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>
323 lines
12 KiB
C#
323 lines
12 KiB
C#
using System.IO;
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using System.Linq;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Settings;
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using AcDream.UI.Abstractions.Tests.Input;
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using Silk.NET.Input;
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namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
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/// <summary>
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/// K.3: <see cref="SettingsVM"/> owns the click-to-rebind state machine
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/// for the Settings panel. It holds a <b>draft</b> copy of the active
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/// <see cref="KeyBindings"/>; rebinds modify the draft. Save commits to
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/// the supplied callback (which writes to disk + replaces the live
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/// dispatcher's table); Cancel reverts the draft.
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/// </summary>
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public sealed class SettingsVMTests
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{
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private static (SettingsVM vm, FakeKeyboardSource kb, InputDispatcher dispatcher, KeyBindings persisted, System.Collections.Generic.List<KeyBindings> savedHistory, System.Collections.Generic.List<DisplaySettings> savedDisplayHistory)
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Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null)
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{
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persisted ??= MakeMinimalBindings();
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var kb = new FakeKeyboardSource();
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var mouse = new FakeMouseSource();
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var dispatcher = new InputDispatcher(kb, mouse, persisted);
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var savedHistory = new System.Collections.Generic.List<KeyBindings>();
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var savedDisplayHistory = new System.Collections.Generic.List<DisplaySettings>();
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var vm = new SettingsVM(
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persisted, dispatcher,
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b => savedHistory.Add(b),
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persistedDisplay ?? DisplaySettings.Default,
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d => savedDisplayHistory.Add(d));
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return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory);
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}
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private static KeyBindings MakeMinimalBindings()
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{
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var b = new KeyBindings();
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b.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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b.Add(new Binding(new KeyChord(Key.A, ModifierMask.None), InputAction.MovementTurnLeft));
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b.Add(new Binding(new KeyChord(Key.S, ModifierMask.None), InputAction.MovementStop));
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return b;
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}
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[Fact]
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public void Constructor_clones_persisted_into_draft()
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{
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var (vm, _, _, persisted, _, _) = Build();
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Assert.Equal(persisted.All.Count, vm.Draft.All.Count);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_enters_capture_mode()
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{
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var (vm, _, dispatcher, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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Assert.Equal(InputAction.MovementForward, vm.RebindInProgress);
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Assert.Equal(original, vm.RebindOriginal);
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}
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[Fact]
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public void BeginRebind_then_chord_with_no_conflict_applies_rebind()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// User presses Q — not bound to anything in our minimal table.
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), binds[0].Chord);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_then_Escape_cancels_with_no_change()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Escape, ModifierMask.None);
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Assert.Null(vm.RebindInProgress);
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Assert.Null(vm.PendingConflict);
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(binds);
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void BeginRebind_with_conflict_surfaces_PendingConflict()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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// Bind chord that conflicts with MovementTurnLeft (which has Key.A).
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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Assert.NotNull(vm.PendingConflict);
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var c = vm.PendingConflict!.Value;
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Assert.Equal(InputAction.MovementForward, c.NewAction);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), c.NewChord);
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Assert.Equal(InputAction.MovementTurnLeft, c.ConflictingAction);
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// Rebind has NOT been applied yet — still on W.
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var binds = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), binds[0].Chord);
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}
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[Fact]
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public void ResolveConflict_replace_true_removes_conflict_and_applies_rebind()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: true);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward now bound to A.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Single(fwd);
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft no longer bound to A (conflict removed).
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Empty(left);
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}
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[Fact]
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public void ResolveConflict_replace_false_cancels_rebind()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.A, ModifierMask.None);
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vm.ResolveConflict(replace: false);
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Assert.Null(vm.PendingConflict);
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Assert.Null(vm.RebindInProgress);
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// MovementForward still bound to W.
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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// MovementTurnLeft still bound to A.
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var left = vm.Draft.ForAction(InputAction.MovementTurnLeft).ToList();
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Assert.Equal(new KeyChord(Key.A, ModifierMask.None), left[0].Chord);
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}
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[Fact]
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public void ResetActionToDefault_restores_single_action_to_RetailDefaults()
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{
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// Build a draft that's been mutated for MovementForward; ensure
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// ResetActionToDefault restores W (and Up-arrow per retail).
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var (vm, kb, _, _, _, _) = Build(KeyBindings.RetailDefaults());
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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// F7 is unbound in retail-default (only Ctrl+F7 is acdream debug);
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// pick it deliberately to avoid triggering a conflict prompt that
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// would block the rebind from applying.
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kb.EmitKeyDown(Key.F7, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.ResetActionToDefault(InputAction.MovementForward);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.W, ModifierMask.None));
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Assert.Contains(fwd, x => x.Chord == new KeyChord(Key.Up, ModifierMask.None));
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}
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[Fact]
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public void ResetAllToDefaults_replaces_entire_draft()
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{
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var (vm, _, _, _, _, _) = Build();
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vm.ResetAllToDefaults();
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// Should now include retail-default size set (~149 bindings).
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Assert.True(vm.Draft.All.Count >= 100);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_callback_with_draft()
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{
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var (vm, kb, _, _, savedHistory, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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vm.Save();
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Assert.Single(savedHistory);
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var saved = savedHistory[0];
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var fwd = saved.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.Q, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_reverts_draft_to_persisted()
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{
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var (vm, kb, _, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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kb.EmitKeyDown(Key.Q, ModifierMask.None);
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.False(vm.HasUnsavedChanges);
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var fwd = vm.Draft.ForAction(InputAction.MovementForward).ToList();
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Assert.Equal(new KeyChord(Key.W, ModifierMask.None), fwd[0].Chord);
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}
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[Fact]
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public void Cancel_during_active_capture_clears_dispatcher_capture_state()
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{
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var (vm, _, dispatcher, _, _, _) = Build();
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var original = vm.Draft.ForAction(InputAction.MovementForward).First();
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vm.BeginRebind(InputAction.MovementForward, original);
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Assert.True(dispatcher.IsCapturing);
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vm.Cancel();
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Assert.False(dispatcher.IsCapturing);
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Assert.Null(vm.RebindInProgress);
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}
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[Fact]
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public void HasUnsavedChanges_false_initially_and_after_save_sync()
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{
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var (vm, _, _, _, _, _) = Build();
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Assert.False(vm.HasUnsavedChanges);
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}
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// -- Display tab state ------------------------------------------------
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[Fact]
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public void DisplayDraft_initial_value_matches_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f, ShowFps = true };
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var (vm, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.Equal(custom, vm.DisplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void SetDisplay_marks_unsaved_changes()
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{
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var (vm, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_invokes_display_callback_with_draft()
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{
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var (vm, _, _, _, _, savedDisplayHistory) = Build();
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vm.SetDisplay(vm.DisplayDraft with { Resolution = "2560x1440", FieldOfView = 100f });
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vm.Save();
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Assert.Single(savedDisplayHistory);
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Assert.Equal("2560x1440", savedDisplayHistory[0].Resolution);
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Assert.Equal(100f, savedDisplayHistory[0].FieldOfView);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Cancel_reverts_display_draft_to_persisted()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 90f };
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var (vm, _, _, _, _, _) = Build(persistedDisplay: custom);
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vm.SetDisplay(vm.DisplayDraft with { FieldOfView = 30f, ShowFps = true });
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Assert.True(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.Equal(custom, vm.DisplayDraft);
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Assert.False(vm.HasUnsavedChanges);
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}
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[Fact]
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public void ResetAllToDefaults_resets_display_to_default()
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{
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var custom = DisplaySettings.Default with { FieldOfView = 30f, ShowFps = true };
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var (vm, _, _, _, _, _) = Build(persistedDisplay: custom);
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Assert.NotEqual(DisplaySettings.Default, vm.DisplayDraft);
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vm.ResetAllToDefaults();
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Assert.Equal(DisplaySettings.Default, vm.DisplayDraft);
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Assert.True(vm.HasUnsavedChanges);
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}
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[Fact]
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public void Save_then_Cancel_does_not_revert()
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{
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// After Save the persisted snapshot equals the draft, so Cancel
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// is a no-op. This guards the Save/Cancel ordering — a regression
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// would surface as Cancel reverting to pre-Save values.
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var (vm, _, _, _, _, _) = Build();
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vm.SetDisplay(vm.DisplayDraft with { ShowFps = true });
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vm.Save();
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Assert.False(vm.HasUnsavedChanges);
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vm.Cancel();
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Assert.True(vm.DisplayDraft.ShowFps);
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Assert.False(vm.HasUnsavedChanges);
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}
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}
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