acdream/src/AcDream.UI.ImGui/ImGuiBootstrapper.cs
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

64 lines
2.7 KiB
C#

using Silk.NET.Input;
using Silk.NET.OpenGL;
using Silk.NET.OpenGL.Extensions.ImGui;
using Silk.NET.Windowing;
namespace AcDream.UI.ImGui;
/// <summary>
/// Owns the <c>ImGuiController</c> from <c>Silk.NET.OpenGL.Extensions.ImGui</c>,
/// which handles the whole Silk.NET ↔ ImGui.NET integration:
/// <list type="bullet">
/// <item>Creates the ImGui context + OpenGL3 backend using Silk.NET's GL binding
/// (no GLFW / SDL dependency — unlike Hexa.NET.ImGui, which assumed one).</item>
/// <item>Subscribes to Silk.NET's window + input events to drive IO.</item>
/// <item>Per frame: <c>Update(dt)</c> calls <c>ImGui.NewFrame()</c>; <c>Render()</c>
/// calls <c>ImGui.Render()</c> + uploads draw data via its OpenGL3 backend.</item>
/// </list>
///
/// <para>
/// Instance-scoped rather than static so GL-context lifetime is explicit.
/// <c>GameWindow</c> owns the one instance and disposes on shutdown.
/// </para>
///
/// <para>
/// History: tried <c>Hexa.NET.ImGui</c> + <c>Hexa.NET.ImGui.Backends.OpenGL3</c> first
/// per the original plan, but its native OpenGL3 backend resolves GL functions
/// via GLFW / SDL internally and crashed (0xC0000005) in <c>InitNative</c> without
/// one of those present. Pivoted to the official Silk.NET extension on 2026-04-25.
/// </para>
/// </summary>
public sealed class ImGuiBootstrapper : IDisposable
{
private readonly ImGuiController _controller;
public ImGuiBootstrapper(GL gl, IView window, IInputContext input)
{
ArgumentNullException.ThrowIfNull(gl);
ArgumentNullException.ThrowIfNull(window);
ArgumentNullException.ThrowIfNull(input);
// ImGuiController constructor handles:
// - ImGui.CreateContext()
// - ImGuiOpenGL3 shader + vertex-buffer init (via Silk.NET GL)
// - Keyboard + mouse event subscription (bound to Silk.NET IInputContext)
// - Default style = dark
_controller = new ImGuiController(gl, window, input);
}
/// <summary>
/// Begin an ImGui frame. Call BEFORE any <c>ImGui.*</c> widget calls.
/// Internally: consumes buffered input events, calls <c>ImGui.NewFrame()</c>.
/// </summary>
public void BeginFrame(float deltaSeconds) => _controller.Update(deltaSeconds);
/// <summary>
/// Finalise the ImGui frame and draw to the framebuffer. Call AFTER all
/// panel draws, within the same frame as <see cref="BeginFrame"/>. The
/// OpenGL3 backend save/restores the GL state it touches (shader, VAO,
/// texture, blend, scissor); state not in its save-list (e.g.
/// <c>GL_FRAMEBUFFER_SRGB</c>) is caller's responsibility.
/// </summary>
public void Render() => _controller.Render();
public void Dispose() => _controller.Dispose();
}