feat(studio): UX pass — selection highlight, in-studio panel picker, fixed layout
Fix 1 (Selection highlight): StudioInspector.DrawCanvas draws a bright-green 2px outline over Selected using the window draw list. ScreenPosition maps directly to FBO pixel space; rectMin offsets into screen space. Fix 2 (In-studio panel picker): DrawToolbar (BeginCombo over ListSlugs output). StudioWindow resolves _dumpFile once in OnLoad, tracks _currentSlug, and calls LoadDumpPanel on combo change. LoadDumpPanel removes old root via RemoveChild, loads new slug, resets Selected. No relaunch needed. Fix 3 (Fixed layout): All four panes use SetNextWindowPos + SetNextWindowSize with ImGuiCond.FirstUseEver. Toolbar (0,0 x windowW x 40), tree (0,40 x 280), canvas (280,40 x centre), props (right-340,40 x 340). User can drag from these. Build + dotnet test green (609 passed, 0 failed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 163 additions and 17 deletions
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@ -5,10 +5,12 @@ using ImGuiNET;
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namespace AcDream.App.Studio;
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/// <summary>
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/// Three-pane ImGui IDE for the acdream UI Studio:
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/// Four-pane ImGui IDE for the acdream UI Studio:
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/// <list type="bullet">
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/// <item><b>Toolbar</b> — panel picker (slug combo) across the top.</item>
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/// <item><b>Canvas</b> — shows the panel FBO texture; click-to-inspect returns the
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/// panel-local pixel coordinate of the click.</item>
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/// panel-local pixel coordinate of the click; draws a green outline over
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/// <see cref="Selected"/>.</item>
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/// <item><b>Tree</b> — recursive ImGui tree of the element hierarchy; clicking a node
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/// sets <see cref="Selected"/>.</item>
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/// <item><b>Properties</b> — shows the <see cref="Selected"/> element's geometry,
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@ -27,12 +29,55 @@ namespace AcDream.App.Studio;
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/// the panel renders right-side-up in the canvas. Because V is flipped, image-local
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/// pixel y = 0 is the TOP of the panel, matching the UiRoot's top-left origin — so
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/// click y maps directly without further inversion.</para>
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///
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/// <para>Layout: <see cref="DrawToolbar"/> / <see cref="DrawCanvas"/> /
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/// <see cref="DrawTree"/> / <see cref="DrawProperties"/> each call
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/// <c>SetNextWindowPos</c> + <c>SetNextWindowSize</c> with
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/// <c>ImGuiCond.FirstUseEver</c> so the panes start in a docked-style arrangement
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/// that the user can freely drag from.</para>
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/// </summary>
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public sealed class StudioInspector
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{
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/// <summary>Currently selected element (set by tree-click or canvas-click).</summary>
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public UiElement? Selected { get; set; }
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// ── Toolbar ───────────────────────────────────────────────────────────────────
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/// <summary>
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/// Draw the "Studio" toolbar window (top strip) containing a slug combo-box.
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/// Returns the newly-selected slug when the user picks a different panel, or
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/// null when the selection is unchanged.
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/// </summary>
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/// <param name="slugs">All available panel slugs (from <c>UiDumpModel.ListSlugs</c>).</param>
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/// <param name="current">The slug of the panel currently loaded.</param>
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/// <param name="windowW">Studio window width (pixels).</param>
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public string? DrawToolbar(IReadOnlyList<string> slugs, string? current, int windowW)
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{
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ImGui.SetNextWindowPos(new Vector2(0f, 0f), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(windowW, 40f), ImGuiCond.FirstUseEver);
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ImGui.Begin("Studio",
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ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse);
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ImGui.SetNextItemWidth(300f);
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string? result = null;
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string preview = current ?? "(none)";
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if (ImGui.BeginCombo("Panel", preview))
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{
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foreach (var slug in slugs)
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{
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bool selected = string.Equals(slug, current, StringComparison.OrdinalIgnoreCase);
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if (ImGui.Selectable(slug, selected) && !selected)
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result = slug;
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if (selected)
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ImGui.SetItemDefaultFocus();
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}
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ImGui.EndCombo();
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}
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ImGui.End();
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return result;
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}
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// ── Canvas ────────────────────────────────────────────────────────────────────
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/// <summary>
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@ -42,9 +87,18 @@ public sealed class StudioInspector
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///
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/// <para>The texture is drawn with uv0=(0,1) / uv1=(1,0) to flip V, correcting
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/// the GL bottom-left FBO origin to the ImGui top-left convention.</para>
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///
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/// <para>If <see cref="Selected"/> is non-null and has non-zero size, a bright-green
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/// 2-pixel outline is drawn over the element's screen-space rect using the window
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/// draw list. <see cref="UiElement.ScreenPosition"/> gives the absolute top-left in
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/// root/panel space, which maps 1:1 to FBO pixels (the image is drawn 1:1 and both
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/// the element tree and the FBO share the same top-left origin).</para>
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/// </summary>
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public (int x, int y)? DrawCanvas(nint panelTex, int width, int height)
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public (int x, int y)? DrawCanvas(nint panelTex, int width, int height,
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int windowX, int windowW, int windowY, int windowH)
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{
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ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
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ImGui.Begin("Canvas");
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var imageSize = new Vector2(width, height);
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@ -55,13 +109,29 @@ public sealed class StudioInspector
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var uv1 = new Vector2(1f, 0f);
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ImGui.Image(panelTex, imageSize, uv0, uv1);
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// ── Selection highlight ───────────────────────────────────────────────
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// After ImGui.Image the item rect gives us the screen-space top-left of
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// the drawn texture. ScreenPosition is in root/panel space (top-left origin,
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// same coordinate system the FBO was drawn in), so offsetting by rectMin
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// converts directly to screen space for the draw list.
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var rectMin = ImGui.GetItemRectMin();
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var el = Selected;
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if (el is not null && el.Width > 0f && el.Height > 0f)
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{
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var sp = el.ScreenPosition;
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var p0 = new Vector2(rectMin.X + sp.X, rectMin.Y + sp.Y);
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var p1 = new Vector2(p0.X + el.Width, p0.Y + el.Height);
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var dl = ImGui.GetWindowDrawList();
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dl.AddRect(p0, p1,
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ImGui.GetColorU32(new Vector4(0.2f, 1f, 0.4f, 1f)),
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0f, ImDrawFlags.None, 2f);
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}
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(int x, int y)? result = null;
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// Detect a left-click on the image.
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if (ImGui.IsItemHovered() && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
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{
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// Image item rect: top-left of the drawn image in screen (display) coords.
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var rectMin = ImGui.GetItemRectMin();
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var mousePos = ImGui.GetMousePos();
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// Panel-local pixel = mouse offset from image top-left.
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@ -81,8 +151,10 @@ public sealed class StudioInspector
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// ── Tree ──────────────────────────────────────────────────────────────────────
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/// <summary>Draw the "Tree" ImGui window. Clicking a node sets <see cref="Selected"/>.</summary>
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public void DrawTree(UiElement root)
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public void DrawTree(UiElement root, int windowX, int windowY, int windowW, int windowH)
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{
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ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
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ImGui.Begin("Tree");
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DrawTreeNode(root);
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ImGui.End();
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@ -120,8 +192,10 @@ public sealed class StudioInspector
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// ── Properties ───────────────────────────────────────────────────────────────
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/// <summary>Draw the "Properties" ImGui window for <see cref="Selected"/>.</summary>
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public void DrawProperties()
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public void DrawProperties(int windowX, int windowY, int windowW, int windowH)
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{
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ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
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ImGui.Begin("Properties");
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var el = Selected;
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@ -49,6 +49,11 @@ public sealed class StudioWindow : IDisposable
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private StudioInspector? _inspector;
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private UiElement? _panelRoot; // top-level element added to UiRoot (for hit-test + tree)
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// UX-pass additions: panel picker + current-slug tracking.
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private string? _currentSlug; // slug of the panel currently displayed (null = non-dump mode)
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private string? _dumpFile; // resolved dump file path (once, in OnLoad)
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private IReadOnlyList<string> _dumpSlugs = Array.Empty<string>(); // all slugs from the dump
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// Task 4: sample data table — built once in OnLoad and kept alive for the window's lifetime
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// so the controller subscriptions (ObjectAdded/ObjectMoved etc.) fire correctly.
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private AcDream.Core.Items.ClientObjectTable? _objects;
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@ -123,11 +128,17 @@ public sealed class StudioWindow : IDisposable
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// Task 4b: --dump <slug> uses DumpLayout (static retail mockup, no controllers).
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// All other modes use LayoutSource + FixtureProvider (production path).
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_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont);
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// Resolve the dump file once (used by OnLoad + by LoadDumpPanel at runtime).
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_dumpFile = _opts.ResolveDumpFile();
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if (_dumpFile is not null)
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_dumpSlugs = UiDumpModel.ListSlugs(_dumpFile)
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.OrderBy(s => s, StringComparer.OrdinalIgnoreCase).ToList();
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UiElement? root;
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if (_opts.DumpSlug is not null)
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{
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var dumpFile = _opts.ResolveDumpFile();
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if (dumpFile is null)
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if (_dumpFile is null)
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{
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Console.Error.WriteLine("[studio] --dump: retail UI dump file not found. " +
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"Expected docs/research/2026-06-25-retail-ui-layout-dump.json in the source tree, " +
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@ -136,9 +147,11 @@ public sealed class StudioWindow : IDisposable
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}
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else
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{
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root = DumpLayout.Load(dumpFile, _opts.DumpSlug, _stack.ResolveChrome, out var dumpErr);
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root = DumpLayout.Load(_dumpFile, _opts.DumpSlug, _stack.ResolveChrome, out var dumpErr);
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if (root is null)
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Console.Error.WriteLine($"[studio] dump load failed: {dumpErr}");
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else
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_currentSlug = _opts.DumpSlug;
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}
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}
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else
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@ -265,12 +278,33 @@ public sealed class StudioWindow : IDisposable
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// 4. Begin the ImGui frame.
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_imgui.BeginFrame((float)dt);
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// 5. Canvas pane — show the FBO texture; detect clicks.
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// ── Layout constants (fixed pane arrangement, FirstUseEver) ──────────────
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// Toolbar: full width, 40px tall at y=0.
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// Tree: 280px wide on the left, below toolbar.
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// Canvas: centre strip between tree and properties.
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// Props: 340px wide on the right, below toolbar.
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const int kToolbarH = 40;
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const int kTreeW = 280;
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const int kPropsW = 340;
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int canvasX = kTreeW;
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int canvasW = Math.Max(1, iw - kTreeW - kPropsW);
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int propsX = iw - kPropsW;
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int paneY = kToolbarH;
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int paneH = Math.Max(1, ih - kToolbarH);
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// 5. Toolbar pane — slug picker.
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string? pickedSlug = _inspector.DrawToolbar(_dumpSlugs, _currentSlug, iw);
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if (pickedSlug is not null)
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LoadDumpPanel(pickedSlug);
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// 6. Canvas pane — show the FBO texture; detect clicks.
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(int x, int y)? click = null;
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if (panelTex != 0)
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click = _inspector.DrawCanvas((nint)panelTex, iw, ih);
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click = _inspector.DrawCanvas(
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(nint)panelTex, iw, ih,
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canvasX, canvasW, paneY, paneH);
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// 6. If the user clicked inside the canvas, hit-test the whole UI tree (UiRoot.Pick honors
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// 7. If the user clicked inside the canvas, hit-test the whole UI tree (UiRoot.Pick honors
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// Z-order + modal exclusivity) and select the topmost element. The canvas click coord is
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// in the same root-space the FBO was drawn in, so it maps 1:1.
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if (click is { } c)
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@ -280,17 +314,55 @@ public sealed class StudioWindow : IDisposable
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_inspector.Selected = hit;
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}
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// 7. Element tree pane.
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// 8. Element tree pane.
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if (_panelRoot is not null)
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_inspector.DrawTree(_panelRoot);
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_inspector.DrawTree(_panelRoot, 0, paneY, kTreeW, paneH);
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// 8. Properties pane.
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_inspector.DrawProperties();
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// 9. Properties pane.
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_inspector.DrawProperties(propsX, paneY, kPropsW, paneH);
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// 9. Finalise ImGui and flush draw data to the window.
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_imgui.Render();
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}
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/// <summary>
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/// Load a different dump panel at runtime (no relaunch required).
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/// Removes the current <see cref="_panelRoot"/> from the UI tree,
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/// loads the named slug from the dump, and installs the new root.
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/// Resets <see cref="StudioInspector.Selected"/> to null.
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/// No-op when the dump file is not available or the slug fails to load.
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/// </summary>
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public void LoadDumpPanel(string slug)
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{
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if (_stack is null || _inspector is null) return;
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if (_dumpFile is null)
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{
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Console.Error.WriteLine("[studio] LoadDumpPanel: dump file not available.");
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return;
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}
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// Remove the existing panel root from the tree.
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if (_panelRoot is not null)
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{
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_stack.UiHost.Root.RemoveChild(_panelRoot);
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_panelRoot = null;
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}
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// Load the new panel.
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var newRoot = DumpLayout.Load(_dumpFile, slug, _stack.ResolveChrome, out var err);
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if (newRoot is null)
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{
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Console.Error.WriteLine($"[studio] LoadDumpPanel('{slug}') failed: {err}");
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_currentSlug = null;
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return;
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}
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_stack.UiHost.Root.AddChild(newRoot);
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_panelRoot = newRoot;
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_currentSlug = slug;
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_inspector.Selected = null;
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}
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private void OnClosing()
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{
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_imgui?.Dispose();
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