acdream/src/AcDream.App/Plugins/BufferedUiRegistry.cs
Erik 019350fa31 feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost
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>
2026-06-14 17:46:37 +02:00

27 lines
854 B
C#

using System.Collections.Generic;
using AcDream.Plugin.Abstractions;
namespace AcDream.App.Plugins;
/// <summary>
/// Buffers plugin <see cref="IUiRegistry.AddMarkupPanel"/> calls (which run in
/// Program.cs before the GL window opens) until GameWindow drains them into the
/// UiHost tree after construction.
/// </summary>
public sealed class BufferedUiRegistry : IUiRegistry
{
public readonly record struct Pending(string MarkupPath, object Binding);
private readonly List<Pending> _pending = new();
public void AddMarkupPanel(string markupPath, object binding)
=> _pending.Add(new Pending(markupPath, binding));
/// <summary>Return + clear all buffered registrations.</summary>
public IReadOnlyList<Pending> Drain()
{
var copy = _pending.ToArray();
_pending.Clear();
return copy;
}
}