acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/SettingsVMTests.cs
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

323 lines
12 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)
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = 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 vm = new SettingsVM(
persisted, dispatcher,
b => savedHistory.Add(b),
persistedDisplay ?? DisplaySettings.Default,
d => savedDisplayHistory.Add(d));
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory);
}
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);
}
}