Add MrGameEng.UI module integrating Myra
scene.UseUI() creates a per-scene Myra Desktop and registers UiRenderSystem last in the draw phase (UI on top, window pixels). GameHost now exposes itself as a Game service (Myra needs the instance; useful for games too). Myra was picked over Gum/ImGui for the FontStashSharp ecosystem fit, pipeline-free assets and maturity; its internal SpriteBatch use is a documented exception to the engine rule. Sample: on-screen HUD replaces window-title-only stats — live FPS label, music volume slider and scene-switch buttons on both scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -18,9 +18,11 @@ docs/ architecture, conventions, roadmap (Russian)
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Engine modules: `Core` (game loop, ECS world, scenes, time), `Graphics` (custom batched
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renderer, camera, sprites), `Input`, `Audio`, `Assets` (runtime loading, no content
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pipeline), `Assets.Generator` (Roslyn source generator for typed asset handles).
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pipeline), `Assets.Generator` (Roslyn source generator for typed asset handles),
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`UI` (Myra integration: `scene.UseUI()` after `UseRenderer2D()`).
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Dependency rule: every module may depend only on `Core`; `Core` depends only on
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MonoGame and Friflo.Engine.ECS. `Assets.Generator` is a netstandard2.0 analyzer.
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Documented exception: Myra renders with its own SpriteBatch internally.
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## Commands
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