Commit graph

52 commits

Author SHA1 Message Date
Erik
9faf9d7e3a feat(ui): ChatPanel — second devtools panel proves the abstraction
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:

  "Caith: hello"                  — LocalSpeech
  "Regal says distantly: hi"      — RangedSpeech
  "[ch 7] Caith: g'day"           — Channel
  "[Tell] Regal: psst"            — Tell
  "[System] Your spell fizzled!"  — System
  "[Popup] A door stands..."      — Popup

Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.

Files:
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
      Snapshots ChatLog tail every frame. Cheap at default 500-entry
      cap. Per-kind formatting lives here (not in the panel) so the
      D.2b retail-look swap inherits plain-text fallbacks.
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
      IPanel implementation. Separator + N Text lines. "(no messages
      yet)" fallback when the log is empty.
  - src/AcDream.App/Rendering/GameWindow.cs
      Registers the ChatPanel alongside VitalsPanel in the devtools
      init block. Uses the existing GameWindow.Chat field already
      fed by H.1's wire layer + GameEventWiring.WireAll.
  - tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
      12 tests covering tail selection, display-limit bounds, every
      ChatKind's formatting, null-log + zero-limit guards, no stale
      caching across appends.

Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).

Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:48:07 +02:00
Erik
8c64ad2eeb feat(ui): AcDream.UI.Abstractions layer — IPanel / IPanelRenderer / VitalsVM
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.

New module `src/AcDream.UI.Abstractions/`:

  * IPanel        — a drawable panel (id/title/visible/Render)
  * IPanelHost    — owns the panel list, drives per-frame dispatch
  * IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
                    Separator/ProgressBar). Kept small + retail-friendly
                    on purpose — if a widget can't be expressed with
                    dat-sourced sprites+fonts later, don't add it here.
  * ICommandBus   — user-intent publisher; NullCommandBus is D.2a default
  * PanelContext  — per-frame record struct (DeltaSeconds + Commands)
  * Panels/Vitals/
      VitalsVM   — reads CombatState.GetHealthPercent for the local
                   player. Stamina/Mana return null in D.2a; they await
                   a LocalPlayerState cache of PlayerDescription (0x0013)
                   which is filed as a follow-up issue.
      VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
                    appear automatically when the VM returns non-null.

Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.

References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.

No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.
2026-04-25 00:24:11 +02:00