feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend

The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio
(src/AcDream.App/Studio), and the DevToolsFramePresenter/
SettingsDevToolsCompositionPhase ImGui composition machinery are removed.
Vulkan never composed a DevTools frontend (DevToolsEnabled already forced
false whenever the backend was Vulkan); this commit makes that permanent by
deleting the only implementation rather than leaving a dead branch behind.

What moved: Studio/SampleData.cs is a live production dependency
(InteractionRetainedUiComposition's character-sheet fallback, plus three
UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs,
namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that
is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid
and icon constants had zero callers left once the Studio fixture provider
that used them was deleted).

What survives as backend-neutral seams, per the tests that still exercise
them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs,
now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding
in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget
adapter is deleted), and IDevToolsGameplayCommands in
GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a
documented no-op instead of forwarding to the deleted presenter). A follow-up
re-homes Settings/Debug onto the retained UI through IPanelRenderer; until
then keybind remapping falls back to editing keybinds.json.

DevToolsEnabled is now `private const bool DevToolsEnabled = false`.
RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext
for the optional debug-utils extensions; Program.cs now logs one line when
ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is
Vulkan-only now.

Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui
package refs), src/AcDream.App/Studio (minus SampleData.cs),
DevToolsFramePresenter.cs and everything only it constructed
(ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory,
DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication,
SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger
stage and its DevTools-typed fields on IngressShutdownRoots/
RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native
manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools
composition branch, its _vitalsVm/_debugVm/_devToolsComposition/
_devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools
.DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs
are gone with it.

Build green; complete Release solution suite 8,830 / 5 skips (App Tests
4,097/3 skips run standalone - one #250-family zero-allocation test flakes
under the full parallel `dotnet test AcDream.slnx` run, a pre-existing,
documented class unrelated to this change).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-28 23:56:04 +02:00
parent db4426d5ef
commit 844cf092a1
48 changed files with 227 additions and 6201 deletions

View file

@ -433,16 +433,17 @@ internal sealed class FrameRootCompositionPhase
// Campaign V slice V6j: no debug-line renderer on the Vulkan arm.
// DrawAndPublish flushes it INSIDE the world phase and that
// renderer opens its own pass, which the frame's one backbuffer
// pass forbids. The collision-wireframe toggle is DevTools-only
// and DevTools is not composed there, so nothing is lost —
// composing it would throw on the first wireframe frame rather
// than silently misdraw (plan §5.5.14 item 7).
// pass forbids. The collision-wireframe toggle was DevTools-only
// and the ImGui DevTools frontend is gone as of Campaign V slice
// V11, so nothing is lost — composing it would throw on the
// first wireframe frame rather than silently misdraw (plan
// §5.5.14 item 7).
gl is not null ? foundation.DebugLines : null,
d.PhysicsEngine,
d.PlayerMode,
d.PlayerController,
d.DebugVmRenderFacts,
settings.DevTools is not null);
debugVmConsumerActive: false);
var worldScenePasses = new WorldScenePassExecutor(
worldPassSurface,
worldFrameGlState,
@ -570,11 +571,15 @@ internal sealed class FrameRootCompositionPhase
live.PaperdollPresenter,
live.CreatureAppraisalPresenter),
retainedGameplayUi,
settings.DevTools?.Presenter,
// The ImGui developer-tools frontend was removed at Campaign V
// slice V11; this optional hook is unbound until a follow-up
// re-homes it onto the retained UI (IDevToolsFrameLifecycle stays
// as the seam).
devTools: null,
privateScreenshot);
var framePreparation = new RenderFramePreparationController(
renderFrameResources,
settings.DevTools?.Presenter,
devTools: null,
renderWeatherFrame);
IRenderFramePostDiagnosticsPhase postDiagnostics =
renderSceneShadowComparison is not null
@ -602,8 +607,7 @@ internal sealed class FrameRootCompositionPhase
privatePresentation,
live.FrameDiagnostics,
postDiagnostics,
(IRenderFrameFailureRecovery?)settings.DevTools?.Presenter
?? NullRenderFrameFailureRecovery.Instance);
NullRenderFrameFailureRecovery.Instance);
Fault(FrameRootCompositionPoint.RenderRootCreated);
var liveFrameCoordinator = new RetailLiveFrameCoordinator(