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

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