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Author SHA1 Message Date
Erik
55aaca7a14 feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.

GameWindow hunks:
  - fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
  - init (OnLoad): construct bootstrap + host, register VitalsPanel
  - GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
  - frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
  - frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
  - input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard

Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.

First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.

  - Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
    → ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
  - ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
    Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
    ImGuiController instance which handles GL backend init + input
    subscription in one go.
  - SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
    IKeyboard / IMouse events itself, we don't need a bespoke bridge.
  - ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
    Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.

Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.

Out of scope (tracked for follow-up):
  - Stam/Mana currently return float? null (VitalsVM). Absolute values
    need LocalPlayerState + PlayerDescription (0x0013) parsing to be
    stored rather than discarded — filed as a post-D.2a issue.
  - Mouse-capture gating (WorldMouseFallThrough-style click-through
    tests) — not needed until we add clickable inventory items.

Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:43:46 +02:00
Erik
99ce541fd7 docs(ui): plan the staged UI-backend strategy
Two-stage rollout, one stable abstraction layer:

  1. Short-term: Hexa.NET.ImGui as the backend. Wire up in days, iterate
     game logic (chat, inventory, vitals) in weeks. Looks like a debugger,
     acceptable while we prove the interaction logic end-to-end.

  2. `AcDream.UI.Abstractions` — ViewModels + Commands + `IPanel` /
     `IPanelRenderer` interfaces. Backend-agnostic. Plugin API targets
     this layer; plugins never see ImGui.

  3. Long-term: custom retail-look backend using dat assets. Swap panel
     by panel. ImGui stays forever as the `ACDREAM_DEVTOOLS=1` overlay.

The new doc (`2026-04-24-ui-framework.md`) captures:
- Full design of the three-layer split
- Why Hexa.NET.ImGui over ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui
  (AOT readiness, tracks upstream ImGui faster, cleaner native-lib
  bundling)
- Alternatives considered and ruled out (Myra, Avalonia, NoesisGUI,
  RmlUi, pure custom from day one)
- Implementation order (Sprint 1 vitals HUD → Sprint 2 interaction
  panels → Sprint 3 plugin API → Sprint 4+ more panels → later
  custom retail-look)
- Risks + mitigations and open questions deferred to implementation

Roadmap Phase D updated with a pointer to the new plan so future
sessions start from the latest strategy, not the original
all-custom-from-day-one Phase D description.

No code changes yet. Ready to start Sprint 1 when approved.
2026-04-24 23:46:45 +02:00