Per the B.7 design spec, wires a Vivid-Target-Indicator-style overlay
into GameWindow's ImGui pass:
TargetIndicatorPanel (src/AcDream.App/UI/TargetIndicatorPanel.cs)
- Three delegates injected from GameWindow:
selectedGuidProvider -> _selectedGuid
entityResolver -> (worldPos, itemType, pwdBits) from
_entitiesByServerGuid + _liveEntityInfoByGuid
+ _lastSpawnByGuid
cameraProvider -> (view, projection, viewport) from
_cameraController.Active + _window.Size
- Per-frame Render():
* Bail on null selection / despawned entity / zero viewport.
* Project entity world position (+0.9m mid-body offset) to NDC.
* Bail off-screen (no edge arrow in MVP).
* Convert to viewport pixel coords, draw 4 right-angle triangles
at corners of a 48px square around the projected center.
* Colour from RadarBlipColors.For(itemType, pwdBits).
GameWindow wiring:
- Construct _targetIndicator right after _panelHost during ImGui init.
- Call _targetIndicator?.Render() between _panelHost.RenderAll and
_imguiBootstrap.Render — draws to the ImGui background list so
docked panels can occlude the indicator if they overlap.
Build green. Core.Tests went 1046 -> 1054 (+8 RadarBlipColors tests
from the prior commit). Baseline failures unchanged at 8.
Visual verification next: launch, click an NPC → yellow corners; click
an item -> white corners; deselect -> corners disappear.