Adds the plugin-facing UI registration surface (Task 9, final D.2b task). Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are buffered in BufferedUiRegistry before the GL window opens, then drained into UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first- party vitals panel. Faulty plugin markup is isolated (try/catch per panel, logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
27 lines
854 B
C#
27 lines
854 B
C#
using System.Collections.Generic;
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using AcDream.Plugin.Abstractions;
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namespace AcDream.App.Plugins;
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/// <summary>
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/// Buffers plugin <see cref="IUiRegistry.AddMarkupPanel"/> calls (which run in
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/// Program.cs before the GL window opens) until GameWindow drains them into the
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/// UiHost tree after construction.
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/// </summary>
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public sealed class BufferedUiRegistry : IUiRegistry
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{
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public readonly record struct Pending(string MarkupPath, object Binding);
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private readonly List<Pending> _pending = new();
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public void AddMarkupPanel(string markupPath, object binding)
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=> _pending.Add(new Pending(markupPath, binding));
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/// <summary>Return + clear all buffered registrations.</summary>
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public IReadOnlyList<Pending> Drain()
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{
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var copy = _pending.ToArray();
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_pending.Clear();
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return copy;
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}
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}
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