Commit graph

4 commits

Author SHA1 Message Date
Erik
844cf092a1 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>
2026-07-28 23:56:04 +02:00
Erik
7eaa68a5f4 feat(ui): port retail creature appraisal presentation
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 12:55:24 +02:00
Erik
fec0d94148 refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 13:30:22 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00