Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.
Changes:
* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
split, module layout, hard rules, why staged not pure-custom.
* CLAUDE.md: new paragraph describing the three-layer UI split, naming
AcDream.UI.Abstractions as the plugin-facing contract, pointing at
the full plan + memory crib.
* docs/architecture/acdream-architecture.md: new "UI Architecture"
companion-stack diagram after Layer 0-5 (doesn't renumber the main
stack), plus step 6a "UI tick" in Per-Frame Update Order.
* docs/plans/2026-04-11-roadmap.md Phase D tightened:
- D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
layer) and D.2b (custom retail-look backend, implements same contracts).
- D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
- D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
— ship with D.2a, reskinned by D.2b.
- D.8 Sound marked superseded (shipped as Phase E.2).
- F.5 core panels + H.1 chat-window cross-references updated to say
they target AcDream.UI.Abstractions, unblocked by D.2a.
- Shipped-phases table untouched.
* docs/research/retail-ui/00-master-synthesis.md: scope note at top
clarifies the Keystone research is the D.2b (custom backend)
foundation, NOT where D.2a starts.
* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
new project_ui_architecture.md (so session auto-load surfaces it).
Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
3.6 KiB
3.6 KiB
Project: UI architecture — three-layer stable pattern
Agreed 2026-04-24. Read once per session. Full design:
docs/plans/2026-04-24-ui-framework.md.
The separation
┌─────────────────────────────────────────┐
│ UI backend (ImGui today / custom later)│ ← swappable
├─────────────────────────────────────────┤
│ ViewModels + Commands (per-panel) │ ← stable contracts
├─────────────────────────────────────────┤
│ Game state + events + net (unchanged) │ ← game logic
└─────────────────────────────────────────┘
- UI backend (bottom swap axis):
Hexa.NET.ImGuifor Phase D.2a (short-term, debugger-look, validates game logic fast). Custom retail-look toolkit for Phase D.2b (long-term, uses dat assets). ImGui stays forever as theACDREAM_DEVTOOLS=1overlay. - ViewModels + Commands (the stable contract): per-panel data
records (
VitalsVM,InventoryVM,ChatVM, …) and action records (UseItemCmd,SendChatCmd,CastSpellCmd, …). Lives inAcDream.UI.Abstractions. Does not change across the backend swap. - Game state + events + net: existing
IGameState,IEvents,WorldSession, etc. Unchanged. UI only reads/subscribes; never touches these.
Module layout (future)
src/AcDream.UI.Abstractions/—IPanel,IPanelHost,IPanelRenderer,ICommandBus, all ViewModels + Commands. Backend- agnostic.src/AcDream.UI.ImGui/— Hexa.NET.ImGui-based implementation ofIPanelRenderer+ ImGui bootstrap. Phase D.2a.src/AcDream.UI.Retail/(later) — custom retained-mode toolkit using dat assets, sameIPanelRenderercontract. Phase D.2b.
Hard rules
- No panel references a backend namespace. If a panel imports
Hexa.NET.ImGuior a custom-toolkit widget class directly, it's a bug. - Plugin API targets the abstraction layer only. Plugins define
IPanelinstances; they never see which backend draws them. - Features that only ImGui can express → not in
IPanelRenderer. If a feature can't be expressed by a future retained-mode toolkit with dat-sourced sprites/fonts, don't expose it in the abstraction. - D.3 AcFont / D.4 dat sprites / D.7 cursor manager are D.2b dependencies — they plug into the custom backend only.
- D.5 core panels / D.6 HUD ship against the abstraction, not against a specific backend. They render via ImGui first, reskin under custom later.
Why staged (not pure custom from day one)
- Gets the whole game-logic loop validated in weeks: chat-send, inventory-click, vitals-bar-read-from-real-state. Requires zero widget art.
- Forces the abstraction design to pass a real backend test before we
commit to the custom toolkit. If
IPanelRendereris wrong, we discover it during Phase D.2a, not after Phase D.2b lands with a dozen broken panels. - Custom retail-look toolkit then delivers the aesthetic layer without the plugin API or game logic needing to change.
Links
- Full design:
docs/plans/2026-04-24-ui-framework.md - Roadmap entry:
docs/plans/2026-04-11-roadmap.mdPhase D (see the 2026-04-24 callout block). - Custom-backend research (applies to D.2b, NOT D.2a):
docs/research/retail-ui/00-master-synthesis.md+ slices 01-06.