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>
108 lines
3.5 KiB
C#
108 lines
3.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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namespace AcDream.App.Tests.UI.Layout;
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public sealed class CharacterLayoutImportProbe
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{
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private const uint CharacterLayout = 0x2100002Eu;
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private static string? DatDir()
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{
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var d = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(d) ? d : null;
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}
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[Fact]
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public void Selected_attribute_shows_raise_buttons_on_visible_footer_state()
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{
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var datDir = DatDir();
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if (datDir is null) return;
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, CharacterLayout, _ => (1u, 30, 26), null);
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Assert.NotNull(layout);
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CharacterStatController.Bind(layout!, SampleData.SampleCharacter, spriteResolve: _ => (1u, 30, 26));
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var rows = new List<UiClickablePanel>();
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CollectRows(layout!.Root, rows);
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Assert.True(rows.Count >= 9, $"expected at least 9 attribute rows, found {rows.Count}");
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rows[4].OnClick!();
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var buttons = new List<UiButton>();
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CollectButtons(layout.Root, buttons);
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Assert.Contains(buttons, b =>
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b.ElementId == CharacterStatController.RaiseOneId
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&& b.ActiveState == "Normal"
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&& IsEffectivelyVisible(b));
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Assert.Contains(buttons, b =>
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b.ElementId == CharacterStatController.RaiseTenId
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&& b.ActiveState == "Normal"
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&& IsEffectivelyVisible(b));
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}
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[Fact]
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public void Close_button_resolves_and_invokes_controller_close_callback()
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{
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var datDir = DatDir();
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if (datDir is null) return;
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var layout = LayoutImporter.Import(dats, CharacterLayout, _ => (1u, 30, 26), null);
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Assert.NotNull(layout);
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var close = layout!.FindElement(WindowChromeController.CharacterCloseButtonId);
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Assert.NotNull(close);
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Assert.True(close is UiButton or UiDatElement,
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$"character close button resolved to {close?.GetType().Name ?? "null"}");
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int closes = 0;
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CharacterStatController.Bind(layout, SampleData.SampleCharacter, onClose: () => closes++);
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close!.OnEvent(new UiEvent(0u, close, UiEventType.Click));
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Assert.Equal(1, closes);
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}
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private static void CollectRows(UiElement node, List<UiClickablePanel> result)
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{
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if (node is UiClickablePanel row && row.Height is >= 20f and <= 22f && row.OnClick is not null)
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result.Add(row);
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foreach (var child in node.Children)
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CollectRows(child, result);
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}
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private static void CollectButtons(UiElement node, List<UiButton> result)
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{
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if (node is UiButton button
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&& (button.ElementId == CharacterStatController.RaiseOneId
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|| button.ElementId == CharacterStatController.RaiseTenId))
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{
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result.Add(button);
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}
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foreach (var child in node.Children)
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CollectButtons(child, result);
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}
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private static bool IsEffectivelyVisible(UiElement element)
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{
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for (UiElement? e = element; e is not null; e = e.Parent)
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{
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if (!e.Visible) return false;
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}
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return true;
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}
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}
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