feat(ui): #14 IPanelRenderer widget extension - TextColored, Checkbox, Combo, InputTextSubmit, BeginTable, etc.

Adds 14 widget signatures to IPanelRenderer + ImGuiPanelRenderer impl:
TextColored, CollapsingHeader, TreeNode/TreePop, Checkbox, Button,
Combo, SliderFloat, PlotLines, BeginTable/TableNextColumn/EndTable,
InputTextSubmit (Enter-key submit), Spacing, Dummy, TextWrapped.

InputTextSubmit uses ImGuiInputTextFlags.EnterReturnsTrue and clears
the buffer + emits via `out submitted` on the frame Enter is pressed.
PlotLines passes `ref values[0]` with empty-array guard. CollapsingHeader
defaultOpen=true uses ImGuiTreeNodeFlags.DefaultOpen (= 0x20).

FakePanelRenderer test double records (Method, Args) tuples and
exposes knobs to drive ref/out values. 17 new tests dispatch through
IPanelRenderer (not the concrete fake) so tests fail to compile when
the interface itself lacks a method - real RED -> GREEN signal.

Tests: 26 -> 43 in UI.Abstractions.Tests. Total solution 881 green.
Foundation for Phase I.2 (DebugPanel) and I.4 (ChatPanel input field).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-25 19:03:28 +02:00
parent 196f883c10
commit b131514d51
4 changed files with 683 additions and 0 deletions

View file

@ -1,3 +1,5 @@
using System.Numerics;
namespace AcDream.UI.Abstractions;
/// <summary>
@ -40,4 +42,124 @@ public interface IPanelRenderer
/// <paramref name="overlay"/> is optional text (e.g. <c>"54%"</c>) rendered on top.
/// </summary>
void ProgressBar(float fraction, float width, string? overlay = null);
// -- Phase I.1 widget extensions ----------------------------------
/// <summary>
/// Draw a single line of text in the supplied RGBA color.
/// Used for combat-event color-coding (damage red, heal green) and
/// any other surface where a glance distinguishes severity.
/// </summary>
void TextColored(Vector4 rgba, string text);
/// <summary>
/// Open / close section grouping inside a window. Returns
/// <c>true</c> when the section is currently expanded — only render
/// the section's contents in that branch.
/// </summary>
/// <param name="defaultOpen">If the user has never toggled the
/// header before, start in this state.</param>
bool CollapsingHeader(string label, bool defaultOpen = true);
/// <summary>
/// Push an expandable nested node. Pair every successful
/// <c>true</c> return with a matching <see cref="TreePop"/>;
/// when this returns <c>false</c> do NOT call <see cref="TreePop"/>.
/// </summary>
bool TreeNode(string label);
/// <summary>Pop a previously-pushed <see cref="TreeNode"/>.</summary>
void TreePop();
/// <summary>
/// A boolean toggle. Returns <c>true</c> on the frame the user
/// flipped the box (and updates <paramref name="value"/> in place);
/// returns <c>false</c> the rest of the time.
/// </summary>
bool Checkbox(string label, ref bool value);
/// <summary>
/// A clickable button. Returns <c>true</c> on the single frame the
/// user clicked it; <c>false</c> every other frame.
/// </summary>
bool Button(string label);
/// <summary>
/// A drop-down selector. Returns <c>true</c> on the frame the user
/// changed the selection (and updates <paramref name="selectedIndex"/>
/// to the new value); <c>false</c> otherwise.
/// </summary>
bool Combo(string label, ref int selectedIndex, string[] items);
/// <summary>
/// A horizontal slider clamped to <paramref name="min"/> /
/// <paramref name="max"/>. Returns <c>true</c> on frames where the
/// user dragged the value (and updates <paramref name="value"/>);
/// <c>false</c> when idle.
/// </summary>
bool SliderFloat(string label, ref float value, float min, float max);
/// <summary>
/// Time-series line graph (e.g. fps history). The active window is
/// <paramref name="values"/>[<paramref name="offset"/>..
/// <paramref name="offset"/>+<paramref name="count"/>] interpreted
/// as a ring buffer.
/// </summary>
/// <param name="label">Header text shown above the plot.</param>
/// <param name="values">Sample buffer (kept by the caller).</param>
/// <param name="count">Number of valid samples in the ring.</param>
/// <param name="offset">Index of the oldest sample in
/// <paramref name="values"/>.</param>
/// <param name="overlay">Optional centered overlay text (e.g.
/// <c>"60 fps"</c>).</param>
/// <param name="min">Optional fixed lower bound; null = autoscale.</param>
/// <param name="max">Optional fixed upper bound; null = autoscale.</param>
/// <param name="size">Optional pixel size; null = backend default.</param>
void PlotLines(
string label,
float[] values,
int count,
int offset = 0,
string? overlay = null,
float? min = null,
float? max = null,
Vector2? size = null);
/// <summary>
/// Begin a multi-column table. Pair every call with <see cref="EndTable"/>.
/// Inside the table, advance to each cell with
/// <see cref="TableNextColumn"/> before emitting widgets for it.
/// </summary>
void BeginTable(string id, int columns);
/// <summary>Move to the next cell of the active table.</summary>
void TableNextColumn();
/// <summary>Close the most recent <see cref="BeginTable"/>.</summary>
void EndTable();
/// <summary>
/// A single-line text input that submits on Enter. Returns
/// <c>true</c> on the frame the user pressed Enter; in that case
/// <paramref name="submitted"/> is the value entered and the
/// implementation clears <paramref name="buffer"/> for the next
/// frame. On every other frame returns <c>false</c> and
/// <paramref name="submitted"/> is null; the implementation may
/// still mutate <paramref name="buffer"/> as the user types.
/// </summary>
/// <param name="maxLen">Maximum characters the buffer may grow to.</param>
bool InputTextSubmit(string label, ref string buffer, int maxLen, out string? submitted);
/// <summary>Insert a small vertical gap.</summary>
void Spacing();
/// <summary>Reserve invisible space of the given size, useful for
/// layout-only padding.</summary>
void Dummy(Vector2 size);
/// <summary>
/// Draw text that wraps at the current content region width.
/// Use for descriptions, error messages, anything multi-line.
/// </summary>
void TextWrapped(string text);
}

View file

@ -39,4 +39,115 @@ public sealed class ImGuiPanelRenderer : IPanelRenderer
var size = new Vector2(width, 0f); // height 0 → ImGui picks based on font
ImGuiNET.ImGui.ProgressBar(fraction, size, overlay ?? string.Empty);
}
// -- Phase I.1 widget extensions ---------------------------------
/// <inheritdoc />
public void TextColored(Vector4 rgba, string text)
=> ImGuiNET.ImGui.TextColored(rgba, text);
/// <inheritdoc />
public bool CollapsingHeader(string label, bool defaultOpen = true)
=> ImGuiNET.ImGui.CollapsingHeader(
label,
defaultOpen ? ImGuiTreeNodeFlags.DefaultOpen : ImGuiTreeNodeFlags.None);
/// <inheritdoc />
public bool TreeNode(string label) => ImGuiNET.ImGui.TreeNode(label);
/// <inheritdoc />
public void TreePop() => ImGuiNET.ImGui.TreePop();
/// <inheritdoc />
public bool Checkbox(string label, ref bool value)
=> ImGuiNET.ImGui.Checkbox(label, ref value);
/// <inheritdoc />
public bool Button(string label) => ImGuiNET.ImGui.Button(label);
/// <inheritdoc />
public bool Combo(string label, ref int selectedIndex, string[] items)
=> ImGuiNET.ImGui.Combo(label, ref selectedIndex, items, items.Length);
/// <inheritdoc />
public bool SliderFloat(string label, ref float value, float min, float max)
=> ImGuiNET.ImGui.SliderFloat(label, ref value, min, max);
/// <inheritdoc />
public void PlotLines(
string label,
float[] values,
int count,
int offset = 0,
string? overlay = null,
float? min = null,
float? max = null,
Vector2? size = null)
{
// ImGui.NET 1.91.6.1's PlotLines binding takes `ref float values`
// (pointer-to-first-element semantics) plus a separate values_count
// and values_offset. The "no fixed bound" / "default size" sentinels
// are float.MaxValue and Vector2.Zero respectively — we pass those
// when the caller leaves the optional args null.
if (count <= 0 || values.Length == 0)
{
// Nothing to plot — emit the label so layout doesn't shift but
// skip the native call (ref to values[0] would NRE on empty).
ImGuiNET.ImGui.TextUnformatted(label);
return;
}
float scaleMin = min ?? float.MaxValue;
float scaleMax = max ?? float.MaxValue;
Vector2 graphSize = size ?? Vector2.Zero;
ImGuiNET.ImGui.PlotLines(
label,
ref values[0],
count,
offset,
overlay ?? string.Empty,
scaleMin,
scaleMax,
graphSize);
}
/// <inheritdoc />
public void BeginTable(string id, int columns)
=> ImGuiNET.ImGui.BeginTable(id, columns);
/// <inheritdoc />
public void TableNextColumn() => ImGuiNET.ImGui.TableNextColumn();
/// <inheritdoc />
public void EndTable() => ImGuiNET.ImGui.EndTable();
/// <inheritdoc />
public bool InputTextSubmit(string label, ref string buffer, int maxLen, out string? submitted)
{
// EnterReturnsTrue: the call returns true on the frame the user
// pressed Enter. On every other frame ImGui still mutates `buffer`
// as the user types; we just don't surface a submit.
bool entered = ImGuiNET.ImGui.InputText(
label,
ref buffer,
(uint)maxLen,
ImGuiInputTextFlags.EnterReturnsTrue);
if (entered)
{
submitted = buffer;
buffer = string.Empty; // contract: clear for next frame
return true;
}
submitted = null;
return false;
}
/// <inheritdoc />
public void Spacing() => ImGuiNET.ImGui.Spacing();
/// <inheritdoc />
public void Dummy(Vector2 size) => ImGuiNET.ImGui.Dummy(size);
/// <inheritdoc />
public void TextWrapped(string text) => ImGuiNET.ImGui.TextWrapped(text);
}