feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -74,7 +74,8 @@ designed 2026-04-24. Full design: `docs/plans/2026-04-24-ui-framework.md`.
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```
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┌─────────────────────────────────────────────────────────────┐
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│ UI BACKEND (swappable) │
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│ Hexa.NET.ImGui (Phase D.2a, short-term) │
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│ ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui │
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│ (Phase D.2a, short-term) │
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│ or custom retail-look toolkit (Phase D.2b, later) │
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├─────────────────────────────────────────────────────────────┤
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│ AcDream.UI.Abstractions (stable contract) │
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