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>
This commit is contained in:
Erik 2026-06-25 17:58:50 +02:00
parent 2fe7b4a057
commit c03a241884
2 changed files with 163 additions and 17 deletions

View file

@ -5,10 +5,12 @@ using ImGuiNET;
namespace AcDream.App.Studio;
/// <summary>
/// Three-pane ImGui IDE for the acdream UI Studio:
/// Four-pane ImGui IDE for the acdream UI Studio:
/// <list type="bullet">
/// <item><b>Toolbar</b> — panel picker (slug combo) across the top.</item>
/// <item><b>Canvas</b> — shows the panel FBO texture; click-to-inspect returns the
/// panel-local pixel coordinate of the click.</item>
/// panel-local pixel coordinate of the click; draws a green outline over
/// <see cref="Selected"/>.</item>
/// <item><b>Tree</b> — recursive ImGui tree of the element hierarchy; clicking a node
/// sets <see cref="Selected"/>.</item>
/// <item><b>Properties</b> — shows the <see cref="Selected"/> element's geometry,
@ -27,12 +29,55 @@ namespace AcDream.App.Studio;
/// the panel renders right-side-up in the canvas. Because V is flipped, image-local
/// pixel y = 0 is the TOP of the panel, matching the UiRoot's top-left origin — so
/// click y maps directly without further inversion.</para>
///
/// <para>Layout: <see cref="DrawToolbar"/> / <see cref="DrawCanvas"/> /
/// <see cref="DrawTree"/> / <see cref="DrawProperties"/> each call
/// <c>SetNextWindowPos</c> + <c>SetNextWindowSize</c> with
/// <c>ImGuiCond.FirstUseEver</c> so the panes start in a docked-style arrangement
/// that the user can freely drag from.</para>
/// </summary>
public sealed class StudioInspector
{
/// <summary>Currently selected element (set by tree-click or canvas-click).</summary>
public UiElement? Selected { get; set; }
// ── Toolbar ───────────────────────────────────────────────────────────────────
/// <summary>
/// Draw the "Studio" toolbar window (top strip) containing a slug combo-box.
/// Returns the newly-selected slug when the user picks a different panel, or
/// null when the selection is unchanged.
/// </summary>
/// <param name="slugs">All available panel slugs (from <c>UiDumpModel.ListSlugs</c>).</param>
/// <param name="current">The slug of the panel currently loaded.</param>
/// <param name="windowW">Studio window width (pixels).</param>
public string? DrawToolbar(IReadOnlyList<string> slugs, string? current, int windowW)
{
ImGui.SetNextWindowPos(new Vector2(0f, 0f), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSize(new Vector2(windowW, 40f), ImGuiCond.FirstUseEver);
ImGui.Begin("Studio",
ImGuiWindowFlags.NoScrollbar | ImGuiWindowFlags.NoScrollWithMouse);
ImGui.SetNextItemWidth(300f);
string? result = null;
string preview = current ?? "(none)";
if (ImGui.BeginCombo("Panel", preview))
{
foreach (var slug in slugs)
{
bool selected = string.Equals(slug, current, StringComparison.OrdinalIgnoreCase);
if (ImGui.Selectable(slug, selected) && !selected)
result = slug;
if (selected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
ImGui.End();
return result;
}
// ── Canvas ────────────────────────────────────────────────────────────────────
/// <summary>
@ -42,9 +87,18 @@ public sealed class StudioInspector
///
/// <para>The texture is drawn with uv0=(0,1) / uv1=(1,0) to flip V, correcting
/// the GL bottom-left FBO origin to the ImGui top-left convention.</para>
///
/// <para>If <see cref="Selected"/> is non-null and has non-zero size, a bright-green
/// 2-pixel outline is drawn over the element's screen-space rect using the window
/// draw list. <see cref="UiElement.ScreenPosition"/> gives the absolute top-left in
/// root/panel space, which maps 1:1 to FBO pixels (the image is drawn 1:1 and both
/// the element tree and the FBO share the same top-left origin).</para>
/// </summary>
public (int x, int y)? DrawCanvas(nint panelTex, int width, int height)
public (int x, int y)? DrawCanvas(nint panelTex, int width, int height,
int windowX, int windowW, int windowY, int windowH)
{
ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
ImGui.Begin("Canvas");
var imageSize = new Vector2(width, height);
@ -55,13 +109,29 @@ public sealed class StudioInspector
var uv1 = new Vector2(1f, 0f);
ImGui.Image(panelTex, imageSize, uv0, uv1);
// ── Selection highlight ───────────────────────────────────────────────
// After ImGui.Image the item rect gives us the screen-space top-left of
// the drawn texture. ScreenPosition is in root/panel space (top-left origin,
// same coordinate system the FBO was drawn in), so offsetting by rectMin
// converts directly to screen space for the draw list.
var rectMin = ImGui.GetItemRectMin();
var el = Selected;
if (el is not null && el.Width > 0f && el.Height > 0f)
{
var sp = el.ScreenPosition;
var p0 = new Vector2(rectMin.X + sp.X, rectMin.Y + sp.Y);
var p1 = new Vector2(p0.X + el.Width, p0.Y + el.Height);
var dl = ImGui.GetWindowDrawList();
dl.AddRect(p0, p1,
ImGui.GetColorU32(new Vector4(0.2f, 1f, 0.4f, 1f)),
0f, ImDrawFlags.None, 2f);
}
(int x, int y)? result = null;
// Detect a left-click on the image.
if (ImGui.IsItemHovered() && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
{
// Image item rect: top-left of the drawn image in screen (display) coords.
var rectMin = ImGui.GetItemRectMin();
var mousePos = ImGui.GetMousePos();
// Panel-local pixel = mouse offset from image top-left.
@ -81,8 +151,10 @@ public sealed class StudioInspector
// ── Tree ──────────────────────────────────────────────────────────────────────
/// <summary>Draw the "Tree" ImGui window. Clicking a node sets <see cref="Selected"/>.</summary>
public void DrawTree(UiElement root)
public void DrawTree(UiElement root, int windowX, int windowY, int windowW, int windowH)
{
ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
ImGui.Begin("Tree");
DrawTreeNode(root);
ImGui.End();
@ -120,8 +192,10 @@ public sealed class StudioInspector
// ── Properties ───────────────────────────────────────────────────────────────
/// <summary>Draw the "Properties" ImGui window for <see cref="Selected"/>.</summary>
public void DrawProperties()
public void DrawProperties(int windowX, int windowY, int windowW, int windowH)
{
ImGui.SetNextWindowPos(new Vector2(windowX, windowY), ImGuiCond.FirstUseEver);
ImGui.SetNextWindowSize(new Vector2(windowW, windowH), ImGuiCond.FirstUseEver);
ImGui.Begin("Properties");
var el = Selected;

View file

@ -49,6 +49,11 @@ public sealed class StudioWindow : IDisposable
private StudioInspector? _inspector;
private UiElement? _panelRoot; // top-level element added to UiRoot (for hit-test + tree)
// UX-pass additions: panel picker + current-slug tracking.
private string? _currentSlug; // slug of the panel currently displayed (null = non-dump mode)
private string? _dumpFile; // resolved dump file path (once, in OnLoad)
private IReadOnlyList<string> _dumpSlugs = Array.Empty<string>(); // all slugs from the dump
// Task 4: sample data table — built once in OnLoad and kept alive for the window's lifetime
// so the controller subscriptions (ObjectAdded/ObjectMoved etc.) fire correctly.
private AcDream.Core.Items.ClientObjectTable? _objects;
@ -123,11 +128,17 @@ public sealed class StudioWindow : IDisposable
// Task 4b: --dump <slug> uses DumpLayout (static retail mockup, no controllers).
// All other modes use LayoutSource + FixtureProvider (production path).
_source = new LayoutSource(_dats, _stack.ResolveChrome, _stack.VitalsDatFont);
// Resolve the dump file once (used by OnLoad + by LoadDumpPanel at runtime).
_dumpFile = _opts.ResolveDumpFile();
if (_dumpFile is not null)
_dumpSlugs = UiDumpModel.ListSlugs(_dumpFile)
.OrderBy(s => s, StringComparer.OrdinalIgnoreCase).ToList();
UiElement? root;
if (_opts.DumpSlug is not null)
{
var dumpFile = _opts.ResolveDumpFile();
if (dumpFile is null)
if (_dumpFile is null)
{
Console.Error.WriteLine("[studio] --dump: retail UI dump file not found. " +
"Expected docs/research/2026-06-25-retail-ui-layout-dump.json in the source tree, " +
@ -136,9 +147,11 @@ public sealed class StudioWindow : IDisposable
}
else
{
root = DumpLayout.Load(dumpFile, _opts.DumpSlug, _stack.ResolveChrome, out var dumpErr);
root = DumpLayout.Load(_dumpFile, _opts.DumpSlug, _stack.ResolveChrome, out var dumpErr);
if (root is null)
Console.Error.WriteLine($"[studio] dump load failed: {dumpErr}");
else
_currentSlug = _opts.DumpSlug;
}
}
else
@ -265,12 +278,33 @@ public sealed class StudioWindow : IDisposable
// 4. Begin the ImGui frame.
_imgui.BeginFrame((float)dt);
// 5. Canvas pane — show the FBO texture; detect clicks.
// ── Layout constants (fixed pane arrangement, FirstUseEver) ──────────────
// Toolbar: full width, 40px tall at y=0.
// Tree: 280px wide on the left, below toolbar.
// Canvas: centre strip between tree and properties.
// Props: 340px wide on the right, below toolbar.
const int kToolbarH = 40;
const int kTreeW = 280;
const int kPropsW = 340;
int canvasX = kTreeW;
int canvasW = Math.Max(1, iw - kTreeW - kPropsW);
int propsX = iw - kPropsW;
int paneY = kToolbarH;
int paneH = Math.Max(1, ih - kToolbarH);
// 5. Toolbar pane — slug picker.
string? pickedSlug = _inspector.DrawToolbar(_dumpSlugs, _currentSlug, iw);
if (pickedSlug is not null)
LoadDumpPanel(pickedSlug);
// 6. Canvas pane — show the FBO texture; detect clicks.
(int x, int y)? click = null;
if (panelTex != 0)
click = _inspector.DrawCanvas((nint)panelTex, iw, ih);
click = _inspector.DrawCanvas(
(nint)panelTex, iw, ih,
canvasX, canvasW, paneY, paneH);
// 6. If the user clicked inside the canvas, hit-test the whole UI tree (UiRoot.Pick honors
// 7. If the user clicked inside the canvas, hit-test the whole UI tree (UiRoot.Pick honors
// Z-order + modal exclusivity) and select the topmost element. The canvas click coord is
// in the same root-space the FBO was drawn in, so it maps 1:1.
if (click is { } c)
@ -280,17 +314,55 @@ public sealed class StudioWindow : IDisposable
_inspector.Selected = hit;
}
// 7. Element tree pane.
// 8. Element tree pane.
if (_panelRoot is not null)
_inspector.DrawTree(_panelRoot);
_inspector.DrawTree(_panelRoot, 0, paneY, kTreeW, paneH);
// 8. Properties pane.
_inspector.DrawProperties();
// 9. Properties pane.
_inspector.DrawProperties(propsX, paneY, kPropsW, paneH);
// 9. Finalise ImGui and flush draw data to the window.
_imgui.Render();
}
/// <summary>
/// Load a different dump panel at runtime (no relaunch required).
/// Removes the current <see cref="_panelRoot"/> from the UI tree,
/// loads the named slug from the dump, and installs the new root.
/// Resets <see cref="StudioInspector.Selected"/> to null.
/// No-op when the dump file is not available or the slug fails to load.
/// </summary>
public void LoadDumpPanel(string slug)
{
if (_stack is null || _inspector is null) return;
if (_dumpFile is null)
{
Console.Error.WriteLine("[studio] LoadDumpPanel: dump file not available.");
return;
}
// Remove the existing panel root from the tree.
if (_panelRoot is not null)
{
_stack.UiHost.Root.RemoveChild(_panelRoot);
_panelRoot = null;
}
// Load the new panel.
var newRoot = DumpLayout.Load(_dumpFile, slug, _stack.ResolveChrome, out var err);
if (newRoot is null)
{
Console.Error.WriteLine($"[studio] LoadDumpPanel('{slug}') failed: {err}");
_currentSlug = null;
return;
}
_stack.UiHost.Root.AddChild(newRoot);
_panelRoot = newRoot;
_currentSlug = slug;
_inspector.Selected = null;
}
private void OnClosing()
{
_imgui?.Dispose();