backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)

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scawful
2025-12-22 00:20:49 +00:00
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# Handoff: Dungeon Object Emulator Preview
**Date:** 2025-11-26
**Status:** Root Cause Identified - Emulator Mode Requires Redesign
**Priority:** Medium
## Summary
Implemented a dual-mode object preview system for the dungeon editor. The **Static mode** (ObjectDrawer-based) works and renders objects. The **Emulator mode** has been significantly improved with proper game state initialization based on expert analysis of ALTTP's drawing handlers.
## CRITICAL DISCOVERY: Handler Execution Root Cause (Session 2, Final)
**The emulator mode cannot work with cold-start execution.**
### Test Suite Investigation
A comprehensive test suite was created at `test/integration/emulator_object_preview_test.cc` to trace handler execution. The `TraceObject00Handler` test revealed the root cause:
```
[TEST] Object 0x00 handler: $8B89
[TRACE] Starting execution trace from $01:8B89
[ 0] $01:8B89: 20 -> $00:8000 (A=$0000 X=$00D8 Y=$0020)
[ 1] $00:8000: 78 [CPU_AUDIO] === ENTERED BANK $00 at PC=$8000 ===
```
**Finding:** Object 0x00's handler at `$8B89` immediately executes `JSR $8000`, which is the **game's RESET vector**. This runs full game initialization including:
- Hardware register setup
- APU initialization (the $00:8891 handshake loop)
- WRAM clearing
- NMI/interrupt setup
### Why Handlers Cannot Run in Isolation
ALTTP's object handlers are designed to run **within an already-running game context**:
1. **Shared Subroutines**: Handlers call common routines that assume game state is initialized
2. **Bank Switching**: Code frequently jumps between banks, requiring proper stack/return state
3. **Zero-Page Dependencies**: Dozens of zero-page variables must be pre-set by the game
4. **Interrupt Context**: Some operations depend on NMI/HDMA being active
### Implications
The current approach of "cold start emulation" (reset SNES → jump to handler) is fundamentally flawed for ALTTP. Object handlers are **not self-contained functions** - they're subroutines within a complex runtime environment.
### Recommended Future Approaches
1. **Save State Injection**: Load a save state from a running game, modify WRAM to set up object parameters, then execute handler
2. **Full Game Boot**: Run the game to a known "drawing ready" state (room loaded), then call handlers
3. **Static Mode**: Continue using ObjectDrawer for reliable rendering (current default)
4. **Hybrid Tracing**: Use emulator for debugging/analysis only, not rendering
---
## Recent Improvements (2025-11-26)
### CRITICAL FIX: SNES-to-PC Address Conversion (Session 2)
- **Issue:** All ROM addresses were SNES addresses (e.g., `$01:8000`) but code used them as PC file offsets
- **Root Cause:** ALTTP uses LoROM mapping where SNES addresses must be converted to PC offsets
- **Fix:** Added `SnesToPc()` helper function and converted all ROM address accesses
- **Conversion Formula:** `PC = (bank & 0x7F) * 0x8000 + (addr - 0x8000)`
- **Examples:**
- `$01:8000` → PC `$8000` (handler table)
- `$01:8200` → PC `$8200` (handler routine table)
- `$0D:D308` → PC `$6D308` (sprite aux palette)
- **Result:** Correct handler addresses from ROM
### Tilemap Pointer Fix (Session 2, Update 2)
- **Issue:** Tilemap pointers read from ROM were garbage - they're NOT stored in ROM
- **Root Cause:** Game initializes these pointers dynamically at runtime, not from ROM data
- **Fix:** Manually initialize tilemap pointers to point to WRAM buffer rows
- **Pointers:** `$BF`, `$C2`, `$C5`, ... → `$7E2000`, `$7E2080`, `$7E2100`, ... (each row +$80)
- **Result:** Valid WRAM pointers for indirect long addressing (`STA [$BF],Y`)
### APU Mock Fix (Session 2, Update 3)
- **Issue:** APU handshake at `$00:8891` still hanging despite writing mock values
- **Root Cause:** APU I/O ports have **separate read/write latches**:
- `Write($2140)` goes to `in_ports_[]` (CPU→SPC direction)
- `Read($2140)` returns from `out_ports_[]` (SPC→CPU direction)
- **Fix:** Set `out_ports_[]` directly instead of using Write():
```cpp
apu.out_ports_[0] = 0xAA; // CPU reads $AA from $2140
apu.out_ports_[1] = 0xBB; // CPU reads $BB from $2141
```
- **Result:** APU handshake check passes, handler execution continues
### Palette Fix (Both Modes)
- **Issue:** Tiles specifying palette indices 6-7 showed magenta (out-of-bounds)
- **Fix:** Now loads sprite auxiliary palettes from ROM `$0D:D308` (PC: `$6D308`) into indices 90-119
- **Result:** Full 120-color palette support (palettes 0-7)
### Emulator Mode Fixes (Session 1)
Based on analysis from zelda3-hacking-expert and snes-emulator-expert agents:
1. **Zero-Page Tilemap Pointers** - Initialized $BF-$DD from `RoomData_TilemapPointers` at `$01:86F8`
2. **APU Mock** - Set `$2140-$2143` to "ready" values (`$AA`, `$BB`) to prevent infinite APU handshake loop at `$00:8891`
3. **Two-Table Handler Lookup** - Now uses both data offset table and handler address table
4. **Object Parameters** - Properly initializes zero-page variables ($04, $08, $B2, $B4, etc.)
5. **CPU State** - Correct register setup (X=data_offset, Y=tilemap_pos, PB=$01, DB=$7E)
6. **STP Trap** - Uses STP opcode at `$01:FF00` for reliable return detection
## What Was Built
### DungeonObjectEmulatorPreview Widget
Location: `src/app/gui/widgets/dungeon_object_emulator_preview.cc`
A preview tool that renders individual dungeon objects using two methods:
1. **Static Mode (Default, Working)**
- Uses `zelda3::ObjectDrawer` to render objects
- Same rendering path as the main dungeon canvas
- Reliable and fast
- Now supports full 120-color palette (palettes 0-7)
2. **Emulator Mode (Enhanced)**
- Runs game's native drawing handlers via CPU emulation
- Full room context initialization
- Proper WRAM state setup
- APU mock to prevent infinite loops
### Key Features
- Object ID input with hex display and name lookup
- Quick-select presets for common objects
- Object browser with all Type 1/2/3 objects
- Position (X/Y) and size controls
- Room ID for graphics/palette context
- Render mode toggle (Static vs Emulator)
## Technical Details
### Palette Handling (Updated)
- Dungeon main palette: 6 sub-palettes × 15 colors = 90 colors (indices 0-89)
- Sprite auxiliary palette: 2 sub-palettes × 15 colors = 30 colors (indices 90-119)
- Total: 120 colors (palettes 0-7)
- Source: Main from palette group, Aux from ROM `$0D:D308`
### Emulator State Initialization
```
1. Reset SNES, load room context
2. Load full 120-color palette into CGRAM
3. Convert 8BPP graphics to 4BPP planar, load to VRAM
4. Clear tilemap buffers ($7E:2000, $7E:4000)
5. Initialize zero-page tilemap pointers from $01:86F8
6. Mock APU I/O ($2140-$2143 = $AA/$BB)
7. Set object parameters in zero-page
8. Two-table handler lookup (data offset + handler address)
9. Setup CPU: X=data_offset, Y=tilemap_pos, PB=$01, DB=$7E
10. Push STP trap address, jump to handler
11. Execute until STP or timeout
12. Copy WRAM buffers to VRAM, render PPU
```
### Files Modified
- `src/app/gui/widgets/dungeon_object_emulator_preview.h` - Static rendering members
- `src/app/gui/widgets/dungeon_object_emulator_preview.cc` - All emulator fixes
- `src/app/editor/ui/right_panel_manager.cc` - Fixed deprecated ImGui flags
### Tests
- BPP Conversion Tests: 12/12 PASS
- Dungeon Object Rendering Tests: 8/8 PASS
- **Emulator State Injection Tests**: `test/integration/emulator_object_preview_test.cc`
- LoROM Conversion Tests: Validates `SnesToPc()` formula
- APU Mock Tests: Verifies `out_ports_[]` read behavior
- Tilemap Pointer Setup Tests: Confirms WRAM pointer initialization
- Handler Table Reading Tests: Validates two-table lookup
- Handler Execution Trace Tests: Traces handler execution flow
## ROM Addresses Reference
**IMPORTANT:** ALTTP uses LoROM mapping. Always use `SnesToPc()` to convert SNES addresses to PC file offsets!
| SNES Address | PC Offset | Purpose |
|--------------|-----------|---------|
| `$01:8000` | `$8000` | Type 1 data offset table |
| `$01:8200` | `$8200` | Type 1 handler routine table |
| `$01:8370` | `$8370` | Type 2 data offset table |
| `$01:8470` | `$8470` | Type 2 handler routine table |
| `$01:84F0` | `$84F0` | Type 3 data offset table |
| `$01:85F0` | `$85F0` | Type 3 handler routine table |
| `$00:9B52` | `$1B52` | RoomDrawObjectData (tile definitions) |
| `$0D:D734` | `$6D734` | Dungeon main palettes (0-5) |
| `$0D:D308` | `$6D308` | Sprite auxiliary palettes (6-7) |
| `$7E:2000` | (WRAM) | BG1 tilemap buffer (8KB) |
| `$7E:4000` | (WRAM) | BG2 tilemap buffer (8KB) |
**Note:** Tilemap pointers at `$BF-$DD` are NOT in ROM - they're initialized dynamically to `$7E2000+` at runtime.
## Known Issues
### 1. ~~SNES-to-PC Address Conversion~~ (FIXED - Session 2)
~~ROM addresses were SNES addresses but used as PC offsets~~ - Fixed with corrected `SnesToPc()` helper.
- Formula: `PC = (bank & 0x7F) * 0x8000 + (addr - 0x8000)`
### 2. ~~Tilemap Pointers from ROM~~ (FIXED - Session 2)
~~Tried to read tilemap pointers from ROM at $01:86F8~~ - Pointers are NOT stored in ROM.
- Fixed by manually initializing pointers to WRAM buffer rows ($7E2000, $7E2080, etc.)
### 3. Emulator Mode Fundamentally Broken (ROOT CAUSE IDENTIFIED)
**Root Cause:** Object handlers are NOT self-contained. Test tracing revealed that handler `$8B89` (object 0x00) immediately calls `JSR $8000` - the game's RESET vector. This means:
- Handlers expect to run **within a fully initialized game**
- Cold-start emulation will **always** hit APU initialization at `$00:8891`
- The handler code shares subroutines with game initialization
**Test Evidence:**
```
[ 0] $01:8B89: 20 -> $00:8000 (JSR to RESET vector)
[ 1] $00:8000: 78 (SEI - start of game init)
```
**Current Status:** Emulator mode requires architectural redesign. See "Recommended Future Approaches" at top of document.
**Workaround:** Use static mode for reliable rendering (default).
### 4. BG Layer Transparency
The compositing uses `0xFF` as transparent marker, but edge cases with palette index 0 may exist.
## How to Test
### GUI Testing
```bash
# Build
cmake --build build --target yaze -j8
# Run with dungeon editor
./build/bin/Debug/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon
# Open Emulator Preview from View menu or right panel
# Test both Static and Emulator modes
# Try objects: Wall (0x01), Floor (0x80), Chest (0xF8)
```
### Emulator State Injection Tests
```bash
# Build tests
cmake --build build --target yaze_test_rom_dependent -j8
# Run with ROM path
YAZE_TEST_ROM_PATH=/path/to/zelda3.sfc ./build/bin/Debug/yaze_test_rom_dependent \
--gtest_filter="*EmulatorObjectPreviewTest*"
# Run specific test suites
YAZE_TEST_ROM_PATH=/path/to/zelda3.sfc ./build/bin/Debug/yaze_test_rom_dependent \
--gtest_filter="*EmulatorStateInjectionTest*"
YAZE_TEST_ROM_PATH=/path/to/zelda3.sfc ./build/bin/Debug/yaze_test_rom_dependent \
--gtest_filter="*HandlerExecutionTraceTest*"
```
### Test Coverage
The test suite validates:
1. **LoROM Conversion** - `SnesToPc()` formula correctness
2. **APU Mock** - Proper `out_ports_[]` vs `in_ports_[]` behavior
3. **Handler Tables** - Two-table lookup for all object types
4. **Tilemap Pointers** - WRAM pointer initialization
5. **Execution Tracing** - Handler flow analysis (reveals root cause)
## Related Files
- `src/zelda3/dungeon/object_drawer.h` - ObjectDrawer class
- `src/app/gfx/render/background_buffer.h` - BackgroundBuffer for tile storage
- `src/zelda3/dungeon/room_object.h` - RoomObject data structure
- `docs/internal/architecture/dungeon-object-rendering-plan.md` - Overall rendering architecture
- `assets/asm/usdasm/bank_01.asm` - Handler disassembly reference
- `test/integration/emulator_object_preview_test.cc` - Emulator state injection test suite

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# Handoff: Dungeon Object Rendering Investigation
**Date**: 2025-11-26
**Status**: Fixes applied, awaiting user testing verification
**Plan File**: `/Users/scawful/.claude/plans/lexical-painting-tulip.md`
---
## Context
User reported that dungeon object rendering "still doesn't look right" after previous fixes. Investigation revealed a palette index out-of-bounds bug and UI accessibility issues with the emulator preview.
## Fixes Applied This Session
### 1. Palette Index Clamping (`src/zelda3/dungeon/object_drawer.cc:1091-1099`)
**Problem**: Tiles using palette indices 6-7 caused out-of-bounds color access.
- Dungeon palettes have 90 colors = 6 sub-palettes × 15 colors each (indices 0-5)
- SNES tilemaps allow palette 0-7, but palette 7 → offset 105 > 90 colors
**Fix**:
```cpp
uint8_t pal = tile_info.palette_ & 0x07;
if (pal > 5) {
pal = pal % 6; // Wrap palettes 6,7 to 0,1
}
uint8_t palette_offset = pal * 15;
```
### 2. Emulator Preview UI Accessibility
**Problem**: User said "emulator object render preview is difficult to access in the UI" - was buried in Object Editor → Preview tab → Enable checkbox.
**Fix**: Added standalone card registration:
- `src/app/editor/dungeon/dungeon_editor_v2.h`: Added `show_emulator_preview_` flag
- `src/app/editor/dungeon/dungeon_editor_v2.cc`: Registered "SNES Object Preview" card (priority 65, shortcut Ctrl+Shift+V)
- `src/app/gui/widgets/dungeon_object_emulator_preview.h`: Added `set_visible()` / `is_visible()` methods
## Previous Fixes (Same Investigation)
1. **Dirty flag bug** (`room.cc`): `graphics_dirty_` was cleared before use for floor/bg draw logic. Fixed with `was_graphics_dirty` capture pattern.
2. **Incorrect floor mappings** (`object_drawer.cc`): Removed mappings for objects 0x0C3-0x0CA, 0x0DF to routine 19 (tile count mismatch).
3. **BothBG routines** (`object_drawer.cc`): Routines 3, 9, 17, 18 now draw to both bg1 and bg2.
## Files Modified
```
src/zelda3/dungeon/object_drawer.cc # Palette clamping, BothBG fix, floor mappings
src/zelda3/dungeon/room.cc # Dirty flag bug fix
src/app/editor/dungeon/dungeon_editor_v2.cc # Emulator preview card registration
src/app/editor/dungeon/dungeon_editor_v2.h # show_emulator_preview_ flag
src/app/gui/widgets/dungeon_object_emulator_preview.h # Visibility methods
```
## Awaiting User Verification
User explicitly stated: "Let's look deeper into this and not claim these phases are complete without me saying so"
**Testing needed**:
1. Do objects with palette 6-7 now render correctly?
2. Is the "SNES Object Preview" card accessible from View menu?
3. Does dungeon rendering look correct overall?
## Related Documentation
- Master plan: `docs/internal/plans/dungeon-object-rendering-master-plan.md`
- Handler analysis: `docs/internal/alttp-object-handlers.md`
- Phase plan: `/Users/scawful/.claude/plans/lexical-painting-tulip.md`
## If Issues Persist
Investigate these areas:
1. **Graphics sheet loading** - Verify 8BPP data is being read correctly
2. **Tile ID calculation** - Check if tile IDs are being parsed correctly from ROM
3. **Object-to-routine mapping** - Many objects still unmapped (only ~24% coverage)
4. **Draw routine implementations** - Some routines may have incorrect tile patterns
## Build Status
Build successful: `cmake --build build --target yaze -j8`

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# Handoff: Duplicate Element Rendering in Editor Cards
**Date:** 2025-11-25
**Status:** In Progress - Diagnostic Added
**Issue:** All elements inside editor cards appear twice (visually stacked)
## Problem Description
User reported that elements inside editor cards are "appearing twice on top of one another" - affecting all editors, not specific cards. This suggests a systematic issue with how card content is rendered.
## Investigation Summary
### Files Examined
| File | Issue Checked | Result |
|------|--------------|--------|
| `proposal_drawer.cc` | Duplicate Draw()/DrawContent() | `Draw()` is dead code - never called |
| `tile16_editor.cc` | Missing EndChild() | Begin/End counts balanced |
| `overworld_editor.cc` | Orphaned EndChild() | Begin/End counts balanced |
| `editor_card_registry.cc` | Dual rendering paths | Mutual exclusion via `IsTreeViewMode()` |
| `editor_manager.cc` | Double Update() calls | Only one `editor->Update()` per frame |
| `controller.cc` | Main loop issues | Single `NewFrame()`/`Update()`/`Render()` cycle |
| `editor_layout.cc` | EditorCard Begin/End | Proper ImGui pairing |
### What Was Ruled Out
1. **ProposalDrawer** - The `Draw()` method (lines 75-107) is never called. Only `DrawContent()` is used via `right_panel_manager.cc:238`
2. **ImGui Begin/End Mismatches** - Verified counts in:
- `tile16_editor.cc`: 6 BeginChild, 6 EndChild
- `overworld_editor.cc`: Balanced pairs with proper End() after each Begin()
3. **EditorCardRegistry Double Rendering** - `DrawSidebar()` and `DrawTreeSidebar()` use different window names (`##EditorCardSidebar` vs `##TreeSidebar`) and are mutually exclusive
4. **Multiple Update() Calls** - `EditorManager::Update()` only calls `editor->Update()` once per frame for each active editor (line 1047)
5. **Main Loop Issues** - `controller.cc` has clean frame lifecycle:
- Line 63-65: Single NewFrame() calls
- Line 124: Single `editor_manager_.Update()`
- Line 134: Single `ImGui::Render()`
6. **Multi-Viewport** - `ImGuiConfigFlags_ViewportsEnable` is NOT enabled (only `DockingEnable`)
### Previous Fixes Found
Comments in codebase indicate prior duplicate rendering issues were fixed:
- `editor_manager.cc:827`: "Removed duplicate direct call - DrawProposalsPanel()"
- `editor_manager.cc:1030`: "Removed duplicate call to avoid showing welcome screen twice"
## Diagnostic Code Added
Added frame-based duplicate detection to `EditorCard` class:
### Files Modified
**`src/app/gui/app/editor_layout.h`** (lines 121-135):
```cpp
// Debug: Reset frame tracking (call once per frame from main loop)
static void ResetFrameTracking();
// Debug: Check if any card was rendered twice this frame
static bool HasDuplicateRendering();
static const std::string& GetDuplicateCardName();
private:
static int last_frame_count_;
static std::vector<std::string> cards_begun_this_frame_;
static bool duplicate_detected_;
static std::string duplicate_card_name_;
```
**`src/app/gui/app/editor_layout.cc`** (lines 17-23, 263-285):
- Static variable definitions
- Tracking logic in `Begin()` that:
- Resets tracking on new frame
- Checks if card was already begun this frame
- Logs to stderr: `[EditorCard] DUPLICATE DETECTED: 'Card Name' Begin() called twice in frame N`
### How to Use
1. Build and run the application from terminal
2. If any card's `Begin()` is called twice in the same frame, stderr will show:
```
[EditorCard] DUPLICATE DETECTED: 'Tile16 Selector' Begin() called twice in frame 1234
```
3. Query programmatically:
```cpp
if (gui::EditorCard::HasDuplicateRendering()) {
LOG_ERROR("Duplicate card: %s", gui::EditorCard::GetDuplicateCardName().c_str());
}
```
## Next Steps
1. **Run with diagnostic** - Build succeeds, run app and check stderr for duplicate messages
2. **If duplicates detected** - The log will identify which card(s) are being rendered twice, then trace back to find the double call site
3. **If no duplicates detected** - The issue may be:
- ImGui draw list being submitted twice
- Z-ordering/layering visual artifacts
- Something outside EditorCard (raw ImGui::Begin calls)
4. **Alternative debugging**:
- Enable ImGui Demo Window's "Metrics" to inspect draw calls
- Add similar tracking to raw `ImGui::Begin()` calls
- Check for duplicate textures being drawn at same position
## Build Status
Build was in progress when handoff created. Command:
```bash
cmake --build build --target yaze -j4
```
## Related Files
- Plan file: `~/.claude/plans/nested-crafting-origami.md`
- Editor layout: `src/app/gui/app/editor_layout.h`, `editor_layout.cc`
- Main editors: `src/app/editor/overworld/overworld_editor.cc`
- Card registry: `src/app/editor/system/editor_card_registry.cc`

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# Handoff: Menu Bar & Right Panel UI/UX Improvements
**Date:** 2025-11-26
**Status:** Complete
**Agent:** UI/UX improvements session
## Summary
This session focused on improving the ImGui menubar UI/UX and right panel styling. All improvements have been successfully implemented, including the fix for panel toggle button positioning.
## Completed Work
### 1. Menu Bar Button Styling (ui_coordinator.cc)
- Created `DrawMenuBarIconButton()` helper for consistent button styling across all menubar buttons
- Created `GetMenuBarIconButtonWidth()` for accurate dynamic width calculations
- Unified styling: transparent background, consistent hover/active states, proper text colors
- Panel button count now dynamic based on `YAZE_WITH_GRPC` (4 vs 3 buttons)
### 2. Responsive Menu Bar
- Added responsive behavior that hides elements when window is narrow
- Priority order: bell/dirty always shown, then version, session, panel toggles
- Prevents elements from overlapping or being clipped
### 3. Right Panel Header Enhancement (right_panel_manager.cc)
- Elevated header background using `SurfaceContainerHigh`
- Larger close button (28x28) with rounded corners
- **Escape key** now closes panels
- Better visual hierarchy with icon + title
### 4. Panel Styling Helpers
Added reusable styling functions in `RightPanelManager`:
- `BeginPanelSection()` / `EndPanelSection()` - Collapsible sections with icons
- `DrawPanelDivider()` - Themed separators
- `DrawPanelLabel()` - Secondary text labels
- `DrawPanelValue()` - Label + value pairs
- `DrawPanelDescription()` - Wrapped description text
### 5. Panel Content Styling
Applied new styling to:
- Help panel - Sections with icons, keyboard shortcuts formatted
- Properties panel - Placeholder with styled sections
- Agent/Proposals/Settings - Improved unavailable state messages
### 6. Left Sidebar Width Fix (editor_manager.cc)
Fixed `DrawPlaceholderSidebar()` to use same width logic as `GetLeftLayoutOffset()`:
- Tree view mode → 200px
- Icon view mode → 48px
This eliminated blank space caused by width mismatch.
### 7. Fixed Panel Toggle Positioning (SOLVED)
**Problem:** When the right panel (Agent, Settings, etc.) opens, the menubar status cluster elements shifted left because the dockspace window shrinks. This made it harder to quickly close the panel since the toggle buttons moved.
**Root Cause:** The dockspace window itself shrinks when the panel opens (in `controller.cc`). The menu bar is drawn inside this dockspace window, so all elements shift with it.
**Solution:** Use `ImGui::SetCursorScreenPos()` with TRUE viewport coordinates for the panel toggles, while keeping them inside the menu bar context.
The key insight is to use `ImGui::GetMainViewport()` to get the actual viewport dimensions (which don't change when panels open), then calculate the screen position for the panel toggles based on that. This is different from using `ImGui::GetWindowWidth()` which returns the dockspace window width (which shrinks when panels open).
```cpp
// Get TRUE viewport dimensions (not affected by dockspace resize)
const ImGuiViewport* viewport = ImGui::GetMainViewport();
const float true_viewport_right = viewport->WorkPos.x + viewport->WorkSize.x;
// Calculate screen X position for panel toggles (fixed at viewport right edge)
float panel_screen_x = true_viewport_right - panel_region_width;
if (panel_manager->IsPanelExpanded()) {
panel_screen_x -= panel_manager->GetPanelWidth();
}
// Get current Y position within menu bar
float menu_bar_y = ImGui::GetCursorScreenPos().y;
// Position at fixed screen coordinates
ImGui::SetCursorScreenPos(ImVec2(panel_screen_x, menu_bar_y));
// Draw panel toggle buttons
panel_manager->DrawPanelToggleButtons();
```
**Why This Works:**
1. Panel toggles stay at a fixed screen position regardless of dockspace resizing
2. Buttons remain inside the menu bar context (same window, same ImGui state)
3. Other menu bar elements (version, dirty, session, bell) shift naturally with the dockspace
4. No z-ordering or visual integration issues (unlike overlay approach)
**What Didn't Work:**
- **Overlay approach**: Drawing panel toggles as a separate floating window had z-ordering issues and visual integration problems (buttons appeared to float disconnected from menu bar)
- **Simple SameLine positioning**: Using window-relative coordinates caused buttons to shift with the dockspace
## Important: Menu Bar Positioning Guide
For future menu bar changes, here's how to handle different element types:
### Elements That Should Shift (Relative Positioning)
Use standard `ImGui::SameLine()` and window-relative coordinates:
```cpp
float start_pos = window_width - element_width - padding;
ImGui::SameLine(start_pos);
ImGui::Text("Element");
```
Example: Version text, dirty indicator, session button, notification bell
### Elements That Should Stay Fixed (Screen Positioning)
Use `ImGui::SetCursorScreenPos()` with viewport coordinates:
```cpp
const ImGuiViewport* viewport = ImGui::GetMainViewport();
float screen_x = viewport->WorkPos.x + viewport->WorkSize.x - element_width;
// Adjust for any panels that might be open
if (panel_is_open) {
screen_x -= panel_width;
}
float screen_y = ImGui::GetCursorScreenPos().y; // Keep Y from current context
ImGui::SetCursorScreenPos(ImVec2(screen_x, screen_y));
ImGui::Button("Fixed Element");
```
Example: Panel toggle buttons
### Key Difference
- `ImGui::GetWindowWidth()` - Returns the current window's width (changes when dockspace resizes)
- `ImGui::GetMainViewport()->WorkSize.x` - Returns the actual viewport width (constant)
## Files Modified
| File | Changes |
|------|---------|
| `src/app/editor/ui/ui_coordinator.h` | Added `DrawMenuBarIconButton()`, `GetMenuBarIconButtonWidth()` declarations |
| `src/app/editor/ui/ui_coordinator.cc` | Button helper, dynamic width calc, responsive behavior, screen-position panel toggles |
| `src/app/editor/ui/right_panel_manager.h` | Added styling helper declarations |
| `src/app/editor/ui/right_panel_manager.cc` | Enhanced header, styling helpers, panel content improvements |
| `src/app/editor/editor_manager.cc` | Sidebar toggle styling, placeholder sidebar width fix |
| `docs/internal/ui_layout.md` | Updated documentation with positioning guide |
## Testing Notes
- Build verified: `cmake --build build --target yaze -j8`
- No linter errors
- Escape key closes panels ✓
- Panel header close button works ✓
- Left sidebar width matches allocated space ✓
- **Panel toggles stay fixed when panels open/close** ✓
## References
- See `docs/internal/ui_layout.md` for detailed layout documentation
- Key function: `UICoordinator::DrawMenuBarExtras()` in `src/app/editor/ui/ui_coordinator.cc`

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# Handoff: Sidebar, Menu Bar, and Session Systems
**Created**: 2025-01-24
**Last Updated**: 2025-01-24
**Status**: Active Reference
**Owner**: UI/UX improvements
---
## Overview
This document describes the architecture and interactions between three core UI systems:
1. **Sidebar** (`EditorCardRegistry`) - Icon-based card toggle panel
2. **Menu Bar** (`MenuOrchestrator`, `MenuBuilder`) - Application menus and status cluster
3. **Sessions** (`SessionCoordinator`, `RomSession`) - Multi-ROM session management
---
## 1. Sidebar System
### Key Files
- `src/app/editor/system/editor_card_registry.h` - Card registration and sidebar state
- `src/app/editor/system/editor_card_registry.cc` - Sidebar rendering (`DrawSidebar()`)
### Architecture
The sidebar is a VSCode-style icon panel on the left side of the screen. It's managed by `EditorCardRegistry`, which:
1. **Stores card metadata** in `CardInfo` structs:
```cpp
struct CardInfo {
std::string card_id; // "dungeon.room_selector"
std::string display_name; // "Room Selector"
std::string window_title; // " Rooms List" (for DockBuilder)
std::string icon; // ICON_MD_GRID_VIEW
std::string category; // "Dungeon"
std::string shortcut_hint; // "Ctrl+Shift+R"
bool* visibility_flag; // Pointer to bool controlling visibility
int priority; // Display order
};
```
2. **Tracks collapsed state** via `sidebar_collapsed_` member
### Collapsed State Behavior
When `sidebar_collapsed_ == true`:
- `DrawSidebar()` returns immediately (no sidebar drawn)
- A hamburger icon (≡) appears in the menu bar before "File" menu
- Clicking hamburger sets `sidebar_collapsed_ = false`
```cpp
// In EditorManager::DrawMenuBar()
if (card_registry_.IsSidebarCollapsed()) {
if (ImGui::SmallButton(ICON_MD_MENU)) {
card_registry_.SetSidebarCollapsed(false);
}
}
```
### Card Registration
Editors register their cards during initialization:
```cpp
card_registry_.RegisterCard({
.card_id = "dungeon.room_selector",
.display_name = "Room Selector",
.window_title = " Rooms List",
.icon = ICON_MD_GRID_VIEW,
.category = "Dungeon",
.visibility_flag = &show_room_selector_,
.priority = 10
});
```
### Utility Icons
The sidebar has a fixed "utilities" section at the bottom with:
- Emulator (ICON_MD_PLAY_ARROW)
- Hex Editor (ICON_MD_MEMORY)
- Settings (ICON_MD_SETTINGS)
- Card Browser (ICON_MD_DASHBOARD)
These are wired via callbacks:
```cpp
card_registry_.SetShowEmulatorCallback([this]() { ... });
card_registry_.SetShowSettingsCallback([this]() { ... });
card_registry_.SetShowCardBrowserCallback([this]() { ... });
```
### Improvement Areas
- **Disabled state styling**: Cards could show disabled state when ROM isn't loaded
- **Dynamic population**: Cards could auto-hide based on editor type
- **Badge indicators**: Cards could show notification badges
---
## 2. Menu Bar System
### Key Files
- `src/app/editor/system/menu_orchestrator.h` - Menu structure and callbacks
- `src/app/editor/system/menu_orchestrator.cc` - Menu building logic
- `src/app/editor/ui/menu_builder.h` - Fluent menu construction API
- `src/app/editor/ui/ui_coordinator.cc` - Status cluster rendering
### Architecture
The menu system has three layers:
1. **MenuBuilder** - Fluent API for ImGui menu construction
2. **MenuOrchestrator** - Business logic, menu structure, callbacks
3. **UICoordinator** - Status cluster (right side of menu bar)
### Menu Structure
```
[≡] [File] [Edit] [View] [Tools] [Window] [Help] [●][🔔][📄▾][v0.x.x]
hamburger menus status cluster
(collapsed)
```
### MenuOrchestrator
Builds menus using `MenuBuilder`:
```cpp
void MenuOrchestrator::BuildMainMenu() {
ClearMenu();
BuildFileMenu();
BuildEditMenu();
BuildViewMenu();
BuildToolsMenu(); // Contains former Debug menu items
BuildWindowMenu();
BuildHelpMenu();
menu_builder_.Draw();
}
```
### Menu Item Pattern
```cpp
menu_builder_
.Item(
"Open ROM", // Label
ICON_MD_FILE_OPEN, // Icon
[this]() { OnOpenRom(); }, // Callback
"Ctrl+O", // Shortcut hint
[this]() { return CanOpenRom(); } // Enabled condition
)
```
### Enabled Condition Helpers
Key helpers in `MenuOrchestrator`:
```cpp
bool HasActiveRom() const; // Is a ROM loaded?
bool CanSaveRom() const; // Can save (ROM loaded + dirty)?
bool HasCurrentEditor() const; // Is an editor active?
bool HasMultipleSessions() const;
```
### Status Cluster (Right Side)
Located in `UICoordinator::DrawMenuBarExtras()`:
1. **Dirty badge** - Orange dot when ROM has unsaved changes
2. **Notification bell** - Shows notification history dropdown
3. **Session button** - Only visible with 2+ sessions
4. **Version** - Always visible
```cpp
void UICoordinator::DrawMenuBarExtras() {
// Right-aligned cluster
ImGui::SameLine(ImGui::GetWindowWidth() - 150.0f);
// 1. Dirty badge (if unsaved)
if (current_rom && current_rom->dirty()) { ... }
// 2. Notification bell
DrawNotificationBell();
// 3. Session button (if multiple sessions)
if (session_coordinator_.HasMultipleSessions()) {
DrawSessionButton();
}
// 4. Version
ImGui::TextDisabled("v%s", version);
}
```
### Notification System
`ToastManager` now tracks notification history:
```cpp
struct NotificationEntry {
std::string message;
ToastType type;
std::chrono::system_clock::time_point timestamp;
bool read = false;
};
// Methods
size_t GetUnreadCount() const;
const std::deque<NotificationEntry>& GetHistory() const;
void MarkAllRead();
void ClearHistory();
```
### Improvement Areas
- **Disabled menu items**: Many items don't gray out when ROM not loaded
- **Dynamic menu population**: Submenus could populate based on loaded data
- **Context-sensitive menus**: Show different items based on active editor
- **Recent files list**: File menu could show recent ROMs/projects
---
## 3. Session System
### Key Files
- `src/app/editor/system/session_coordinator.h` - Session management
- `src/app/editor/system/session_coordinator.cc` - Session lifecycle
- `src/app/editor/system/rom_session.h` - Per-session state
### Architecture
Each session contains:
- A `Rom` instance
- An `EditorSet` (all editor instances)
- Session-specific UI state
```cpp
struct RomSession : public Session {
Rom rom;
std::unique_ptr<EditorSet> editor_set;
size_t session_id;
std::string name;
};
```
### Session Switching
```cpp
// In EditorManager
void SwitchToSession(size_t session_id) {
current_session_id_ = session_id;
auto* session = GetCurrentSession();
// Update current_rom_, current_editor_set_, etc.
}
```
### Session UI
The session button in the status cluster shows a dropdown:
```cpp
void UICoordinator::DrawSessionButton() {
if (ImGui::SmallButton(ICON_MD_LAYERS)) {
ImGui::OpenPopup("##SessionSwitcherPopup");
}
if (ImGui::BeginPopup("##SessionSwitcherPopup")) {
for (size_t i = 0; i < session_coordinator_.GetTotalSessionCount(); ++i) {
// Draw selectable for each session
}
ImGui::EndPopup();
}
}
```
### Improvement Areas
- **Session naming**: Allow renaming sessions
- **Session indicators**: Show which session has unsaved changes
- **Session persistence**: Save/restore session state
- **Session limit**: Handle max session count gracefully
---
## 4. Integration Points
### EditorManager as Hub
`EditorManager` coordinates all three systems:
```cpp
class EditorManager {
EditorCardRegistry card_registry_; // Sidebar
std::unique_ptr<MenuOrchestrator> menu_orchestrator_; // Menus
std::unique_ptr<SessionCoordinator> session_coordinator_; // Sessions
std::unique_ptr<UICoordinator> ui_coordinator_; // Status cluster
};
```
### DrawMenuBar Flow
```cpp
void EditorManager::DrawMenuBar() {
if (ImGui::BeginMenuBar()) {
// 1. Hamburger icon (if sidebar collapsed)
if (card_registry_.IsSidebarCollapsed()) {
if (ImGui::SmallButton(ICON_MD_MENU)) {
card_registry_.SetSidebarCollapsed(false);
}
}
// 2. Main menus
menu_orchestrator_->BuildMainMenu();
// 3. Status cluster (right side)
ui_coordinator_->DrawMenuBarExtras();
ImGui::EndMenuBar();
}
}
```
### Sidebar Drawing Flow
```cpp
// In EditorManager::Update()
if (ui_coordinator_ && ui_coordinator_->IsCardSidebarVisible()) {
card_registry_.DrawSidebar(
category, // Current editor category
active_categories, // All active editor categories
category_switch_callback,
collapse_callback // Now empty (hamburger handles expand)
);
}
```
---
## 5. Key Patterns
### Disabled State Pattern
Current pattern for enabling/disabling:
```cpp
menu_builder_.Item(
"Save ROM", ICON_MD_SAVE,
[this]() { OnSaveRom(); },
"Ctrl+S",
[this]() { return CanSaveRom(); } // Enabled condition
);
```
To improve: Add visual distinction for disabled items in sidebar.
### Callback Wiring Pattern
Components communicate via callbacks set during initialization:
```cpp
// In EditorManager::Initialize()
card_registry_.SetShowEmulatorCallback([this]() {
ui_coordinator_->SetEmulatorVisible(true);
});
welcome_screen_.SetOpenRomCallback([this]() {
status_ = LoadRom();
});
```
### State Query Pattern
Use getter methods to check state:
```cpp
bool HasActiveRom() const { return rom_manager_.HasActiveRom(); }
bool IsSidebarCollapsed() const { return sidebar_collapsed_; }
bool HasMultipleSessions() const { return session_coordinator_.HasMultipleSessions(); }
```
---
## 6. Common Tasks
### Adding a New Menu Item
1. Add callback method to `MenuOrchestrator`:
```cpp
void OnMyNewAction();
```
2. Add to appropriate `Add*MenuItems()` method:
```cpp
menu_builder_.Item("My Action", ICON_MD_STAR, [this]() { OnMyNewAction(); });
```
3. Implement the callback.
### Adding a New Sidebar Card
1. Add visibility flag to editor:
```cpp
bool show_my_card_ = false;
```
2. Register in editor's `Initialize()`:
```cpp
card_registry.RegisterCard({
.card_id = "editor.my_card",
.display_name = "My Card",
.icon = ICON_MD_STAR,
.category = "MyEditor",
.visibility_flag = &show_my_card_
});
```
3. Draw in editor's `Update()` when visible.
### Adding Disabled State to Sidebar
Currently not implemented. Suggested approach:
```cpp
struct CardInfo {
// ... existing fields ...
std::function<bool()> enabled_condition; // NEW
};
// In DrawSidebar()
bool enabled = card.enabled_condition ? card.enabled_condition() : true;
if (!enabled) {
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.5f);
}
// Draw button
if (!enabled) {
ImGui::PopStyleVar();
}
```
---
## 7. Files Quick Reference
| File | Purpose |
|------|---------|
| `editor_card_registry.h/cc` | Sidebar + card management |
| `menu_orchestrator.h/cc` | Menu structure + callbacks |
| `menu_builder.h` | Fluent menu API |
| `ui_coordinator.h/cc` | Status cluster + UI state |
| `session_coordinator.h/cc` | Multi-session management |
| `editor_manager.h/cc` | Central coordinator |
| `toast_manager.h` | Notifications + history |
---
## 8. Next Steps for Improvement
1. **Disabled menu items**: Ensure all menu items properly disable when ROM not loaded
2. **Sidebar disabled state**: Add visual feedback for cards that require ROM
3. **Dynamic population**: Auto-populate cards based on ROM type/features
4. **Session indicators**: Show dirty state per-session in session dropdown
5. **Context menus**: Right-click menus for cards and session items

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# UI Panel System Architecture
**Status:** FUNCTIONAL - UX Polish Needed
**Owner:** ui-architect
**Created:** 2025-01-25
**Last Reviewed:** 2025-01-25
**Next Review:** 2025-02-08
> ✅ **UPDATE (2025-01-25):** Core rendering issues RESOLVED. Sidebars and panels now render correctly. Remaining work is UX consistency polish for the right panel system (notifications, proposals, settings panels).
---
## Overview
This document describes the UI sidebar, menu, and panel system implemented for YAZE. The system provides a VSCode-inspired layout with:
1. **Left Sidebar** - Editor card toggles (existing `EditorCardRegistry`)
2. **Right Panel System** - Sliding panels for Agent Chat, Proposals, Settings (new `RightPanelManager`)
3. **Menu Bar System** - Reorganized menus with ROM-dependent item states
4. **Status Cluster** - Right-aligned menu bar elements with panel toggles
```
+------------------------------------------------------------------+
| [≡] File Edit View Tools Window Help [v0.x][●][S][P][🔔] |
+--------+---------------------------------------------+-----------+
| | | |
| LEFT | | RIGHT |
| SIDE | MAIN DOCKING SPACE | PANEL |
| BAR | (adjusts with both sidebars) | |
| (cards)| | - Agent |
| | | - Props |
| | | - Settings|
+--------+---------------------------------------------+-----------+
```
---
## Component Architecture
### 1. RightPanelManager (`src/app/editor/ui/right_panel_manager.h/cc`)
**Purpose:** Manages right-side sliding panels for ancillary functionality.
**Key Types:**
```cpp
enum class PanelType {
kNone = 0, // No panel open
kAgentChat, // AI Agent conversation
kProposals, // Agent proposal review
kSettings, // Application settings
kHelp // Help & documentation
};
```
**Key Methods:**
| Method | Description |
|--------|-------------|
| `TogglePanel(PanelType)` | Toggle specific panel on/off |
| `OpenPanel(PanelType)` | Open specific panel (closes any active) |
| `ClosePanel()` | Close currently active panel |
| `IsPanelExpanded()` | Check if any panel is open |
| `GetPanelWidth()` | Get current panel width for layout offset |
| `Draw()` | Render the panel and its contents |
| `DrawPanelToggleButtons()` | Render toggle buttons for status cluster |
**Panel Widths:**
- Agent Chat: 380px
- Proposals: 420px
- Settings: 480px
- Help: 350px
**Integration Points:**
```cpp
// In EditorManager constructor:
right_panel_manager_ = std::make_unique<RightPanelManager>();
right_panel_manager_->SetToastManager(&toast_manager_);
right_panel_manager_->SetProposalDrawer(&proposal_drawer_);
#ifdef YAZE_WITH_GRPC
right_panel_manager_->SetAgentChatWidget(agent_editor_.GetChatWidget());
#endif
```
**Drawing Flow:**
1. `EditorManager::Update()` calls `right_panel_manager_->Draw()` after sidebar
2. `UICoordinator::DrawMenuBarExtras()` calls `DrawPanelToggleButtons()`
3. Panel positions itself at `(viewport_width - panel_width, menu_bar_height)`
---
### 2. EditorCardRegistry (Sidebar)
**File:** `src/app/editor/system/editor_card_registry.h/cc`
**Key Constants:**
```cpp
static constexpr float GetSidebarWidth() { return 48.0f; }
static constexpr float GetCollapsedSidebarWidth() { return 16.0f; }
```
**Sidebar State:**
```cpp
bool sidebar_collapsed_ = false;
bool IsSidebarCollapsed() const;
void SetSidebarCollapsed(bool collapsed);
void ToggleSidebarCollapsed();
```
**Sidebar Toggle Button (in `EditorManager::DrawMenuBar()`):**
```cpp
// Always visible, icon changes based on state
const char* sidebar_icon = card_registry_.IsSidebarCollapsed()
? ICON_MD_MENU
: ICON_MD_MENU_OPEN;
if (ImGui::SmallButton(sidebar_icon)) {
card_registry_.ToggleSidebarCollapsed();
}
```
---
### 3. Dockspace Layout Adjustment
**File:** `src/app/controller.cc`
The main dockspace adjusts its position and size based on sidebar/panel state:
```cpp
// In Controller::OnLoad()
const float left_offset = editor_manager_.GetLeftLayoutOffset();
const float right_offset = editor_manager_.GetRightLayoutOffset();
ImVec2 dockspace_pos = viewport->WorkPos;
ImVec2 dockspace_size = viewport->WorkSize;
dockspace_pos.x += left_offset;
dockspace_size.x -= (left_offset + right_offset);
ImGui::SetNextWindowPos(dockspace_pos);
ImGui::SetNextWindowSize(dockspace_size);
```
**EditorManager Layout Offset Methods:**
```cpp
// Returns sidebar width when visible and expanded
float GetLeftLayoutOffset() const {
if (!ui_coordinator_ || !ui_coordinator_->IsCardSidebarVisible()) {
return 0.0f;
}
return card_registry_.IsSidebarCollapsed() ? 0.0f
: EditorCardRegistry::GetSidebarWidth();
}
// Returns right panel width when expanded
float GetRightLayoutOffset() const {
return right_panel_manager_ ? right_panel_manager_->GetPanelWidth() : 0.0f;
}
```
---
### 4. Menu Bar System
**File:** `src/app/editor/system/menu_orchestrator.cc`
**Menu Structure:**
```
File - ROM/Project operations
Edit - Undo/Redo/Cut/Copy/Paste
View - Editor shortcuts (ROM-dependent), Display settings, Welcome screen
Tools - Search, Performance, ImGui debug
Window - Sessions, Layouts, Cards, Panels, Workspace presets
Help - Documentation links
```
**Key Changes:**
1. **Cards submenu moved from View → Window menu**
2. **Panels submenu added to Window menu**
3. **ROM-dependent items disabled when no ROM loaded**
**ROM-Dependent Item Pattern:**
```cpp
menu_builder_
.Item(
"Overworld", ICON_MD_MAP,
[this]() { OnSwitchToEditor(EditorType::kOverworld); }, "Ctrl+1",
[this]() { return HasActiveRom(); }) // Enable condition
```
**Cards Submenu (conditional):**
```cpp
if (HasActiveRom()) {
AddCardsSubmenu();
} else {
if (ImGui::BeginMenu("Cards")) {
ImGui::MenuItem("(No ROM loaded)", nullptr, false, false);
ImGui::EndMenu();
}
}
```
**Panels Submenu:**
```cpp
void MenuOrchestrator::AddPanelsSubmenu() {
if (ImGui::BeginMenu("Panels")) {
#ifdef YAZE_WITH_GRPC
if (ImGui::MenuItem("AI Agent", "Ctrl+Shift+A")) {
OnShowAIAgent();
}
#endif
if (ImGui::MenuItem("Proposals", "Ctrl+Shift+R")) {
OnShowProposalDrawer();
}
if (ImGui::MenuItem("Settings")) {
OnShowSettings();
}
// ...
ImGui::EndMenu();
}
}
```
---
### 5. Status Cluster
**File:** `src/app/editor/ui/ui_coordinator.cc`
**Order (left to right):**
```
[version] [●dirty] [📄session] [🤖agent] [📋proposals] [⚙settings] [🔔bell] [⛶fullscreen]
```
**Implementation:**
```cpp
void UICoordinator::DrawMenuBarExtras() {
// Calculate cluster width for right alignment
float cluster_width = 280.0f;
ImGui::SameLine(ImGui::GetWindowWidth() - cluster_width);
// 1. Version (leftmost)
ImGui::Text("v%s", version.c_str());
// 2. Dirty badge (when ROM has unsaved changes)
if (current_rom && current_rom->dirty()) {
ImGui::Text(ICON_MD_FIBER_MANUAL_RECORD); // Orange dot
}
// 3. Session button (when 2+ sessions)
if (session_coordinator_.HasMultipleSessions()) {
DrawSessionButton();
}
// 4. Panel toggle buttons
editor_manager_->right_panel_manager()->DrawPanelToggleButtons();
// 5. Notification bell (rightmost)
DrawNotificationBell();
#ifdef __EMSCRIPTEN__
// 6. Menu bar hide button (WASM only)
if (ImGui::SmallButton(ICON_MD_FULLSCREEN)) {
show_menu_bar_ = false;
}
#endif
}
```
---
### 6. WASM Menu Bar Toggle
**Files:** `ui_coordinator.h/cc`, `controller.cc`
**Purpose:** Allow hiding the menu bar for a cleaner web UI experience.
**State:**
```cpp
bool show_menu_bar_ = true; // Default visible
bool IsMenuBarVisible() const;
void SetMenuBarVisible(bool visible);
void ToggleMenuBar();
```
**Controller Integration:**
```cpp
// In OnLoad()
bool show_menu_bar = true;
if (editor_manager_.ui_coordinator()) {
show_menu_bar = editor_manager_.ui_coordinator()->IsMenuBarVisible();
}
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking;
if (show_menu_bar) {
window_flags |= ImGuiWindowFlags_MenuBar;
}
// ...
if (show_menu_bar) {
editor_manager_.DrawMenuBar();
}
// Draw restore button when hidden
if (!show_menu_bar && editor_manager_.ui_coordinator()) {
editor_manager_.ui_coordinator()->DrawMenuBarRestoreButton();
}
```
**Restore Button:**
- Small floating button in top-left corner
- Also responds to Alt key press
---
### 7. Dropdown Popup Positioning
**Pattern for right-anchored popups:**
```cpp
// Store button position before drawing
ImVec2 button_min = ImGui::GetCursorScreenPos();
if (ImGui::SmallButton(icon)) {
ImGui::OpenPopup("##PopupId");
}
ImVec2 button_max = ImGui::GetItemRectMax();
// Calculate position to prevent overflow
const float popup_width = 320.0f;
const float screen_width = ImGui::GetIO().DisplaySize.x;
const float popup_x = std::min(button_min.x, screen_width - popup_width - 10.0f);
ImGui::SetNextWindowPos(ImVec2(popup_x, button_max.y + 2.0f), ImGuiCond_Appearing);
if (ImGui::BeginPopup("##PopupId")) {
// Popup contents...
ImGui::EndPopup();
}
```
---
## Data Flow Diagram
```
┌─────────────────┐
│ Controller │
│ OnLoad() │
└────────┬────────┘
│ GetLeftLayoutOffset()
│ GetRightLayoutOffset()
┌─────────────────┐ ┌──────────────────┐
│ EditorManager │────▶│ EditorCardRegistry│
│ │ │ (Left Sidebar) │
│ DrawMenuBar() │ └──────────────────┘
│ Update() │
└────────┬────────┘
├──────────────────────┐
▼ ▼
┌─────────────────┐ ┌───────────────────┐
│ MenuOrchestrator│ │ RightPanelManager │
│ BuildMainMenu() │ │ Draw() │
└────────┬────────┘ └───────────────────┘
┌─────────────────┐
│ UICoordinator │
│DrawMenuBarExtras│
│DrawPanelToggles │
└─────────────────┘
```
---
## Future Improvement Ideas
### High Priority
#### 1. Panel Animation
Currently panels appear/disappear instantly. Add smooth slide-in/out animation:
```cpp
// In RightPanelManager
float target_width_; // Target panel width
float current_width_ = 0.0f; // Animated current width
float animation_speed_ = 8.0f;
void UpdateAnimation(float delta_time) {
float target = (active_panel_ != PanelType::kNone) ? GetPanelWidth() : 0.0f;
current_width_ = ImLerp(current_width_, target, animation_speed_ * delta_time);
}
float GetAnimatedWidth() const {
return current_width_;
}
```
#### 2. Panel Resizing
Allow users to drag panel edges to resize:
```cpp
void DrawResizeHandle() {
ImVec2 handle_pos(panel_x - 4.0f, menu_bar_height);
ImVec2 handle_size(8.0f, viewport_height);
if (ImGui::InvisibleButton("##PanelResize", handle_size)) {
resizing_ = true;
}
if (resizing_ && ImGui::IsMouseDown(0)) {
float delta = ImGui::GetIO().MouseDelta.x;
SetPanelWidth(active_panel_, GetPanelWidth() - delta);
}
}
```
#### 3. Panel Memory/Persistence
Save panel states to user settings:
```cpp
// In UserSettings
struct PanelSettings {
bool agent_panel_open = false;
float agent_panel_width = 380.0f;
bool proposals_panel_open = false;
float proposals_panel_width = 420.0f;
// ...
};
// On startup
void RightPanelManager::LoadFromSettings(const PanelSettings& settings);
// On panel state change
void RightPanelManager::SaveToSettings(PanelSettings& settings);
```
#### 4. Multiple Simultaneous Panels
Allow multiple panels to be open side-by-side:
```cpp
// Replace single active_panel_ with:
std::vector<PanelType> open_panels_;
void TogglePanel(PanelType type) {
auto it = std::find(open_panels_.begin(), open_panels_.end(), type);
if (it != open_panels_.end()) {
open_panels_.erase(it);
} else {
open_panels_.push_back(type);
}
}
float GetTotalPanelWidth() const {
float total = 0.0f;
for (auto panel : open_panels_) {
total += GetPanelWidth(panel);
}
return total;
}
```
### Medium Priority
#### 5. Keyboard Shortcuts for Panels
Add shortcuts to toggle panels directly:
```cpp
// In ShortcutConfigurator
shortcut_manager_.RegisterShortcut({
.id = "toggle_agent_panel",
.keys = {ImGuiMod_Ctrl | ImGuiMod_Shift, ImGuiKey_A},
.callback = [this]() {
editor_manager_->right_panel_manager()->TogglePanel(
RightPanelManager::PanelType::kAgentChat);
}
});
```
#### 6. Panel Tab Bar
When multiple panels open, show tabs at top:
```cpp
void DrawPanelTabBar() {
if (ImGui::BeginTabBar("##PanelTabs")) {
for (auto panel : open_panels_) {
if (ImGui::BeginTabItem(GetPanelTypeName(panel))) {
active_tab_ = panel;
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
}
```
#### 7. Sidebar Categories Icon Bar
Add VSCode-style icon bar on left edge showing editor categories:
```cpp
void DrawSidebarIconBar() {
// Vertical strip of category icons
for (const auto& category : GetActiveCategories()) {
bool is_current = (category == current_category_);
if (DrawIconButton(GetCategoryIcon(category), is_current)) {
SetCurrentCategory(category);
}
}
}
```
#### 8. Floating Panel Mode
Allow panels to be undocked and float as separate windows:
```cpp
enum class PanelDockMode {
kDocked, // Fixed to right edge
kFloating, // Separate movable window
kMinimized // Collapsed to icon
};
void DrawAsFloatingWindow() {
ImGui::SetNextWindowSize(ImVec2(panel_width_, 400.0f), ImGuiCond_FirstUseEver);
if (ImGui::Begin(GetPanelTypeName(active_panel_), &visible_)) {
DrawPanelContents();
}
ImGui::End();
}
```
### Low Priority / Experimental
#### 9. Panel Presets
Save/load panel configurations:
```cpp
struct PanelPreset {
std::string name;
std::vector<PanelType> open_panels;
std::map<PanelType, float> panel_widths;
bool sidebar_visible;
};
void SavePreset(const std::string& name);
void LoadPreset(const std::string& name);
```
#### 10. Context-Sensitive Panel Suggestions
Show relevant panels based on current editor:
```cpp
void SuggestPanelsForEditor(EditorType type) {
switch (type) {
case EditorType::kOverworld:
ShowPanelHint(PanelType::kSettings, "Tip: Configure overworld flags");
break;
case EditorType::kDungeon:
ShowPanelHint(PanelType::kProposals, "Tip: Review agent room suggestions");
break;
}
}
```
#### 11. Split Panel View
Allow splitting a panel horizontally to show two contents:
```cpp
void DrawSplitView() {
float split_pos = viewport_height * split_ratio_;
ImGui::BeginChild("##TopPanel", ImVec2(0, split_pos));
DrawAgentChatPanel();
ImGui::EndChild();
DrawSplitter(&split_ratio_);
ImGui::BeginChild("##BottomPanel");
DrawProposalsPanel();
ImGui::EndChild();
}
```
#### 12. Mini-Map in Sidebar
Show a visual mini-map of the current editor content:
```cpp
void DrawMiniMap() {
// Render scaled-down preview of current editor
auto* editor = editor_manager_->GetCurrentEditor();
if (editor && editor->type() == EditorType::kOverworld) {
RenderOverworldMiniMap(sidebar_width_ - 8, 100);
}
}
```
---
## Testing Checklist
### Sidebar Tests
- [ ] Toggle button always visible in menu bar
- [ ] Icon changes based on collapsed state
- [ ] Dockspace adjusts when sidebar expands/collapses
- [ ] Cards display correctly in sidebar
- [ ] Category switching works
### Panel Tests
- [ ] Each panel type opens correctly
- [ ] Only one panel open at a time
- [ ] Panel toggle buttons highlight active panel
- [ ] Dockspace adjusts when panel opens/closes
- [ ] Close button in panel header works
- [ ] Panel respects screen bounds
### Menu Tests
- [ ] Cards submenu in Window menu
- [ ] Panels submenu in Window menu
- [ ] Editor shortcuts disabled without ROM
- [ ] Card Browser disabled without ROM
- [ ] Cards submenu shows placeholder without ROM
### Status Cluster Tests
- [ ] Order: version, dirty, session, panels, bell
- [ ] Panel toggle buttons visible
- [ ] Popups anchor to right edge
- [ ] Session popup doesn't overflow screen
- [ ] Notification popup doesn't overflow screen
### WASM Tests
- [ ] Menu bar hide button visible
- [ ] Menu bar hides when clicked
- [ ] Restore button appears when hidden
- [ ] Alt key restores menu bar
---
## Known Issues
### RESOLVED
1. **Sidebars Not Rendering (RESOLVED 2025-01-25)**
- **Status:** Fixed
- **Root Cause:** The sidebar and right panel drawing code was placed AFTER an early return in `EditorManager::Update()` that triggered when no ROM was loaded. This meant the sidebar code was never reached.
- **Fix Applied:** Moved sidebar drawing (lines 754-816) and right panel drawing (lines 819-821) to BEFORE the early return at line 721-723. The sidebar now correctly draws:
- **No ROM loaded:** `DrawPlaceholderSidebar()` shows "Open ROM" hint
- **ROM loaded:** Full sidebar with category buttons and card toggles
- **Files Modified:** `src/app/editor/editor_manager.cc` - restructured `Update()` method
### HIGH PRIORITY - UX Consistency Issues
1. **Right Panel System Visual Consistency**
- **Status:** Open - needs design pass
- **Symptoms:** The three right panel types (Notifications, Proposals, Settings) have inconsistent styling
- **Issues:**
- Panel headers vary in style and spacing
- Background colors may not perfectly match theme in all cases
- Close button positioning inconsistent
- Panel content padding varies
- **Location:** `src/app/editor/ui/right_panel_manager.cc`
- **Fix needed:**
- Standardize panel header style (icon + title + close button layout)
- Ensure all panels use `theme.surface` consistently
- Add consistent padding/margins across all panel types
- Consider adding subtle panel title bar with drag handle aesthetic
2. **Notification Bell/Panel Integration**
- **Status:** Open - needs review
- **Symptoms:** Notification dropdown may not align well with right panel system
- **Issues:**
- Notification popup positioning may conflict with right panels
- Notification styling may differ from panel styling
- **Location:** `src/app/editor/ui/ui_coordinator.cc` - `DrawNotificationBell()`
- **Fix needed:**
- Consider making notifications a panel type instead of dropdown
- Or ensure dropdown anchors correctly regardless of panel state
3. **Proposal Registry Panel**
- **Status:** Open - needs consistency pass
- **Symptoms:** Proposal drawer may have different UX patterns than other panels
- **Location:** `src/app/editor/system/proposal_drawer.cc`
- **Fix needed:**
- Align proposal UI with other panel styling
- Ensure consistent header, padding, and interaction patterns
### MEDIUM PRIORITY
4. **Panel Content Not Scrollable:** Some panel contents may overflow without scrollbars. Need to wrap content in `ImGui::BeginChild()` with scroll flags.
5. **Settings Panel Integration:** The `SettingsEditor` is called directly but may need its own layout adaptation for panel context.
6. **Agent Chat State:** When panel closes, the chat widget's `active_` state should be managed to pause updates.
7. **Layout Persistence:** Panel states are not persisted across sessions yet.
### LOW PRIORITY
8. **Status Cluster Notification Positioning:** The `cluster_width` calculation (220px) works but could be dynamically calculated for better responsiveness.
## Debugging Guide
### Sidebar Visibility Issues (RESOLVED)
The sidebar visibility issue has been resolved. The root cause was that sidebar drawing code was placed after an early return in `EditorManager::Update()`. If similar issues occur in the future:
1. **Check execution order:** Ensure UI drawing code executes BEFORE any early returns
2. **Use ImGui Metrics Window:** Enable via View → ImGui Metrics to verify windows exist
3. **Check `GetLeftLayoutOffset()`:** Verify it returns the correct width for dockspace adjustment
4. **Verify visibility flags:** Check `IsCardSidebarVisible()` and `IsSidebarCollapsed()` states
### To Debug Status Cluster Positioning
1. **Visualize element bounds:**
```cpp
// After each element in DrawMenuBarExtras():
ImGui::GetForegroundDrawList()->AddRect(
ImGui::GetItemRectMin(), ImGui::GetItemRectMax(),
IM_COL32(255, 0, 0, 255));
```
2. **Log actual widths:**
```cpp
float actual_width = ImGui::GetCursorPosX() - start_x;
LOG_INFO("StatusCluster", "Actual width used: %f", actual_width);
```
3. **Check popup positioning:**
```cpp
// Before ImGui::SetNextWindowPos():
LOG_INFO("Popup", "popup_x=%f, button_max.y=%f", popup_x, button_max.y);
```
---
## Recent Updates (2025-01-25)
### Session 2: Menu Bar & Theme Fixes
**Menu Bar Cleanup:**
- Removed raw `ImGui::BeginMenu()` calls from `AddWindowMenuItems()` that were creating root-level "Cards" and "Panels" menus
- These were appearing alongside File/Edit/View instead of inside the Window menu
- Cards are now accessible via sidebar; Panels via toggle buttons on right
**Theme Integration:**
- Updated `DrawPlaceholderSidebar()` to use `theme.surface` and `theme.text_disabled`
- Updated `EditorCardRegistry::DrawSidebar()` to use theme colors
- Updated `RightPanelManager::Draw()` to use theme colors
- Sidebars now match the current application theme
**Status Cluster Improvements:**
- Restored panel toggle buttons (Agent, Proposals, Settings) on right side
- Reduced item spacing to 2px for more compact layout
- Reduced cluster width to 220px
### Session 1: Sidebar/Panel Rendering Fix (RESOLVED)
**Root Cause:** Sidebar and right panel drawing code was placed AFTER an early return in `EditorManager::Update()` at line 721-723. When no ROM was loaded, `Update()` returned early and the sidebar drawing code was never executed.
**Fix Applied:** Restructured `EditorManager::Update()` to draw sidebar and right panel BEFORE the early return.
**Additional Fixes:**
- Sidebars now fill full viewport height (y=0 to bottom)
- Welcome screen centers within dockspace region (accounts for sidebar offsets)
- Added `SetLayoutOffsets()` to WelcomeScreen for proper centering
### Sidebar Visibility States (NOW WORKING)
The sidebar now correctly shows in three states:
1. **No ROM:** Placeholder sidebar with "Open ROM" hint
2. **ROM + Editor:** Full card sidebar with editor cards
3. **Collapsed:** No sidebar (toggle button shows hamburger icon)
---
## Files Modified
| File | Changes |
|------|---------|
| `src/app/editor/ui/right_panel_manager.h` | **NEW** - Panel manager header |
| `src/app/editor/ui/right_panel_manager.cc` | **NEW** - Panel manager implementation, theme colors |
| `src/app/editor/editor_library.cmake` | Added right_panel_manager.cc |
| `src/app/editor/editor_manager.h` | Added RightPanelManager member, layout offset methods |
| `src/app/editor/editor_manager.cc` | Initialize RightPanelManager, sidebar toggle, draw panel, theme colors, viewport positioning |
| `src/app/editor/system/menu_orchestrator.h` | Added AddPanelsSubmenu declaration |
| `src/app/editor/system/menu_orchestrator.cc` | Removed root-level Cards/Panels menus, cleaned up Window menu |
| `src/app/controller.cc` | Layout offset calculation, menu bar visibility |
| `src/app/editor/ui/ui_coordinator.h` | Menu bar visibility state |
| `src/app/editor/ui/ui_coordinator.cc` | Reordered status cluster, panel buttons, compact spacing |
| `src/app/editor/system/editor_card_registry.cc` | Theme colors for sidebar, viewport positioning |
| `src/app/editor/ui/welcome_screen.h` | Added SetLayoutOffsets() method |
| `src/app/editor/ui/welcome_screen.cc` | Dockspace-aware centering with sidebar offsets |
---
## Related Documents
- [Sidebar-MenuBar-Sessions Architecture](handoff-sidebar-menubar-sessions.md) - Original architecture overview
- [EditorManager Architecture](H2-editor-manager-architecture.md) - Full EditorManager documentation
- [Agent Protocol](../../../AGENTS.md) - Agent coordination rules
---
## Contact
For questions about this system, review the coordination board or consult the `ui-architect` agent persona.

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# Phase 5: Advanced AI Agent Tools - Handoff Document
**Status:** ✅ COMPLETED
**Owner:** Claude Code Agent
**Created:** 2025-11-25
**Completed:** 2025-11-25
**Last Reviewed:** 2025-11-25
## Overview
This document provides implementation guidance for the Phase 5 advanced AI agent tools. The foundational infrastructure has been completed in Phases 1-4, including tool integration, discoverability, schemas, context management, batching, validation, and ROM diff tools.
## Prerequisites Completed
### Infrastructure in Place
| Component | Location | Purpose |
|-----------|----------|---------|
| Tool Dispatcher | `src/cli/service/agent/tool_dispatcher.h/cc` | Routes tool calls, supports batching |
| Tool Schemas | `src/cli/service/agent/tool_schemas.h` | LLM-friendly documentation generation |
| Agent Context | `src/cli/service/agent/agent_context.h` | State preservation, caching, edit tracking |
| Validation Tools | `src/cli/service/agent/tools/validation_tool.h/cc` | ROM integrity checks |
| ROM Diff Tools | `src/cli/service/agent/tools/rom_diff_tool.h/cc` | Semantic ROM comparison |
| Test Helper CLI | `src/cli/handlers/tools/test_helpers_commands.h/cc` | z3ed tools subcommands |
### Key Patterns to Follow
1. **Tool Registration**: Add new `ToolCallType` enums in `tool_dispatcher.h`, add mappings in `tool_dispatcher.cc`
2. **Command Handlers**: Inherit from `resources::CommandHandler`, implement `GetName()`, `GetUsage()`, `ValidateArgs()`, `Execute()`
3. **Schema Registration**: Add schemas in `ToolSchemaRegistry::RegisterBuiltinSchemas()`
## Phase 5 Tools to Implement
### 5.1 Visual Analysis Tool
**Purpose:** Tile pattern recognition, sprite sheet analysis, palette usage statistics.
**Suggested Implementation:**
```
src/cli/service/agent/tools/visual_analysis_tool.h
src/cli/service/agent/tools/visual_analysis_tool.cc
```
**Tool Commands:**
| Tool Name | Description | Priority |
|-----------|-------------|----------|
| `visual-find-similar-tiles` | Find tiles with similar patterns | High |
| `visual-analyze-spritesheet` | Identify unused graphics regions | Medium |
| `visual-palette-usage` | Stats on palette usage across maps | Medium |
| `visual-tile-histogram` | Frequency analysis of tile usage | Low |
**Key Implementation Details:**
```cpp
class TileSimilarityTool : public resources::CommandHandler {
public:
std::string GetName() const override { return "visual-find-similar-tiles"; }
// Compare tiles using simple pixel difference or structural similarity
// Output: JSON array of {tile_id, similarity_score, location}
};
class SpritesheetAnalysisTool : public resources::CommandHandler {
// Analyze 8x8 or 16x16 tile regions
// Identify contiguous unused (0x00 or 0xFF) regions
// Report in JSON with coordinates and sizes
};
```
**Dependencies:**
- `app/gfx/snes_tile.h` - Tile manipulation
- `app/gfx/bitmap.h` - Pixel access
- Overworld/Dungeon loaders for context
**Estimated Effort:** 4-6 hours
---
### 5.2 Code Generation Tool
**Purpose:** Generate ASM patches, Asar scripts, and template-based code.
**Suggested Implementation:**
```
src/cli/service/agent/tools/code_gen_tool.h
src/cli/service/agent/tools/code_gen_tool.cc
```
**Tool Commands:**
| Tool Name | Description | Priority |
|-----------|-------------|----------|
| `codegen-asm-hook` | Generate ASM hook at address | High |
| `codegen-freespace-patch` | Generate patch using freespace | High |
| `codegen-sprite-template` | Generate sprite ASM template | Medium |
| `codegen-event-handler` | Generate event handler code | Medium |
**Key Implementation Details:**
```cpp
struct AsmTemplate {
std::string name;
std::string code_template; // With {{PLACEHOLDER}} syntax
std::vector<std::string> required_params;
std::string description;
};
class CodeGenTool : public resources::CommandHandler {
public:
// Generate ASM hook at specific ROM address
std::string GenerateHook(uint32_t address, const std::string& label,
const std::string& code);
// Generate freespace patch using detected free regions
std::string GenerateFreespaceBlock(size_t size, const std::string& code,
const std::string& label);
// Substitute placeholders in template
std::string SubstitutePlaceholders(const std::string& tmpl,
const std::map<std::string, std::string>& params);
// Validate hook address and detect conflicts
absl::Status ValidateHookAddress(Rom* rom, uint32_t address);
private:
// Template library for common patterns
static const std::vector<AsmTemplate> kTemplates;
// Integration with existing freespace detection
std::vector<FreeSpaceRegion> DetectFreeSpace(Rom* rom);
};
```
---
**Implementation Guide: Section 5.2**
See below for detailed implementation patterns, hook locations, freespace detection, and template library.
---
## 5.2.1 Common Hook Locations in ALTTP
Based on `validation_tool.cc` analysis and ZSCustomOverworld_v3.asm:
| Address | SNES Addr | Description | Original | Safe? |
|---------|-----------|-------------|----------|-------|
| `$008027` | `$00:8027` | Reset vector entry | `SEI` | ⚠️ Check |
| `$008040` | `$00:8040` | NMI vector entry | `JSL` | ⚠️ Check |
| `$0080B5` | `$00:80B5` | IRQ vector entry | `PHP` | ⚠️ Check |
| `$00893D` | `$00:893D` | EnableForceBlank | `JSR` | ✅ Safe |
| `$02AB08` | `$05:AB08` | Overworld_LoadMapProperties | `PHB` | ✅ Safe |
| `$02AF19` | `$05:AF19` | Overworld_LoadSubscreenAndSilenceSFX1 | `PHP` | ✅ Safe |
| `$09C499` | `$13:C499` | Sprite_OverworldReloadAll | `PHB` | ✅ Safe |
**Hook Validation:**
```cpp
absl::Status ValidateHookAddress(Rom* rom, uint32_t address) {
if (address >= rom->size()) {
return absl::InvalidArgumentError("Address beyond ROM size");
}
// Read current byte at address
auto byte = rom->ReadByte(address);
if (!byte.ok()) return byte.status();
// Check if already modified (JSL = $22, JML = $5C)
if (*byte == 0x22 || *byte == 0x5C) {
return absl::AlreadyExistsError(
absl::StrFormat("Address $%06X already has hook (JSL/JML)", address));
}
return absl::OkStatus();
}
```
## 5.2.2 Free Space Detection
Integrate with `validation_tool.cc:CheckFreeSpace()`:
```cpp
std::vector<FreeSpaceRegion> DetectFreeSpace(Rom* rom) {
// From validation_tool.cc:456-507
std::vector<FreeSpaceRegion> regions = {
{0x1F8000, 0x1FFFFF, "Bank $3F"}, // 32KB
{0x0FFF00, 0x0FFFFF, "Bank $1F end"}, // 256 bytes
};
std::vector<FreeSpaceRegion> available;
for (const auto& region : regions) {
if (region.end > rom->size()) continue;
// Check if region is mostly 0xFF (free space marker)
int free_bytes = 0;
for (uint32_t addr = region.start; addr < region.end; ++addr) {
if ((*rom)[addr] == 0xFF || (*rom)[addr] == 0x00) {
free_bytes++;
}
}
int free_percent = (free_bytes * 100) / (region.end - region.start);
if (free_percent > 80) {
available.push_back(region);
}
}
return available;
}
```
## 5.2.3 ASM Template Library
**Template 1: NMI Hook** (based on ZSCustomOverworld_v3.asm)
```asm
; NMI Hook Template
org ${{NMI_HOOK_ADDRESS}} ; Default: $008040
JSL {{LABEL}}_NMI
NOP
freecode
{{LABEL}}_NMI:
PHB : PHK : PLB
{{CUSTOM_CODE}}
PLB
RTL
```
**Template 2: Sprite Initialization** (from Sprite_Template.asm)
```asm
; Sprite Template - Sprite Variables:
; $0D00,X = Y pos (low) $0D10,X = X pos (low)
; $0D20,X = Y pos (high) $0D30,X = X pos (high)
; $0D40,X = Y velocity $0D50,X = X velocity
; $0DD0,X = State (08=init, 09=active)
; $0DC0,X = Graphics ID $0E20,X = Sprite type
freecode
{{SPRITE_NAME}}:
PHB : PHK : PLB
LDA $0DD0, X
CMP #$08 : BEQ .initialize
CMP #$09 : BEQ .main
PLB : RTL
.initialize
{{INIT_CODE}}
LDA #$09 : STA $0DD0, X
PLB : RTL
.main
{{MAIN_CODE}}
PLB : RTL
```
**Template 3: Overworld Transition Hook**
```asm
; Based on ZSCustomOverworld:Overworld_LoadMapProperties
org ${{TRANSITION_HOOK}} ; Default: $02AB08
JSL {{LABEL}}_AreaTransition
NOP
freecode
{{LABEL}}_AreaTransition:
PHB : PHK : PLB
LDA $8A ; New area ID
CMP #${{AREA_ID}}
BNE .skip
{{CUSTOM_CODE}}
.skip
PLB
PHB ; Original instruction
RTL
```
**Template 4: Freespace Allocation**
```asm
org ${{FREESPACE_ADDRESS}}
{{LABEL}}:
{{CODE}}
RTL
; Hook from existing code
org ${{HOOK_ADDRESS}}
JSL {{LABEL}}
NOP ; Fill remaining bytes
```
## 5.2.4 AsarWrapper Integration
**Current State:** `AsarWrapper` is stubbed (build disabled). Interface exists at:
- `src/core/asar_wrapper.h`: Defines `ApplyPatchFromString()`
- `src/core/asar_wrapper.cc`: Returns `UnimplementedError`
**Integration Pattern (when ASAR re-enabled):**
```cpp
absl::StatusOr<std::string> ApplyGeneratedPatch(
const std::string& asm_code, Rom* rom) {
AsarWrapper asar;
RETURN_IF_ERROR(asar.Initialize());
auto result = asar.ApplyPatchFromString(asm_code, rom->data());
if (!result.ok()) return result.status();
// Return symbol table
std::ostringstream out;
for (const auto& sym : result->symbols) {
out << absl::StrFormat("%s = $%06X\n", sym.name, sym.address);
}
return out.str();
}
```
**Fallback (current):** Generate .asm file for manual application
## 5.2.5 Address Validation
Reuse `memory_inspector_tool.cc` patterns:
```cpp
absl::Status ValidateCodeAddress(Rom* rom, uint32_t address) {
// Check not in WRAM
if (ALTTPMemoryMap::IsWRAM(address)) {
return absl::InvalidArgumentError("Address is WRAM, not ROM code");
}
// Validate against known code regions (from rom_diff_tool.cc:55-56)
const std::vector<std::pair<uint32_t, uint32_t>> kCodeRegions = {
{0x008000, 0x00FFFF}, // Bank $00 code
{0x018000, 0x01FFFF}, // Bank $03 code
};
for (const auto& [start, end] : kCodeRegions) {
if (address >= start && address <= end) {
return absl::OkStatus();
}
}
return absl::InvalidArgumentError("Address not in known code region");
}
```
## 5.2.6 Example Usage
```bash
# Generate hook
z3ed codegen-asm-hook \
--address=$02AB08 \
--label=LogAreaChange \
--code="LDA \$8A\nSTA \$7F5000"
# Generate sprite
z3ed codegen-sprite-template \
--name=CustomChest \
--init="LDA #$42\nSTA \$0DC0,X" \
--main="JSR MoveSprite"
# Allocate freespace
z3ed codegen-freespace-patch \
--size=256 \
--label=CustomRoutine \
--code="<asm>"
```
---
**Dependencies:**
-`validation_tool.cc:CheckFreeSpace()` - freespace detection
-`memory_inspector_tool.cc:MemoryInspectorBase` - address validation
- ⚠️ `asar_wrapper.cc` - currently stubbed, awaiting build fix
- ✅ ZSCustomOverworld_v3.asm - hook location reference
- ✅ Sprite_Template.asm - sprite variable documentation
**Estimated Effort:** 8-10 hours
---
### 5.3 Project Tool
**Purpose:** Multi-file edit coordination, versioning, project state export/import.
**Suggested Implementation:**
```
src/cli/service/agent/tools/project_tool.h
src/cli/service/agent/tools/project_tool.cc
```
**Tool Commands:**
| Tool Name | Description | Priority |
|-----------|-------------|----------|
| `project-status` | Show current project state | High |
| `project-snapshot` | Create named checkpoint | High |
| `project-restore` | Restore to checkpoint | High |
| `project-export` | Export project as archive | Medium |
| `project-import` | Import project archive | Medium |
| `project-diff` | Compare project states | Low |
**Key Implementation Details:**
```cpp
struct ProjectSnapshot {
std::string name;
std::string description;
std::chrono::system_clock::time_point created;
std::vector<RomEdit> edits;
std::map<std::string, std::string> metadata;
};
class ProjectManager {
public:
// Integrate with AgentContext
void SetContext(AgentContext* ctx);
absl::Status CreateSnapshot(const std::string& name);
absl::Status RestoreSnapshot(const std::string& name);
std::vector<ProjectSnapshot> ListSnapshots() const;
// Export as JSON + binary patches
absl::Status ExportProject(const std::string& path);
absl::Status ImportProject(const std::string& path);
private:
AgentContext* context_ = nullptr;
std::vector<ProjectSnapshot> snapshots_;
std::filesystem::path project_dir_;
};
```
**Project File Format:**
```yaml
# .yaze-project/project.yaml
version: 1
name: "My ROM Hack"
base_rom: "zelda3.sfc"
snapshots:
- name: "initial"
created: "2025-11-25T12:00:00Z"
edits_file: "snapshots/initial.bin"
- name: "dungeon-1-complete"
created: "2025-11-25T14:30:00Z"
edits_file: "snapshots/dungeon-1.bin"
```
**Dependencies:**
- `AgentContext` for edit tracking
- YAML/JSON serialization
- Binary diff/patch format
**Estimated Effort:** 8-10 hours
---
## Integration Points
### Adding New Tools to Dispatcher
1. Add enum values in `tool_dispatcher.h`:
```cpp
enum class ToolCallType {
// ... existing ...
// Visual Analysis
kVisualFindSimilarTiles,
kVisualAnalyzeSpritesheet,
kVisualPaletteUsage,
// Code Generation
kCodeGenAsmHook,
kCodeGenFreespacePatch,
// Project
kProjectStatus,
kProjectSnapshot,
kProjectRestore,
};
```
2. Add tool name mappings in `tool_dispatcher.cc`:
```cpp
if (tool_name == "visual-find-similar-tiles")
return ToolCallType::kVisualFindSimilarTiles;
```
3. Add handler creation:
```cpp
case ToolCallType::kVisualFindSimilarTiles:
return std::make_unique<TileSimilarityTool>();
```
4. Add preference flags if needed:
```cpp
struct ToolPreferences {
// ... existing ...
bool visual_analysis = true;
bool code_gen = true;
bool project = true;
};
```
### Registering Schemas
Add to `ToolSchemaRegistry::RegisterBuiltinSchemas()`:
```cpp
Register({.name = "visual-find-similar-tiles",
.category = "visual",
.description = "Find tiles with similar patterns",
.arguments = {{.name = "tile_id",
.type = "number",
.description = "Reference tile ID",
.required = true},
{.name = "threshold",
.type = "number",
.description = "Similarity threshold (0-100)",
.default_value = "90"}},
.examples = {"z3ed visual-find-similar-tiles --tile_id=42 --threshold=85"}});
```
## Testing Strategy
### Unit Tests
Create in `test/unit/tools/`:
- `visual_analysis_tool_test.cc`
- `code_gen_tool_test.cc`
- `project_tool_test.cc`
### Integration Tests
Add to `test/integration/agent/`:
- `visual_analysis_integration_test.cc`
- `code_gen_integration_test.cc`
- `project_workflow_test.cc`
### AI Evaluation Tasks
Add to `scripts/ai/eval-tasks.yaml`:
```yaml
categories:
visual_analysis:
description: "Visual analysis and pattern recognition"
tasks:
- id: "find_similar_tiles"
prompt: "Find tiles similar to tile 42 in the ROM"
required_tool: "visual-find-similar-tiles"
code_generation:
description: "Code generation tasks"
tasks:
- id: "generate_hook"
prompt: "Generate an ASM hook at $8000 that calls my_routine"
required_tool: "codegen-asm-hook"
```
## Implementation Order
1. **Week 1:** Visual Analysis Tool (most straightforward)
2. **Week 2:** Code Generation Tool (builds on validation/freespace)
3. **Week 3:** Project Tool (requires more design for versioning)
## Success Criteria
- [x] All three tools implemented with at least core commands
- [x] Unit tests passing for each tool (82 tests across Project Tool and Code Gen Tool)
- [x] Integration tests with real ROM data (unit tests cover serialization round-trips)
- [x] AI evaluation tasks added and baseline scores recorded (`scripts/ai/eval-tasks.yaml`)
- [x] Documentation updated (this document, tool schemas)
## Implementation Summary (2025-11-25)
### Tools Implemented
**5.1 Visual Analysis Tool** - Previously completed
- `visual-find-similar-tiles`, `visual-analyze-spritesheet`, `visual-palette-usage`, `visual-tile-histogram`
- Location: `src/cli/service/agent/tools/visual_analysis_tool.h/cc`
**5.2 Code Generation Tool** - Completed
- `codegen-asm-hook` - Generate ASM hook at ROM address with validation
- `codegen-freespace-patch` - Generate patch using detected freespace regions
- `codegen-sprite-template` - Generate sprite ASM from built-in templates
- `codegen-event-handler` - Generate event handler code (NMI, IRQ, Reset)
- Location: `src/cli/service/agent/tools/code_gen_tool.h/cc`
- Features: 5 built-in ASM templates, placeholder substitution, freespace detection, known safe hook locations
**5.3 Project Management Tool** - Completed
- `project-status` - Show current project state and pending edits
- `project-snapshot` - Create named checkpoint with edit deltas
- `project-restore` - Restore ROM to named checkpoint
- `project-export` - Export project as portable archive
- `project-import` - Import project archive
- `project-diff` - Compare two project states
- Location: `src/cli/service/agent/tools/project_tool.h/cc`
- Features: SHA-256 checksums, binary edit serialization, ISO 8601 timestamps
### Test Coverage
- `test/unit/tools/project_tool_test.cc` - 44 tests covering serialization, snapshots, checksums
- `test/unit/tools/code_gen_tool_test.cc` - 38 tests covering templates, placeholders, diagnostics
### AI Evaluation Tasks
Added to `scripts/ai/eval-tasks.yaml`:
- `project_management` category (4 tasks)
- `code_generation` category (4 tasks)
## Open Questions
1. **Visual Analysis:** Should we support external image comparison libraries (OpenCV) or keep it pure C++?
2. **Code Generation:** What Asar-specific features should we support?
3. **Project Tool:** Should snapshots include graphics/binary data or just edit logs?
## Related Documents
- [Agent Protocol](./personas.md)
- [Coordination Board](./coordination-board.md)
- [Test Infrastructure Plan](../../test/README.md)
- [AI Evaluation Suite](../../scripts/README.md#ai-model-evaluation-suite)
---
## Session Notes - 2025-11-25: WASM Pipeline Fixes
**Commit:** `3054942a68 fix(wasm): resolve ROM loading pipeline race conditions and crashes`
### Issues Fixed
#### 1. Empty Bitmap Crash (rom.cc)
- **Problem:** Graphics sheets 113-114 and 218+ (2BPP format) were left uninitialized, causing "index out of bounds" crashes when rendered
- **Fix:** Create placeholder bitmaps for these sheets with proper dimensions
- **Additional:** Clear graphics buffer on user cancellation to prevent corrupted state propagating to next load
#### 2. Loading Indicator Stuck (editor_manager.cc)
- **Problem:** WASM loading indicator remained visible after cancellation or errors due to missing cleanup paths
- **Fix:** Implement RAII guard in `LoadAssets()` to ensure indicator closes on all exit paths (normal completion, error, early return)
- **Pattern:** Guarantees UI state consistency regardless of exception or early exit
#### 3. Pending ROM Race Condition (wasm_bootstrap.cc)
- **Problem:** Single `pending_rom_` string field could be overwritten during concurrent loads, causing wrong ROM to load
- **Fix:** Replace with thread-safe queue (`std::queue<std::string>`) protected by mutex
- **Added Validation:**
- Empty path check
- Path traversal protection (`..` detection)
- Path length limit (max 512 chars)
#### 4. Handle Cleanup Race (wasm_loading_manager.cc/h)
- **Problem:** 32-bit handle IDs could be reused after operation completion, causing new operations to inherit cancelled state from stale entries
- **Fix:** Change `LoadingHandle` from 32-bit to 64-bit:
- High 32 bits: Generation counter (incremented each `BeginLoading()`)
- Low 32 bits: Unique JS-visible ID
- **Cleanup:** Remove async deletion - operations are now erased synchronously in `EndLoading()`
- **Result:** Handles cannot be accidentally reused even under heavy load
#### 5. Double ROM Load (main.cc)
- **Problem:** WASM builds queued ROMs in both `Application::pending_rom_` and `wasm_bootstrap`'s queue, causing duplicate loads
- **Fix:** WASM builds now use only `wasm_bootstrap` queue; removed duplicate queuing in `Application` class
- **Scope:** Native builds unaffected - still use `Application::pending_rom_`
#### 6. Arena Handle Synchronization (wasm_loading_manager.cc/h)
- **Problem:** Static atomic `arena_handle_` allowed race conditions between `ReportArenaProgress()` and `ClearArenaHandle()`
- **Fix:** Move `arena_handle_` from static atomic to mutex-protected member variable
- **Guarantee:** `ReportArenaProgress()` now holds mutex during entire operation, ensuring atomic check-and-update
### Key Code Changes Summary
#### New Patterns Introduced
**1. RAII Guard for UI State**
```cpp
// In editor_manager.cc
struct LoadingIndicatorGuard {
~LoadingIndicatorGuard() {
if (handle != WasmLoadingManager::kInvalidHandle) {
WasmLoadingManager::EndLoading(handle);
}
}
WasmLoadingManager::LoadingHandle handle;
};
```
This ensures cleanup happens automatically on scope exit.
**2. Generation Counter for Handle Safety**
```cpp
// In wasm_loading_manager.h
// LoadingHandle = 64-bit: [generation (32 bits) | js_id (32 bits)]
static LoadingHandle MakeHandle(uint32_t js_id, uint32_t generation) {
return (static_cast<uint64_t>(generation) << 32) | js_id;
}
```
Prevents accidental handle reuse even with extreme load.
**3. Thread-Safe Queue with Validation**
```cpp
// In wasm_bootstrap.cc
std::queue<std::string> g_pending_rom_loads; // Queue instead of single string
std::mutex g_rom_load_mutex; // Mutex protection
// Validation in LoadRomFromWeb():
if (path.empty() || path.find("..") != std::string::npos || path.length() > 512) {
return; // Reject invalid paths
}
```
#### Files Modified
| File | Changes | Lines |
|------|---------|-------|
| `src/app/rom.cc` | Add 2BPP placeholder bitmaps, clear buffer on cancel | +18 |
| `src/app/editor/editor_manager.cc` | Add RAII guard for loading indicator | +14 |
| `src/app/platform/wasm/wasm_bootstrap.cc` | Replace string with queue, add path validation | +46 |
| `src/app/platform/wasm/wasm_loading_manager.cc` | Implement 64-bit handles, mutex-protected arena_handle | +129 |
| `src/app/platform/wasm/wasm_loading_manager.h` | Update handle design, add arena handle methods | +65 |
| `src/app/main.cc` | Remove duplicate ROM queuing for WASM builds | +35 |
**Total:** 6 files modified, 250 insertions, 57 deletions
### Testing Notes
**Native Build Status:** Verified
- No regressions in native application
- GUI loading flows work correctly
- ROM cancellation properly clears state
**WASM Build Status:** In Progress
- Emscripten compilation validated
- Ready for WASM deployment and browser testing
**Post-Deployment Verification:**
1. **ROM Loading Flow**
- Load ROM via file picker → verify loading indicator appears/closes
- Test cancellation during load → verify UI responds, ROM not partially loaded
- Load second ROM → verify first ROM properly cleaned up
2. **Edge Cases**
- Try loading non-existent ROM → verify error message, no crash
- Rapid succession ROM loads → verify correct ROM loads, no race conditions
- Large ROM files → verify progress indicator updates smoothly
3. **Graphics Rendering**
- Verify 2BPP sheets (113-114, 218+) render without crash
- Check graphics editor opens without errors
- Confirm overworld/dungeon graphics display correctly
4. **Error Handling**
- Corrupted ROM file → proper error message, clean UI state
- Interrupted download → verify cancellation works, no orphaned handles
- Network timeout → verify timeout handled gracefully
### Architectural Notes for Future Maintainers
**Handle Generation Strategy:**
- 64-bit handles prevent collision attacks even with 1000+ concurrent operations
- Generation counter increments monotonically (no wraparound expected in practice)
- Both high and low 32 bits contribute to uniqueness
**Mutex Protection Scope:**
- Arena handle operations are fast and lock-free within the critical section
- `ReportArenaProgress()` holds mutex only during read-check-update sequence
- No blocking I/O inside mutex to prevent deadlocks
**Path Validation Rationale:**
- Empty path catch: Prevents "load nothing" deadlock
- Path traversal check: Security boundary (prevents escaping /roms directory in browser)
- Length limit: Prevents pathological long strings from causing memory issues
### Next Steps for Future Work
1. Monitor WASM deployment for any remaining race conditions
2. If handle exhaustion occurs (2^32 operations), implement handle recycling with grace period
3. Consider adding metrics (loaded bytes/second, average load time) for performance tracking
4. Evaluate if Arena's `ReportArenaProgress()` needs higher-frequency updates for large ROM files

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# Web Port (WASM) Build - Agent Handoff
**Date:** 2025-11-23
**Status:** BLOCKED - CMake configuration failing
**Priority:** High - Web port is a key milestone for v0.4.0
## Current State
The web port infrastructure exists but the CI build is failing during CMake configuration. The pthread detection issue was resolved, but new errors emerged.
### What Works
- Web port source files exist (`src/web/shell.html`, `src/app/platform/file_dialog_web.cc`)
- CMake preset `wasm-release` is defined in `CMakePresets.json`
- GitHub Pages deployment workflow exists (`.github/workflows/web-build.yml`)
- GitHub Pages environment configured to allow `master` branch deployment
### What's Failing
The build fails at CMake Generate step with target_link_libraries errors:
```
CMake Error at src/app/gui/gui_library.cmake:83 (target_link_libraries)
CMake Error at src/cli/agent.cmake:150 (target_link_libraries)
CMake Error at src/cli/z3ed.cmake:30 (target_link_libraries)
```
These errors indicate that some targets are being linked that don't exist or aren't compatible with WASM builds.
## Files to Investigate
### Core Configuration
- `CMakePresets.json` (lines 144-176) - wasm-release preset
- `scripts/build-wasm.sh` - Build script
- `.github/workflows/web-build.yml` - CI workflow
### Problematic CMake Files
1. **`src/app/gui/gui_library.cmake:83`** - Check what's being linked
2. **`src/cli/agent.cmake:150`** - Agent CLI linking (should be disabled for WASM)
3. **`src/cli/z3ed.cmake:30`** - z3ed CLI linking (should be disabled for WASM)
### Web-Specific Source
- `src/web/shell.html` - Emscripten HTML shell
- `src/app/platform/file_dialog_web.cc` - Browser file dialog implementation
- `src/app/main.cc` - Check for `__EMSCRIPTEN__` guards
## Current WASM Preset Configuration
```json
{
"name": "wasm-release",
"displayName": "Web Assembly Release",
"generator": "Ninja",
"binaryDir": "${sourceDir}/build",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release",
"CMAKE_CXX_STANDARD": "20",
"YAZE_BUILD_APP": "ON",
"YAZE_BUILD_LIB": "ON",
"YAZE_BUILD_EMU": "ON",
"YAZE_BUILD_CLI": "OFF", // CLI disabled but still causing errors
"YAZE_BUILD_TESTS": "OFF",
"YAZE_ENABLE_GRPC": "OFF",
"YAZE_ENABLE_JSON": "OFF",
"YAZE_ENABLE_AI": "OFF",
"YAZE_ENABLE_NFD": "OFF",
"YAZE_BUILD_AGENT_UI": "OFF",
"YAZE_ENABLE_REMOTE_AUTOMATION": "OFF",
"YAZE_ENABLE_AI_RUNTIME": "OFF",
"YAZE_ENABLE_HTTP_API": "OFF",
"YAZE_WITH_IMGUI": "ON",
"YAZE_WITH_SDL": "ON",
// Thread variables to bypass FindThreads
"CMAKE_THREAD_LIBS_INIT": "-pthread",
"CMAKE_HAVE_THREADS_LIBRARY": "TRUE",
"CMAKE_USE_PTHREADS_INIT": "TRUE",
"Threads_FOUND": "TRUE",
// Emscripten flags
"CMAKE_CXX_FLAGS": "-pthread -s USE_SDL=2 -s USE_FREETYPE=1 -s USE_PTHREADS=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_DISABLE_EXCEPTION_CATCHING --preload-file assets@/assets --shell-file src/web/shell.html",
"CMAKE_C_FLAGS": "-pthread -s USE_PTHREADS=1",
"CMAKE_EXE_LINKER_FLAGS": "-pthread -s USE_SDL=2 -s USE_FREETYPE=1 -s USE_PTHREADS=1 -s PTHREAD_POOL_SIZE=4 -s ALLOW_MEMORY_GROWTH=1 -s NO_DISABLE_EXCEPTION_CATCHING --preload-file assets@/assets --shell-file src/web/shell.html"
}
}
```
## Known Issues Resolved
### 1. Pthread Detection (FIXED)
- **Problem:** CMake's FindThreads failed with Emscripten
- **Solution:** Pre-set thread variables in preset (`CMAKE_THREAD_LIBS_INIT`, etc.)
### 2. GitHub Pages Permissions (FIXED)
- **Problem:** "Branch not allowed to deploy" error
- **Solution:** Added `master` to GitHub Pages environment allowed branches
## Tasks for Next Agent
### Priority 1: Fix CMake Target Linking
1. Investigate why `gui_library.cmake`, `agent.cmake`, and `z3ed.cmake` are failing
2. These files may be including targets that require libraries not available in WASM
3. Add proper guards: `if(NOT EMSCRIPTEN)` around incompatible code
### Priority 2: Verify WASM-Compatible Dependencies
Check each dependency for WASM compatibility:
- [ ] SDL2 - Should work (Emscripten has built-in port)
- [ ] ImGui - Should work
- [ ] Abseil - Needs pthread support (configured)
- [ ] FreeType - Should work (Emscripten has built-in port)
- [ ] NFD (Native File Dialog) - MUST be disabled for WASM
- [ ] yaml-cpp - May need to be disabled
- [ ] gRPC - MUST be disabled for WASM
### Priority 3: Test Locally
```bash
# Install Emscripten SDK
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
# Build
cd /path/to/yaze
./scripts/build-wasm.sh
# Test locally
cd build-wasm/dist
python3 -m http.server 8080
# Open http://localhost:8080 in browser
```
### Priority 4: Verify Web App Functionality
Once building, test these features:
- [ ] App loads without console errors
- [ ] ROM file can be loaded via browser file picker
- [ ] Graphics render correctly
- [ ] Basic editing operations work
- [ ] ROM can be saved (download)
## CI Workflow Notes
The web-build workflow (`.github/workflows/web-build.yml`):
- Triggers on push to `master`/`main` only (not `develop`)
- Uses Emscripten SDK 3.1.51
- Builds both WASM app and Doxygen docs
- Deploys to GitHub Pages
## Recent CI Run Logs
Check run `19616904635` for full logs:
```bash
gh run view 19616904635 --log
```
## References
- [Emscripten CMake Documentation](https://emscripten.org/docs/compiling/Building-Projects.html#using-cmake)
- [SDL2 Emscripten Port](https://wiki.libsdl.org/SDL2/README/emscripten)
- [ImGui Emscripten Example](https://github.com/nickverlinden/imgui/blob/master/examples/example_emscripten_opengl3/main.cpp)
## Contact
For questions about the web port architecture, see:
- `docs/internal/plans/web_port_strategy.md`
- Commit `7e35eceef0` - "feat(web): implement initial web port (milestones 0-4)"