acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings/DisplaySettingsTests.cs
Erik fc1e1933aa feat(ui): wire Display GL knobs + per-toon Character key — Settings goes live
Phase L.0 polish — the Display + Character tabs were persisting to disk
but didn't yet drive runtime behavior. This commit flips the live
switches.

DISPLAY ↔ GL window:

 · FOV slider (degrees) → camera FovY (radians) on Orbit + Fly + Chase,
   pushed every frame so dragging is visible immediately. Brainstorm
   said FOV is a live-preview slider; this delivers it.
 · VSync → _window.VSync, change-detected per-frame so flipping the
   checkbox is instant. Applied at startup too so saved-VSync takes
   effect before the first frame.
 · Resolution → _window.Size on Save (TryParseResolution parses
   "WIDTHxHEIGHT"). Live preview would be too jarring; resize is on
   Save only.
 · Fullscreen → _window.WindowState (Silk.NET borderless mode), also
   on Save only.
 · ShowFps → wraps the title-bar perf string. true → full perf line;
   false → just "acdream" for a cleaner alt-tab. Default true matches
   pre-L.0 behavior.

Defaults rebalanced — FieldOfView 75→60° (matches Orbit/Fly/Chase
FovY = π/3), VSync true→false (matches the previous WindowOptions),
ShowFps false→true (preserves the existing perf-in-title behavior).
Net effect: a user who never opens Display tab + later opens it +
Saves without touching anything sees ZERO visual change. Tests pinned
to the new defaults.

ApplyDisplayWindowState helper consolidates the window-side
mutations. Called from the SettingsVM construction site (apply
persisted at startup) and from the onSaveDisplay callback (apply
saved on demand). Malformed resolution strings are silently ignored
to avoid crashing mid-session if settings.json gets hand-edited.

CHARACTER ↔ active toon:

 · _activeToonKey field replaces the hard-coded "default" — starts as
   "default" (used for any pre-login Settings interaction), gets
   swapped to the actual character.Name immediately after EnterWorld
   in BeginLiveSessionAsync.
 · onSaveCharacter callback closes over _activeToonKey by reference
   (lambda captures `this`), so saves always write to the current
   toon's slot without rebinding the lambda.
 · After EnterWorld lands the chosen toon's name, the host loads
   that toon's bag via SettingsStore.LoadCharacter and calls a new
   SettingsVM.LoadCharacterContext to swap BOTH persisted snapshot
   AND draft atomically — HasUnsavedChanges stays false on login so
   the user doesn't see a "pending changes" indicator just because
   they switched toons.

Per-toon storage already worked at the SettingsStore layer (commit
73749d1); this commit just plumbs the actual character name through
to the toonKey instead of always using "default".

2 new tests for LoadCharacterContext: atomic persisted+draft swap,
and pending edits getting wiped on swap (so pre-login bleed-through
can't write to the new toon's slot).

dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 21:18:07 +02:00

72 lines
2.4 KiB
C#

using AcDream.UI.Abstractions.Panels.Settings;
namespace AcDream.UI.Abstractions.Tests.Panels.Settings;
/// <summary>
/// L.0: <see cref="DisplaySettings"/> is the immutable record of
/// display-tab preferences. Defaults are pinned here so a regression
/// (e.g. someone changing the default FOV out from under users)
/// surfaces immediately.
/// </summary>
public sealed class DisplaySettingsTests
{
[Fact]
public void Default_values_match_pre_L0_runtime_state()
{
// Defaults pinned to match the camera FovY (60° = π/3) and the
// pre-L.0 window options (VSync off, FPS in title bar). Opening
// Display + Save without touching anything must NOT change the
// user's visual experience.
var d = DisplaySettings.Default;
Assert.Equal("1920x1080", d.Resolution);
Assert.False(d.Fullscreen);
Assert.False(d.VSync);
Assert.Equal(60f, d.FieldOfView);
Assert.Equal(1.0f, d.Gamma);
Assert.True(d.ShowFps);
}
[Fact]
public void AvailableResolutions_includes_common_16_9_options()
{
var list = DisplaySettings.AvailableResolutions;
Assert.Contains("1280x720", list);
Assert.Contains("1920x1080", list);
Assert.Contains("2560x1440", list);
Assert.Contains("3840x2160", list);
// List should be ascending so the dropdown reads naturally.
for (int i = 1; i < list.Count; i++)
{
int prevW = ParseWidth(list[i - 1]);
int curW = ParseWidth(list[i]);
Assert.True(curW >= prevW, $"Resolutions not sorted: {list[i - 1]} >= {list[i]}");
}
}
[Fact]
public void Equality_is_value_based()
{
var a = DisplaySettings.Default;
var b = DisplaySettings.Default with { Fullscreen = true };
var c = DisplaySettings.Default with { Fullscreen = true };
Assert.NotEqual(a, b);
Assert.Equal(b, c);
}
[Fact]
public void With_expression_clones_one_field()
{
var d = DisplaySettings.Default with { FieldOfView = 90f };
Assert.Equal(90f, d.FieldOfView);
// Other fields untouched.
Assert.Equal("1920x1080", d.Resolution);
Assert.False(d.VSync);
Assert.True(d.ShowFps);
}
private static int ParseWidth(string res)
{
int x = res.IndexOf('x');
return int.Parse(res.AsSpan(0, x));
}
}