122 lines
6.5 KiB
Markdown
122 lines
6.5 KiB
Markdown
# Project: UI architecture — three-layer stable pattern
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**Agreed 2026-04-24.** Read once per session. Full design:
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[`docs/plans/2026-04-24-ui-framework.md`](../docs/plans/2026-04-24-ui-framework.md).
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## The separation
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```
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┌─────────────────────────────────────────┐
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│ UI backend (ImGui today / custom later)│ ← swappable
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├─────────────────────────────────────────┤
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│ ViewModels + Commands (per-panel) │ ← stable contracts
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├─────────────────────────────────────────┤
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│ Game state + events + net (unchanged) │ ← game logic
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└─────────────────────────────────────────┘
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```
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- **UI backend** (bottom swap axis): **`ImGui.NET` + `Silk.NET.OpenGL.Extensions.ImGui`** for Phase D.2a
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(short-term, debugger-look, validates game logic fast). Custom
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retail-look toolkit for Phase D.2b (long-term, uses dat assets).
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ImGui stays **forever** as the `ACDREAM_DEVTOOLS=1` overlay.
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(Pivoted from `Hexa.NET.ImGui` on 2026-04-25 — Hexa's native OpenGL3
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backend resolves GL via GLFW/SDL internally and crashed `0xC0000005`
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against Silk.NET; the Silk.NET extension is purpose-built for this
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stack.)
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- **ViewModels + Commands** (the stable contract): per-panel data
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records (`VitalsVM`, `InventoryVM`, `ChatVM`, …) and action records
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(`UseItemCmd`, `SendChatCmd`, `CastSpellCmd`, …). Lives in
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`AcDream.UI.Abstractions`. **Does not change across the backend swap.**
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- **Game state + events + net**: existing `IGameState`, `IEvents`,
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`WorldSession`, etc. Unchanged. UI only reads/subscribes; never
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touches these.
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## Module layout (future)
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- `src/AcDream.UI.Abstractions/` — `IPanel`, `IPanelHost`,
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`IPanelRenderer`, `ICommandBus`, all ViewModels + Commands. Backend-
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agnostic.
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- `src/AcDream.UI.ImGui/` — `ImGui.NET` + `Silk.NET.OpenGL.Extensions.ImGui`
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implementation of `IPanelRenderer` + ImGui bootstrap. Phase D.2a.
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`ImGuiController` (from the Silk.NET extension) handles GL backend +
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input event subscription; `ImGuiBootstrapper` is a thin IDisposable
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wrapper; `ImGuiPanelRenderer` wraps the widgets `IPanelRenderer` needs.
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- `src/AcDream.UI.Retail/` (later) — custom retained-mode toolkit using
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dat assets, same `IPanelRenderer` contract. Phase D.2b.
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## Hard rules
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1. **No panel references a backend namespace.** If a panel imports
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`ImGuiNET` / `Silk.NET.OpenGL.Extensions.ImGui` or a custom-toolkit
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widget class directly, it's a bug — extend `IPanelRenderer` instead.
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2. **Plugin API targets the abstraction layer only.** Plugins define
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`IPanel` instances; they never see which backend draws them.
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3. **Features that only ImGui can express → not in `IPanelRenderer`.**
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If a feature can't be expressed by a future retained-mode toolkit
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with dat-sourced sprites/fonts, don't expose it in the abstraction.
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4. **D.3 AcFont / D.4 dat sprites / D.7 cursor manager are D.2b
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dependencies** — they plug into the custom backend only.
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5. **D.5 core panels / D.6 HUD ship against the abstraction**, not
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against a specific backend. They render via ImGui first, reskin
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under custom later.
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## Why staged (not pure custom from day one)
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- Gets the whole game-logic loop validated in weeks: chat-send,
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inventory-click, vitals-bar-read-from-real-state. Requires zero
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widget art.
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- Forces the abstraction design to pass a real backend test before we
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commit to the custom toolkit. If `IPanelRenderer` is wrong, we
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discover it during Phase D.2a, not after Phase D.2b lands with a
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dozen broken panels.
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- Custom retail-look toolkit then delivers the aesthetic layer without
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the plugin API or game logic needing to change.
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## Links
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- Full design: `docs/plans/2026-04-24-ui-framework.md`
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- Roadmap entry: `docs/plans/2026-04-11-roadmap.md` Phase D (see the
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2026-04-24 callout block).
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- Custom-backend research (applies to D.2b, NOT D.2a):
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`docs/research/retail-ui/00-master-synthesis.md` + slices 01-06.
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## 2026-07-10 retained radar update
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The older "D.6 ships through IPanelRenderer/ImGui first" rule above is superseded
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for screen-space retail HUD windows. The production retained toolkit now lives in
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`src/AcDream.App/UI`; imported `LayoutDesc` windows bind through dedicated `gm*UI`
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controllers and App-layer snapshot providers. ImGui remains devtools only.
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`gmRadarUI` is the reference pattern: Core owns exact colors/shapes/projection/
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compass/coordinates, `RadarSnapshotProvider` joins the existing `WorldEntity` +
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`ClientObjectTable` two-table model, `RadarController` binds LayoutDesc 0x21000074,
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and `UiRadar` only draws/handles retained interaction. `GameWindow` contains mount
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and delegate wiring, not the feature body. See
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`docs/research/2026-07-10-retail-radar-pseudocode.md`.
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## 2026-07-10 retained window ownership
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Every production retained window is registered through `RetailWindowManager` and
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owned by a typed `RetailWindowHandle`. Controllers implement
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`IRetainedPanelController`; windows with multiple focused controllers use
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`RetainedPanelControllerGroup`, which forwards lifecycle in construction order and
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disposes in reverse order exactly once. A controller created after a hidden mount
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(inventory) is attached through `RetailWindowManager.AttachController`.
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Controller event subscriptions must use removable named handlers or paired
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subscribe/unsubscribe delegates. `UiHost.Dispose` first removes Silk mouse/keyboard
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subscriptions, then disposes the manager/controllers, then the GL text renderer.
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`GameWindow.OnClosing` disposes layout persistence and `UiHost` before live session
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or game-state sources. This ordering is the recreate/relogin double-subscription
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guard; do not reintroduce anonymous lifetime-bound event lambdas.
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## 2026-07-11 composition boundary
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`RetailUiRuntime` now owns production retained composition. Its focused binding
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records receive state/action delegates plus DAT/font/sprite resolvers;
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`GameWindow.OnLoad` retains only resolver/service creation and one declarative
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`RetailUiRuntime.Mount` call. All LayoutDesc imports, controller construction,
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window mounts, toolbar digit and inventory-cell asset lookup, plugin mounts,
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cursor feedback, persistence, automation, and retained tick/draw/restore/dispose
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paths live behind the runtime. The live Debug gate passed across two graceful
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restart cycles. Do not add panel mount bodies back to `GameWindow`.
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