acdream/src/AcDream.UI.Abstractions/ICommandBus.cs
Erik 8c64ad2eeb feat(ui): AcDream.UI.Abstractions layer — IPanel / IPanelRenderer / VitalsVM
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.

New module `src/AcDream.UI.Abstractions/`:

  * IPanel        — a drawable panel (id/title/visible/Render)
  * IPanelHost    — owns the panel list, drives per-frame dispatch
  * IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
                    Separator/ProgressBar). Kept small + retail-friendly
                    on purpose — if a widget can't be expressed with
                    dat-sourced sprites+fonts later, don't add it here.
  * ICommandBus   — user-intent publisher; NullCommandBus is D.2a default
  * PanelContext  — per-frame record struct (DeltaSeconds + Commands)
  * Panels/Vitals/
      VitalsVM   — reads CombatState.GetHealthPercent for the local
                   player. Stamina/Mana return null in D.2a; they await
                   a LocalPlayerState cache of PlayerDescription (0x0013)
                   which is filed as a follow-up issue.
      VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
                    appear automatically when the VM returns non-null.

Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.

References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.

No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.
2026-04-25 00:24:11 +02:00

24 lines
918 B
C#

namespace AcDream.UI.Abstractions;
/// <summary>
/// Publishes user-intent commands from panels to the systems that handle
/// them (WorldSession, ChatService, Inventory, ...). Panels never touch
/// those systems directly — they <see cref="Publish{T}(T)"/> a record
/// and the bus dispatches.
///
/// <para>
/// D.2a scaffolding: <see cref="NullCommandBus"/> is the default wire-up
/// — commands are accepted but dropped. Real routing lands alongside
/// chat and inventory (Sprint 2 of the UI plan) when we actually need
/// commands flowing server-ward.
/// </para>
/// </summary>
public interface ICommandBus
{
/// <summary>
/// Publish a command record. The bus routes by runtime type via
/// registered handlers. Never blocks; handlers run on the publish
/// thread today (render thread for panel-triggered commands).
/// </summary>
void Publish<T>(T command) where T : notnull;
}