feat(ui): #15 migrate DebugOverlay to ImGui DebugPanel - 7 collapsing sections + diagnostics toggles
Replaces the 473-LOC custom-StbTrueTypeSharp DebugOverlay with an ImGui-rendered DebugPanel using the I.1 widget extensions. Single window with 7 CollapsingHeader sections; checkboxes are the primary toggle surface; F-keys retained where they invoke real gameplay actions, dropped where they only toggled panels. Pieces: - DebugVM (UI.Abstractions): read-through ViewModel with combat-event ring (cap 25), toast ring (cap 25), 4 diagnostic-flag bools (DumpMotion / DumpVitals / DumpOpcodes / DumpSky), 3 Action hooks (CycleTimeOfDay / CycleWeather / ToggleCollisionWires). Self- subscribes to CombatState.DamageTaken/DealtAccepted/Evaded* / Missed*/AttackDone/KillLanded - replaces the old BindCombat path. - DebugPanel (UI.Abstractions): one ImGui window with sections Player Info, Performance, Compass (text-only - draw-list strip deferred to D.6), Help (BeginTable cheat-sheet), Combat events (TextColored by kind: Info=yellow, Warning=red, Error=deep red), Recent toasts, Diagnostics (Checkboxes for the 4 flags + Buttons for the 3 cycle/toggle actions). - All 28 Snapshot data points covered: Fps, FrameMs, PlayerPos, HeadingDeg, CellId, OnGround, InPlayerMode, InFlyMode, VerticalVelocity, EntityCount, AnimatedCount, LandblocksVisible, LandblocksTotal, ShadowObjectCount, NearestObjDist, NearestObjLabel, Colliding, DebugWireframes, StreamingRadius, MouseSensitivity, ChaseDistance, RmbOrbit, HourName, DayFraction, Weather, ActiveLights, RegisteredLights, ParticleCount. - GameWindow surgery (+252/-165): removed _debugOverlay field + snapshot builder block + Update/Draw calls; added _debugVm / _debugPanel construction in the if (DevToolsEnabled) block; added per-frame nearest-object scan cached for VM closures (zero cost when devtools off); helper methods CycleTimeOfDay / CycleWeather / ToggleCollisionWires / GetDebug* / GetActiveSensitivity. F-key disposition: - F1: repurposed - now toggles whole DebugPanel visibility. - F2: kept - ToggleCollisionWires (also a Button in panel). - F4 / F5 / F6: REMOVED - per-section toggles replaced by CollapsingHeader inside one window. - F7: kept - CycleTimeOfDay (also Button). - F8 / F9: kept - mouse-sensitivity adjust; toasts route to _debugVm.AddToast. - F10: kept - CycleWeather (also Button). DebugOverlay.cs DELETED (473 LOC). TextRenderer + BitmapFont kept alive: UiHost references _debugFont and the future HUD-in-world (D.6) will reuse both. 11 new DebugVM tests covering combat-event-ring subscription, toast ring cap, diagnostic-flag toggles. UI.Abstractions.Tests: 96 -> 107. Solution total: 989 green (243 Core.Net + 639 Core + 107 UI). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
3d26c8efde
commit
56037a4471
5 changed files with 1081 additions and 639 deletions
289
src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs
Normal file
289
src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs
Normal file
|
|
@ -0,0 +1,289 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Combat;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Debug;
|
||||
|
||||
/// <summary>
|
||||
/// Severity tag for a single combat-event line in the
|
||||
/// <see cref="DebugVM.CombatEvents"/> ring. The panel reads this to pick
|
||||
/// a <c>TextColored</c> rgba per row (yellow info / red warn / deep-red
|
||||
/// error). Mirrors the same tri-tone the chat panel uses for combat
|
||||
/// (Phase I.7).
|
||||
/// </summary>
|
||||
public enum CombatEventKind
|
||||
{
|
||||
/// <summary>You dealt damage / landed a hit. Yellow.</summary>
|
||||
Info,
|
||||
/// <summary>An incoming hit you evaded. Red.</summary>
|
||||
Warn,
|
||||
/// <summary>You took damage. Deep red.</summary>
|
||||
Error,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Single typed entry in the combat-events ring. <see cref="Timestamp"/>
|
||||
/// is captured at append time so a future panel revision can fade old
|
||||
/// entries; for I.2 the panel just renders the text + rgba.
|
||||
/// </summary>
|
||||
public readonly record struct CombatEventLine(
|
||||
DateTime Timestamp,
|
||||
CombatEventKind Kind,
|
||||
string Text);
|
||||
|
||||
/// <summary>
|
||||
/// Severity tag for a transient toast message. Mirrors
|
||||
/// <see cref="CombatEventKind"/> but lives in its own enum so the toast
|
||||
/// surface can grow (e.g. an "OK" green) without dragging the combat
|
||||
/// surface along.
|
||||
/// </summary>
|
||||
public enum ToastKind
|
||||
{
|
||||
Info,
|
||||
Warn,
|
||||
Error,
|
||||
}
|
||||
|
||||
/// <summary>Single transient toast message kept in the recent-toasts ring.</summary>
|
||||
public readonly record struct ToastMessage(
|
||||
DateTime Timestamp,
|
||||
ToastKind Kind,
|
||||
string Text);
|
||||
|
||||
/// <summary>
|
||||
/// ViewModel for the Phase I.2 <see cref="DebugPanel"/>. Read-through
|
||||
/// (no caching): every property forwards to a <c>Func<T></c> that
|
||||
/// the host (<c>GameWindow</c>) wires up at construction. Internal
|
||||
/// state is limited to (a) the combat-event ring buffer, populated via a
|
||||
/// self-subscription to <see cref="CombatState"/>'s typed events
|
||||
/// (replacing the old <c>DebugOverlay.BindCombat</c>); (b) the toast
|
||||
/// ring; (c) the diagnostic-flag bools the panel exposes as checkboxes.
|
||||
///
|
||||
/// <para>
|
||||
/// Constructor explosion is intentional and acceptable here — the VM
|
||||
/// lives entirely inside the AcDream.App composition root, not in any
|
||||
/// plugin-facing surface. A nicer abstraction can come later if more
|
||||
/// debug panels appear.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class DebugVM
|
||||
{
|
||||
/// <summary>Maximum number of combat-event lines kept in the ring.</summary>
|
||||
public const int MaxCombatEvents = 25;
|
||||
|
||||
/// <summary>Maximum number of recent toast messages kept in the ring.</summary>
|
||||
public const int MaxRecentToasts = 25;
|
||||
|
||||
private readonly Func<Vector3> _getPlayerPosition;
|
||||
private readonly Func<float> _getPlayerHeadingDeg;
|
||||
private readonly Func<uint> _getPlayerCellId;
|
||||
private readonly Func<bool> _getPlayerOnGround;
|
||||
private readonly Func<bool> _getInPlayerMode;
|
||||
private readonly Func<bool> _getInFlyMode;
|
||||
private readonly Func<float> _getVerticalVelocity;
|
||||
private readonly Func<int> _getEntityCount;
|
||||
private readonly Func<int> _getAnimatedCount;
|
||||
private readonly Func<int> _getLandblocksVisible;
|
||||
private readonly Func<int> _getLandblocksTotal;
|
||||
private readonly Func<int> _getShadowObjectCount;
|
||||
private readonly Func<float> _getNearestObjDist;
|
||||
private readonly Func<string> _getNearestObjLabel;
|
||||
private readonly Func<bool> _getColliding;
|
||||
private readonly Func<bool> _getDebugWireframes;
|
||||
private readonly Func<int> _getStreamingRadius;
|
||||
private readonly Func<float> _getMouseSensitivity;
|
||||
private readonly Func<float> _getChaseDistance;
|
||||
private readonly Func<bool> _getRmbOrbit;
|
||||
private readonly Func<string> _getHourName;
|
||||
private readonly Func<float> _getDayFraction;
|
||||
private readonly Func<string> _getWeather;
|
||||
private readonly Func<int> _getActiveLights;
|
||||
private readonly Func<int> _getRegisteredLights;
|
||||
private readonly Func<int> _getParticleCount;
|
||||
private readonly Func<float> _getFps;
|
||||
private readonly Func<float> _getFrameMs;
|
||||
|
||||
private readonly Queue<CombatEventLine> _combatEvents = new();
|
||||
private readonly Queue<ToastMessage> _toasts = new();
|
||||
|
||||
/// <summary>
|
||||
/// Build a VM bound to live data sources. Every <c>Func</c> is read
|
||||
/// per-frame by the panel — pass closures that resolve to the
|
||||
/// authoritative source on each call so the panel always sees fresh
|
||||
/// state.
|
||||
/// </summary>
|
||||
public DebugVM(
|
||||
Func<Vector3> getPlayerPosition,
|
||||
Func<float> getPlayerHeadingDeg,
|
||||
Func<uint> getPlayerCellId,
|
||||
Func<bool> getPlayerOnGround,
|
||||
Func<bool> getInPlayerMode,
|
||||
Func<bool> getInFlyMode,
|
||||
Func<float> getVerticalVelocity,
|
||||
Func<int> getEntityCount,
|
||||
Func<int> getAnimatedCount,
|
||||
Func<int> getLandblocksVisible,
|
||||
Func<int> getLandblocksTotal,
|
||||
Func<int> getShadowObjectCount,
|
||||
Func<float> getNearestObjDist,
|
||||
Func<string> getNearestObjLabel,
|
||||
Func<bool> getColliding,
|
||||
Func<bool> getDebugWireframes,
|
||||
Func<int> getStreamingRadius,
|
||||
Func<float> getMouseSensitivity,
|
||||
Func<float> getChaseDistance,
|
||||
Func<bool> getRmbOrbit,
|
||||
Func<string> getHourName,
|
||||
Func<float> getDayFraction,
|
||||
Func<string> getWeather,
|
||||
Func<int> getActiveLights,
|
||||
Func<int> getRegisteredLights,
|
||||
Func<int> getParticleCount,
|
||||
Func<float> getFps,
|
||||
Func<float> getFrameMs,
|
||||
CombatState combat)
|
||||
{
|
||||
if (combat is null) throw new ArgumentNullException(nameof(combat));
|
||||
_getPlayerPosition = getPlayerPosition ?? throw new ArgumentNullException(nameof(getPlayerPosition));
|
||||
_getPlayerHeadingDeg = getPlayerHeadingDeg ?? throw new ArgumentNullException(nameof(getPlayerHeadingDeg));
|
||||
_getPlayerCellId = getPlayerCellId ?? throw new ArgumentNullException(nameof(getPlayerCellId));
|
||||
_getPlayerOnGround = getPlayerOnGround ?? throw new ArgumentNullException(nameof(getPlayerOnGround));
|
||||
_getInPlayerMode = getInPlayerMode ?? throw new ArgumentNullException(nameof(getInPlayerMode));
|
||||
_getInFlyMode = getInFlyMode ?? throw new ArgumentNullException(nameof(getInFlyMode));
|
||||
_getVerticalVelocity = getVerticalVelocity ?? throw new ArgumentNullException(nameof(getVerticalVelocity));
|
||||
_getEntityCount = getEntityCount ?? throw new ArgumentNullException(nameof(getEntityCount));
|
||||
_getAnimatedCount = getAnimatedCount ?? throw new ArgumentNullException(nameof(getAnimatedCount));
|
||||
_getLandblocksVisible = getLandblocksVisible ?? throw new ArgumentNullException(nameof(getLandblocksVisible));
|
||||
_getLandblocksTotal = getLandblocksTotal ?? throw new ArgumentNullException(nameof(getLandblocksTotal));
|
||||
_getShadowObjectCount = getShadowObjectCount ?? throw new ArgumentNullException(nameof(getShadowObjectCount));
|
||||
_getNearestObjDist = getNearestObjDist ?? throw new ArgumentNullException(nameof(getNearestObjDist));
|
||||
_getNearestObjLabel = getNearestObjLabel ?? throw new ArgumentNullException(nameof(getNearestObjLabel));
|
||||
_getColliding = getColliding ?? throw new ArgumentNullException(nameof(getColliding));
|
||||
_getDebugWireframes = getDebugWireframes ?? throw new ArgumentNullException(nameof(getDebugWireframes));
|
||||
_getStreamingRadius = getStreamingRadius ?? throw new ArgumentNullException(nameof(getStreamingRadius));
|
||||
_getMouseSensitivity = getMouseSensitivity ?? throw new ArgumentNullException(nameof(getMouseSensitivity));
|
||||
_getChaseDistance = getChaseDistance ?? throw new ArgumentNullException(nameof(getChaseDistance));
|
||||
_getRmbOrbit = getRmbOrbit ?? throw new ArgumentNullException(nameof(getRmbOrbit));
|
||||
_getHourName = getHourName ?? throw new ArgumentNullException(nameof(getHourName));
|
||||
_getDayFraction = getDayFraction ?? throw new ArgumentNullException(nameof(getDayFraction));
|
||||
_getWeather = getWeather ?? throw new ArgumentNullException(nameof(getWeather));
|
||||
_getActiveLights = getActiveLights ?? throw new ArgumentNullException(nameof(getActiveLights));
|
||||
_getRegisteredLights = getRegisteredLights ?? throw new ArgumentNullException(nameof(getRegisteredLights));
|
||||
_getParticleCount = getParticleCount ?? throw new ArgumentNullException(nameof(getParticleCount));
|
||||
_getFps = getFps ?? throw new ArgumentNullException(nameof(getFps));
|
||||
_getFrameMs = getFrameMs ?? throw new ArgumentNullException(nameof(getFrameMs));
|
||||
|
||||
// Self-subscribe to combat events. Each one becomes a typed entry
|
||||
// in the ring; the panel renders them in TextColored. Replaces
|
||||
// the old DebugOverlay.BindCombat side-channel.
|
||||
combat.DamageTaken += d => Push(CombatEventKind.Error,
|
||||
$"<< {d.AttackerName} hit you for {d.Damage}{(d.Critical ? " CRIT!" : "")}");
|
||||
combat.DamageDealtAccepted += d => Push(CombatEventKind.Info,
|
||||
$">> you hit {d.DefenderName} for {d.Damage}");
|
||||
combat.EvadedIncoming += attacker => Push(CombatEventKind.Warn,
|
||||
$"<< {attacker}'s attack missed you");
|
||||
combat.MissedOutgoing += defender => Push(CombatEventKind.Info,
|
||||
$">> your attack missed {defender}");
|
||||
combat.AttackDone += (_, weenieError) =>
|
||||
{
|
||||
if (weenieError != 0)
|
||||
Push(CombatEventKind.Error, $"!! attack failed (error 0x{weenieError:X})");
|
||||
};
|
||||
combat.KillLanded += (victim, _) =>
|
||||
Push(CombatEventKind.Info, $"** you killed {victim}");
|
||||
}
|
||||
|
||||
// ── Read-through value surfaces ───────────────────────────────────
|
||||
|
||||
public Vector3 PlayerPosition => _getPlayerPosition();
|
||||
public float HeadingDeg => _getPlayerHeadingDeg();
|
||||
public uint CellId => _getPlayerCellId();
|
||||
public bool OnGround => _getPlayerOnGround();
|
||||
public bool InPlayerMode => _getInPlayerMode();
|
||||
public bool InFlyMode => _getInFlyMode();
|
||||
public float VerticalVelocity => _getVerticalVelocity();
|
||||
public int EntityCount => _getEntityCount();
|
||||
public int AnimatedCount => _getAnimatedCount();
|
||||
public int LandblocksVisible => _getLandblocksVisible();
|
||||
public int LandblocksTotal => _getLandblocksTotal();
|
||||
public int ShadowObjectCount => _getShadowObjectCount();
|
||||
public float NearestObjDist => _getNearestObjDist();
|
||||
public string NearestObjLabel => _getNearestObjLabel();
|
||||
public bool Colliding => _getColliding();
|
||||
public bool DebugWireframes => _getDebugWireframes();
|
||||
public int StreamingRadius => _getStreamingRadius();
|
||||
public float MouseSensitivity => _getMouseSensitivity();
|
||||
public float ChaseDistance => _getChaseDistance();
|
||||
public bool RmbOrbit => _getRmbOrbit();
|
||||
public string HourName => _getHourName();
|
||||
public float DayFraction => _getDayFraction();
|
||||
public string Weather => _getWeather();
|
||||
public int ActiveLights => _getActiveLights();
|
||||
public int RegisteredLights => _getRegisteredLights();
|
||||
public int ParticleCount => _getParticleCount();
|
||||
public float Fps => _getFps();
|
||||
public float FrameMs => _getFrameMs();
|
||||
|
||||
// ── Diagnostic toggles (env-var-style runtime flags) ───────────────
|
||||
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_MOTION</c>; flipped at runtime via the panel.</summary>
|
||||
public bool DumpMotion { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_VITALS</c>.</summary>
|
||||
public bool DumpVitals { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_OPCODES</c>.</summary>
|
||||
public bool DumpOpcodes { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary>
|
||||
public bool DumpSky { get; set; }
|
||||
|
||||
// ── Action hooks invoked by panel buttons ──────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Cycle the time-of-day debug override (matches the old F7
|
||||
/// behavior — none → midnight → dawn → noon → dusk → none). Wired
|
||||
/// by <c>GameWindow</c>; null when no host is available (tests).
|
||||
/// </summary>
|
||||
public Action? CycleTimeOfDay { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Cycle the weather-kind debug override (matches the old F10
|
||||
/// behavior — clear → overcast → rain → snow → storm).
|
||||
/// </summary>
|
||||
public Action? CycleWeather { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Toggle the collision-wires debug renderer. Same effect as the
|
||||
/// old F2 keybind, which we keep as a hotkey alias.
|
||||
/// </summary>
|
||||
public Action? ToggleCollisionWires { get; set; }
|
||||
|
||||
// ── Combat event ring + toast ring ─────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Snapshot view of the combat-event ring. Oldest-first; the panel
|
||||
/// can iterate and render each line through <c>TextColored</c>
|
||||
/// based on <see cref="CombatEventLine.Kind"/>.
|
||||
/// </summary>
|
||||
public IReadOnlyCollection<CombatEventLine> CombatEvents => _combatEvents;
|
||||
|
||||
/// <summary>Snapshot view of the recent-toasts ring (oldest-first).</summary>
|
||||
public IReadOnlyCollection<ToastMessage> RecentToasts => _toasts;
|
||||
|
||||
/// <summary>
|
||||
/// Append a toast message to the ring. Cap at
|
||||
/// <see cref="MaxRecentToasts"/>; oldest entries drop. The panel's
|
||||
/// "Recent toasts" section reads this; no on-screen flash for I.2.
|
||||
/// </summary>
|
||||
public void AddToast(string text, ToastKind kind = ToastKind.Info)
|
||||
{
|
||||
if (string.IsNullOrEmpty(text)) return;
|
||||
_toasts.Enqueue(new ToastMessage(DateTime.UtcNow, kind, text));
|
||||
while (_toasts.Count > MaxRecentToasts)
|
||||
_toasts.Dequeue();
|
||||
}
|
||||
|
||||
private void Push(CombatEventKind kind, string text)
|
||||
{
|
||||
_combatEvents.Enqueue(new CombatEventLine(DateTime.UtcNow, kind, text));
|
||||
while (_combatEvents.Count > MaxCombatEvents)
|
||||
_combatEvents.Dequeue();
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue