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:
Erik 2026-06-14 17:46:37 +02:00
parent 07bf6cbf60
commit 019350fa31
8 changed files with 102 additions and 4 deletions

View file

@ -10,4 +10,5 @@ public interface IPluginHost
IPluginLogger Log { get; }
IGameState State { get; }
IEvents Events { get; }
IUiRegistry Ui { get; }
}

View file

@ -0,0 +1,14 @@
namespace AcDream.Plugin.Abstractions;
/// <summary>
/// Plugin-facing UI registration. A plugin ships a markup file (KSML-style) +
/// a binding object exposing the data properties the markup binds to, and
/// registers it from <c>Enable()</c>. Calls made before the GL window opens are
/// buffered and drained once the UI host exists.
/// </summary>
public interface IUiRegistry
{
/// <param name="markupPath">Absolute path to the plugin's panel markup file.</param>
/// <param name="binding">Object whose properties the markup's {Bindings} resolve against.</param>
void AddMarkupPanel(string markupPath, object binding);
}