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:
Erik 2026-04-25 20:09:26 +02:00
parent 3d26c8efde
commit 56037a4471
5 changed files with 1081 additions and 639 deletions

View 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&lt;T&gt;</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();
}
}