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>
49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
namespace AcDream.App.Rendering;
|
|
|
|
internal interface IRenderWeatherFramePhase
|
|
{
|
|
void Tick(double deltaSeconds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Optional per-frame developer-presentation hook. Its one production
|
|
/// implementation (the ImGui developer-tools frontend) was removed at
|
|
/// Campaign V slice V11; the interface survives as the seam a follow-up
|
|
/// re-homing Settings/Debug onto the retained UI will implement, and every
|
|
/// current caller already treats it as optional (<c>null</c>-conditional).
|
|
/// </summary>
|
|
internal interface IDevToolsFrameLifecycle : IRenderFrameFailureRecovery
|
|
{
|
|
void BeginFrame(float deltaSeconds);
|
|
|
|
void Render(double deltaSeconds, int viewportWidth, int viewportHeight);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Preserves the accepted pre-world order after the GPU/resource transaction:
|
|
/// begin optional developer UI, advance render-time weather, then hand the
|
|
/// completed preparation to the world phase.
|
|
/// </summary>
|
|
internal sealed class RenderFramePreparationController : IRenderFrameResourcePhase
|
|
{
|
|
private readonly IRenderFrameResourcePhase _resources;
|
|
private readonly IDevToolsFrameLifecycle? _devTools;
|
|
private readonly IRenderWeatherFramePhase _weather;
|
|
|
|
public RenderFramePreparationController(
|
|
IRenderFrameResourcePhase resources,
|
|
IDevToolsFrameLifecycle? devTools,
|
|
IRenderWeatherFramePhase weather)
|
|
{
|
|
_resources = resources ?? throw new ArgumentNullException(nameof(resources));
|
|
_devTools = devTools;
|
|
_weather = weather ?? throw new ArgumentNullException(nameof(weather));
|
|
}
|
|
|
|
public void Prepare(RenderFrameInput input)
|
|
{
|
|
_resources.Prepare(input);
|
|
_devTools?.BeginFrame((float)input.DeltaSeconds);
|
|
_weather.Tick(input.DeltaSeconds);
|
|
}
|
|
}
|