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>
Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.
Changes:
* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
split, module layout, hard rules, why staged not pure-custom.
* CLAUDE.md: new paragraph describing the three-layer UI split, naming
AcDream.UI.Abstractions as the plugin-facing contract, pointing at
the full plan + memory crib.
* docs/architecture/acdream-architecture.md: new "UI Architecture"
companion-stack diagram after Layer 0-5 (doesn't renumber the main
stack), plus step 6a "UI tick" in Per-Frame Update Order.
* docs/plans/2026-04-11-roadmap.md Phase D tightened:
- D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
layer) and D.2b (custom retail-look backend, implements same contracts).
- D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
- D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
— ship with D.2a, reskinned by D.2b.
- D.8 Sound marked superseded (shipped as Phase E.2).
- F.5 core panels + H.1 chat-window cross-references updated to say
they target AcDream.UI.Abstractions, unblocked by D.2a.
- Shipped-phases table untouched.
* docs/research/retail-ui/00-master-synthesis.md: scope note at top
clarifies the Keystone research is the D.2b (custom backend)
foundation, NOT where D.2a starts.
* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
new project_ui_architecture.md (so session auto-load surfaces it).
Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).