Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
587 lines
22 KiB
C#
587 lines
22 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, System.Collections.Generic.List<CharacterSettings> savedCharacterHistory)
|
|
Build(KeyBindings? persisted = null, DisplaySettings? persistedDisplay = null, AudioSettings? persistedAudio = null, GameplaySettings? persistedGameplay = null, ChatSettings? persistedChat = null, CharacterSettings? persistedCharacter = 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 savedCharacterHistory = new System.Collections.Generic.List<CharacterSettings>();
|
|
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),
|
|
persistedCharacter ?? CharacterSettings.Default,
|
|
ch => savedCharacterHistory.Add(ch));
|
|
return (vm, kb, dispatcher, persisted, savedHistory, savedDisplayHistory, savedAudioHistory, savedGameplayHistory, savedChatHistory, savedCharacterHistory);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// -- Character tab state ----------------------------------------------
|
|
|
|
[Fact]
|
|
public void CharacterDraft_initial_value_matches_persisted()
|
|
{
|
|
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Allegiance" };
|
|
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
|
Assert.Equal(custom, vm.CharacterDraft);
|
|
Assert.False(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void SetCharacter_marks_unsaved_changes()
|
|
{
|
|
var (vm, _, _, _, _, _, _, _, _, _) = Build();
|
|
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = true });
|
|
Assert.True(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void Save_invokes_character_callback_with_draft()
|
|
{
|
|
var (vm, _, _, _, _, _, _, _, _, savedCharacterHistory) = Build();
|
|
vm.SetCharacter(vm.CharacterDraft with
|
|
{
|
|
DefaultChatChannel = "Fellowship",
|
|
AutoAttack = true,
|
|
ConfirmSalvage = false,
|
|
});
|
|
|
|
vm.Save();
|
|
|
|
Assert.Single(savedCharacterHistory);
|
|
Assert.Equal("Fellowship", savedCharacterHistory[0].DefaultChatChannel);
|
|
Assert.True(savedCharacterHistory[0].AutoAttack);
|
|
Assert.False(savedCharacterHistory[0].ConfirmSalvage);
|
|
Assert.False(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void Cancel_reverts_character_draft_to_persisted()
|
|
{
|
|
var custom = CharacterSettings.Default with { AutoAttack = true };
|
|
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
|
vm.SetCharacter(vm.CharacterDraft with { AutoAttack = false, DefaultChatChannel = "Trade" });
|
|
Assert.True(vm.HasUnsavedChanges);
|
|
|
|
vm.Cancel();
|
|
|
|
Assert.Equal(custom, vm.CharacterDraft);
|
|
Assert.False(vm.HasUnsavedChanges);
|
|
}
|
|
|
|
[Fact]
|
|
public void ResetAllToDefaults_resets_character_to_default()
|
|
{
|
|
var custom = CharacterSettings.Default with { AutoAttack = true, DefaultChatChannel = "Trade" };
|
|
var (vm, _, _, _, _, _, _, _, _, _) = Build(persistedCharacter: custom);
|
|
Assert.NotEqual(CharacterSettings.Default, vm.CharacterDraft);
|
|
|
|
vm.ResetAllToDefaults();
|
|
|
|
Assert.Equal(CharacterSettings.Default, vm.CharacterDraft);
|
|
Assert.True(vm.HasUnsavedChanges);
|
|
}
|
|
}
|