd = saved.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
}
[Fact]
public void Cancel_reverts_draft_to_persisted()
{
var (vm, kb, _, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
kb.EmitKeyDown(Key.Q, ModifierMask.None);
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.False(vm.HasUnsavedChanges);
var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
}
[Fact]
public void Cancel_during_active_capture_clears_dispatcher_capture_state()
{
var (vm, _, dispatcher, _, _, _, _, _, _) = Build();
var original = vm.Draft.ForAction(InputAction.MovementForward).First();
vm.BeginRebind(InputAction.MovementForward, original);
Assert.True(dispatcher.IsCapturing);
vm.Cancel();
Assert.False(dispatcher.IsCapturing);
Assert.Null(vm.RebindInProgress);
}
[Fact]
public void HasUnsavedChanges_false_initially_and_after_save_sync()
{
var (vm, _, _, _, _, _, _, _, _) = Build();
Assert.False(vm.HasUnsavedChanges);
}
// -- Display tab state ------------------------------------------------
[Fact]
public void DisplayDraft_initial_value_matches_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.Equal(custom, vm.DisplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetDisplay_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_display_callback_with_draft()
{
var (vm, _, _, _, _, savedDisplayHistory, _, _, _) = Build();
vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
vm.Save();
Assert.Single(savedDisplayHistory);
Assert.Equal("2560x1440", savedDisplayHistory[0].Resolution);
Assert.Equal(100f, savedDisplayHistory[0].FieldOfView);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_display_draft_to_persisted()
{
var custom = DisplaySettings.Default with { FieldOfView = 90f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.DisplayDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_display_to_default()
{
var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedDisplay: custom);
Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
vm.ResetAllToDefaults();
Assert.Equal(DisplaySettings.Default, vm.DisplayDraft);
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_then_Cancel_does_not_revert()
{
// 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();
vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
vm.Save();
Assert.False(vm.HasUnsavedChanges);
vm.Cancel();
Assert.True(vm.DisplayDraft.ShowFps);
Assert.False(vm.HasUnsavedChanges);
}
// -- Audio tab state --------------------------------------------------
[Fact]
public void AudioDraft_initial_value_matches_persisted()
{
var custom = AudioSettings.Default with { Master = 0.3f, Music = 0.1f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.Equal(custom, vm.AudioDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetAudio_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.5f });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_audio_callback_with_draft()
{
var (vm, _, _, _, _, _, savedAudioHistory, _, _) = Build();
vm.SetAudio(vm.AudioDraft with { Master = 0.4f, Sfx = 0.6f });
vm.Save();
Assert.Single(savedAudioHistory);
Assert.Equal(0.4f, savedAudioHistory[0].Master);
Assert.Equal(0.6f, savedAudioHistory[0].Sfx);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_audio_draft_to_persisted()
{
var custom = AudioSettings.Default with { Music = 0.2f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
vm.SetAudio(vm.AudioDraft with { Music = 0.9f, Master = 0.3f });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.AudioDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_audio_to_default()
{
var custom = AudioSettings.Default with { Master = 0.1f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedAudio: custom);
Assert.NotEqual(AudioSettings.Default, vm.AudioDraft);
vm.ResetAllToDefaults();
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);
}
// -- Chat tab state ---------------------------------------------------
[Fact]
public void ChatDraft_initial_value_matches_persisted()
{
var custom = ChatSettings.Default with { HearTradeChat = false, FontSize = 14f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
Assert.Equal(custom, vm.ChatDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void SetChat_marks_unsaved_changes()
{
var (vm, _, _, _, _, _, _, _, _) = Build();
vm.SetChat(vm.ChatDraft with { FontSize = 16f });
Assert.True(vm.HasUnsavedChanges);
}
[Fact]
public void Save_invokes_chat_callback_with_draft()
{
var (vm, _, _, _, _, _, _, _, savedChatHistory) = Build();
vm.SetChat(vm.ChatDraft with { HearTradeChat = false, ShowTimestamps = false });
vm.Save();
Assert.Single(savedChatHistory);
Assert.False(savedChatHistory[0].HearTradeChat);
Assert.False(savedChatHistory[0].ShowTimestamps);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void Cancel_reverts_chat_draft_to_persisted()
{
var custom = ChatSettings.Default with { HearLFGChat = false };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
vm.SetChat(vm.ChatDraft with { HearLFGChat = true, AppearOffline = true });
Assert.True(vm.HasUnsavedChanges);
vm.Cancel();
Assert.Equal(custom, vm.ChatDraft);
Assert.False(vm.HasUnsavedChanges);
}
[Fact]
public void ResetAllToDefaults_resets_chat_to_default()
{
var custom = ChatSettings.Default with { HearGeneralChat = false, FontSize = 18f };
var (vm, _, _, _, _, _, _, _, _) = Build(persistedChat: custom);
Assert.NotEqual(ChatSettings.Default, vm.ChatDraft);
vm.ResetAllToDefaults();
Assert.Equal(ChatSettings.Default, vm.ChatDraft);
Assert.True(vm.HasUnsavedChanges);
}
}