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>
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parent
db4426d5ef
commit
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48 changed files with 227 additions and 6201 deletions
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@ -63,7 +63,6 @@ internal sealed record IngressShutdownRoots(
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RetailUiRuntimeLease RetailUi,
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// Keeps failed physical UI bindings alive through native-window release.
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UiHost? RetainedUiHost,
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DevToolsCompositionOwner? DevTools,
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GameRuntime Runtime,
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RuntimeSettingsController Settings,
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DispatcherMovementInputSource MovementInput,
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@ -102,7 +101,6 @@ internal sealed record LiveShutdownRoots(
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internal sealed record RenderShutdownRoots(
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GpuFrameFlightController? FrameFlights,
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IGpuDevice? GpuDevice,
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DevToolsCompositionOwner? DevTools,
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LocalPlayerTeleportController? LocalTeleport,
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TransferableResourceSlot<PortalTunnelPresentation> PortalTunnelFallback,
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PaperdollViewportRenderer? Paperdoll,
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@ -350,7 +348,6 @@ internal static class GameWindowShutdownManifest
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Hard("mouse source", () => ingress.MouseSource?.Deactivate()),
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Hard("keyboard source", () => ingress.KeyboardSource?.Deactivate()),
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Hard("retained UI input", ingress.RetailUi.QuiesceInput),
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Hard("developer tools input", () => ingress.DevTools?.DeactivateInput()),
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Hard("game runtime session", ingress.Runtime.StopSession),
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]),
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new ResourceShutdownStage("physical ingress cleanup",
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@ -359,7 +356,6 @@ internal static class GameWindowShutdownManifest
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Soft("retained gameplay", () => DisposeRetainedGameplay(ingress.RetainedGameplay)),
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Soft("gameplay actions", () => DisposeGameplayActions(ingress.GameplayActions)),
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Soft("retained UI input", ingress.RetailUi.DeactivateInput),
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Soft("developer tools input", () => ingress.DevTools?.DetachInput()),
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Soft("camera pointer", () => DisposeCameraPointer(ingress.CameraPointer)),
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Soft("dispatcher", () => DisposeDispatcher(ingress)),
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Soft("mouse source", () => DisposeMouseSource(ingress.MouseSource)),
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@ -420,7 +416,6 @@ internal static class GameWindowShutdownManifest
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]),
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new ResourceShutdownStage("render frontends",
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[
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Hard("developer tools", () => DisposeDevToolsFrontend(render.DevTools)),
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Hard("portal tunnel", () =>
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{
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render.LocalTeleport?.Dispose();
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@ -600,12 +595,4 @@ internal static class GameWindowShutdownManifest
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throw new InvalidOperationException("OpenAL native-resource cleanup remains pending.");
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}
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private static void DisposeDevToolsFrontend(DevToolsCompositionOwner? owner)
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{
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if (owner is null)
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return;
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owner.DisposeFrontend();
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if (!owner.IsFrontendDisposalComplete)
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throw new InvalidOperationException("Developer-tools frontend cleanup remains incomplete.");
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}
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}
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