feat(ui): AcDream.UI.Abstractions layer — IPanel / IPanelRenderer / VitalsVM
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.
New module `src/AcDream.UI.Abstractions/`:
* IPanel — a drawable panel (id/title/visible/Render)
* IPanelHost — owns the panel list, drives per-frame dispatch
* IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
Separator/ProgressBar). Kept small + retail-friendly
on purpose — if a widget can't be expressed with
dat-sourced sprites+fonts later, don't add it here.
* ICommandBus — user-intent publisher; NullCommandBus is D.2a default
* PanelContext — per-frame record struct (DeltaSeconds + Commands)
* Panels/Vitals/
VitalsVM — reads CombatState.GetHealthPercent for the local
player. Stamina/Mana return null in D.2a; they await
a LocalPlayerState cache of PlayerDescription (0x0013)
which is filed as a follow-up issue.
VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
appear automatically when the VM returns non-null.
Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.
References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.
No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.
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src/AcDream.UI.Abstractions/IPanelHost.cs
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src/AcDream.UI.Abstractions/IPanelHost.cs
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namespace AcDream.UI.Abstractions;
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/// <summary>
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/// Owns the set of live <see cref="IPanel"/>s and drives per-frame draw
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/// dispatch. The backend (Hexa.NET.ImGui in D.2a, custom in D.2b) implements
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/// this; <c>GameWindow</c> creates one at startup and registers panels.
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///
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/// <para>
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/// <b>Does not</b> call <c>ImGui.NewFrame</c> / <c>ImGui.Render</c> — those
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/// belong to the caller so GL-state ownership is unambiguous. Caller pattern:
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/// </para>
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///
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/// <code>
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/// // per frame, render thread
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/// inputBridge.BeginFrame(size, dt);
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/// ImGui.NewFrame();
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/// panelHost.RenderAll(ctx);
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/// ImGui.Render();
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/// ImGuiImplOpenGL3.RenderDrawData(ImGui.GetDrawData());
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/// </code>
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/// </summary>
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public interface IPanelHost
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{
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/// <summary>Register a panel for per-frame rendering. Idempotent by <see cref="IPanel.Id"/>.</summary>
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void Register(IPanel panel);
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/// <summary>Remove the panel with the matching id. No-op if not present.</summary>
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void Unregister(string panelId);
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/// <summary>
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/// Iterate every visible panel and call <see cref="IPanel.Render"/>. Call
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/// order within a frame is the registration order; panels with
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/// <see cref="IPanel.IsVisible"/> set to <c>false</c> are skipped entirely.
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/// </summary>
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void RenderAll(PanelContext ctx);
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}
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