feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost
Adds the plugin-facing UI registration surface (Task 9, final D.2b task). Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are buffered in BufferedUiRegistry before the GL window opens, then drained into UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first- party vitals panel. Faulty plugin markup is isolated (try/catch per panel, logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
07bf6cbf60
commit
019350fa31
8 changed files with 102 additions and 4 deletions
|
|
@ -614,6 +614,8 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm;
|
||||
// Phase D.2b — retail-look UI tree (dormant UiHost wired here). Null unless ACDREAM_RETAIL_UI=1.
|
||||
private AcDream.App.UI.UiHost? _uiHost;
|
||||
// Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad.
|
||||
private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry;
|
||||
// Phase I.2: ImGui debug panel ViewModel. Lives for as long as
|
||||
// _panelHost does. Self-subscribes to CombatState in its ctor, so
|
||||
// disposing isn't required (panel host holds the only ref).
|
||||
|
|
@ -864,12 +866,14 @@ public sealed class GameWindow : IDisposable
|
|||
private int _liveAnimRejectSingleFrame;
|
||||
private int _liveAnimRejectPartFrames;
|
||||
|
||||
public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents)
|
||||
public GameWindow(AcDream.App.RuntimeOptions options, WorldGameState worldGameState, WorldEvents worldEvents,
|
||||
AcDream.App.Plugins.BufferedUiRegistry? uiRegistry = null)
|
||||
{
|
||||
_options = options ?? throw new System.ArgumentNullException(nameof(options));
|
||||
_datDir = options.DatDir;
|
||||
_worldGameState = worldGameState;
|
||||
_worldEvents = worldEvents;
|
||||
_uiRegistry = uiRegistry;
|
||||
SpellBook = new AcDream.Core.Spells.Spellbook(SpellTable);
|
||||
LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook);
|
||||
}
|
||||
|
|
@ -1758,6 +1762,28 @@ public sealed class GameWindow : IDisposable
|
|||
var panel = AcDream.App.UI.MarkupDocument.Build(vitalsXml, _vitalsVm!, ResolveChrome, controls);
|
||||
_uiHost.Root.AddChild(panel);
|
||||
Console.WriteLine("[D.2b] retail UI active — vitals panel from vitals.xml markup.");
|
||||
|
||||
// Drain plugin-registered markup panels (buffered before the GL
|
||||
// window opened) into the same UiRoot tree. A faulty plugin markup
|
||||
// file is isolated — logged + skipped, never crashes the client.
|
||||
if (_uiRegistry is not null)
|
||||
{
|
||||
foreach (var p in _uiRegistry.Drain())
|
||||
{
|
||||
try
|
||||
{
|
||||
string pluginXml = System.IO.File.ReadAllText(p.MarkupPath);
|
||||
var pluginPanel = AcDream.App.UI.MarkupDocument.Build(
|
||||
pluginXml, p.Binding, ResolveChrome, controls);
|
||||
_uiHost.Root.AddChild(pluginPanel);
|
||||
Console.WriteLine($"[D.2b] plugin UI panel loaded: {p.MarkupPath}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"[D.2b] plugin UI panel '{p.MarkupPath}' failed to load: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue