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
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48 changed files with 227 additions and 6201 deletions
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@ -108,13 +108,6 @@ public sealed class GameWindowRenderLeafCompositionTests
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Assert.DoesNotContain(identifier, source, StringComparison.Ordinal);
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Assert.Contains("new PaperdollFramePresenter(", LivePresentationSource());
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string settingsComposition = File.ReadAllText(Path.Combine(
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FindRepoRoot(),
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"src",
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"AcDream.App",
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"Composition",
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"SettingsDevToolsComposition.cs"));
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Assert.Contains("new DevToolsFramePresenter(", settingsComposition);
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string framePhase = FrameRootSource();
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Assert.Contains("new RenderFrameResourceController(", framePhase);
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Assert.Contains("new RenderWeatherFrameController(", framePhase);
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@ -131,23 +124,21 @@ public sealed class GameWindowRenderLeafCompositionTests
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}
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[Fact]
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public void Shutdown_PreservesBorrowedDevtoolsLifetimeAndDrainsGpuBeforeFrontends()
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public void Shutdown_DrainsGpuBeforeFrontendsAndPreservesFrameBorrowerOrder()
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{
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// Campaign V slice V11 removed the ImGui developer-tools frontend and
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// its "developer tools" shutdown stage entry along with it; this test
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// used to pin that entry's position and is now renamed to pin what
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// survives it.
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string source = GameWindowLifetimeSource();
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AssertAppearsInOrder(
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source,
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"new ResourceShutdownStage(\"submitted GPU work\"",
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"new ResourceShutdownStage(\"render frontends\"",
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"Hard(\"developer tools\", () => DisposeDevToolsFrontend(render.DevTools))",
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"Hard(\"portal tunnel\"",
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"Hard(\"paperdoll viewport\"",
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"new ResourceShutdownStage(\"OpenGL context\"");
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AssertAppearsInOrder(
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source,
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"private static void DisposeDevToolsFrontend(DevToolsCompositionOwner? owner)",
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"owner.DisposeFrontend()",
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"if (!owner.IsFrontendDisposalComplete)");
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AssertAppearsInOrder(
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source,
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"new ResourceShutdownStage(\"frame borrowers\"",
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@ -161,7 +152,7 @@ public sealed class GameWindowRenderLeafCompositionTests
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AssertAppearsInOrder(
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source,
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"frame.FrameGraphPublication?.Dispose()",
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"Hard(\"developer tools\", () => DisposeDevToolsFrontend(render.DevTools))",
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"new ResourceShutdownStage(\"render frontends\"",
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"new ResourceShutdownStage(\"input context\"",
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"platform.Input?.Dispose()",
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"new ResourceShutdownStage(\"OpenGL context\"");
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