Add ImGui WidgetIdRegistry
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docs/z3ed/IMGUI_ID_MANAGEMENT_REFACTORING.md
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docs/z3ed/IMGUI_ID_MANAGEMENT_REFACTORING.md
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# ImGui ID Management Refactoring Plan
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**Date**: October 2, 2025
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**Goal**: Improve GUI ID management for better test automation and eliminate duplicate ID issues
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**Related**: z3ed CLI test automation, ImGuiTestHarness integration
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## Executive Summary
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The current YAZE codebase uses ImGui's `##` prefix for hidden labels extensively (100+ occurrences), which creates challenges for automated testing and can lead to ID conflicts when widgets share the same label within the same ID scope.
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**Key Problems**:
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1. **Difficult to reference widgets** - Test automation needs stable, predictable widget IDs
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2. **Potential ID conflicts** - Multiple `##table` or `##canvas` widgets in same scope
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3. **Inconsistent naming** - No convention for widget naming across editors
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4. **No centralized registry** - Hard to discover available widget IDs for testing
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**Proposed Solution**:
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- Implement hierarchical ID scheme with scoping
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- Create centralized widget ID registry
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- Add systematic `PushID`/`PopID` usage
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- Establish naming conventions
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- Build tooling for ID discovery and validation
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## Current State Analysis
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### Pattern 1: Unnamed Widgets with ## Prefix (Most Common)
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Found 100+ instances across the codebase:
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```cpp
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// overworld_editor.cc
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if (BeginTable("##BlocksetTable", ...)) { }
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if (BeginChild("##RoomsetList")) { }
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InputText("##CGXFile", &cgx_file_name_);
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// dungeon_editor.cc
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gui::InputHexByte("##layout", &room.layout);
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gui::InputHexByte("##blockset", &room.blockset);
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// palette_editor.cc
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ColorPicker4("##picker", (float*)&color, ...);
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ColorButton("##palette", current_palette[n], ...);
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```
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**Problem**: Multiple widgets named `##table`, `##canvas`, `##picker` etc. across different editors can conflict when windows overlap or use shared ID stacks.
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### Pattern 2: Dynamic IDs with String Formatting
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```cpp
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// graphics_editor.cc
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ImGui::BeginChild(absl::StrFormat("##GfxSheet%02X", key).c_str(), ...);
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ImGui::Begin(absl::StrFormat("##GfxEditPaletteChildWindow%d", id).c_str(), ...);
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// tile16_editor.cc
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ImGui::ColorButton(absl::StrFormat("##c%d", i).c_str(), ...);
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```
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**Good**: Unique IDs, but still hard to reference from test automation without knowing the exact format string.
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### Pattern 3: Explicit PushID/PopID (Rare)
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Only found in third-party ImGuiTestEngine code, rarely used in YAZE:
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```cpp
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// imgui_test_engine (example of good practice)
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ImGui::PushID(window);
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// ... widgets here ...
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ImGui::PopID();
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```
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**Missing**: YAZE editors don't systematically use ID scoping.
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## Proposed Hierarchical ID Scheme
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### Design Principles
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1. **Hierarchical Naming**: Editor → Tab → Section → Widget
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2. **Stable IDs**: Don't change across frames or code refactors
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3. **Discoverable**: Can be enumerated for test automation
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4. **Backwards Compatible**: Gradual migration, no breaking changes
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### ID Format Convention
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```
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<Editor>/<Tab>/<Section>/<WidgetType>:<Name>
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```
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**Examples**:
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```
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Overworld/Main/Toolset/button:DrawTile
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Overworld/Main/Canvas/canvas:OverworldMap
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Overworld/MapSettings/Table/input:AreaGfx
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Dungeon/Room/Properties/input:Layout
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Palette/Main/Picker/button:Color0
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Graphics/Sheets/Sheet0x00/canvas:Tiles
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```
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**Benefits**:
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- **Unique**: Hierarchical structure prevents conflicts
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- **Readable**: Clear what editor and context each widget belongs to
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- **Testable**: Test harness can reference by full path or partial match
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- **Discoverable**: Can build tree of all available widget IDs
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### Implementation Strategy
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#### Phase 1: Core Infrastructure (2-3 hours)
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**Create Widget ID Registry System**:
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```cpp
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// src/app/gui/widget_id_registry.h
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namespace yaze::gui {
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class WidgetIdScope {
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public:
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explicit WidgetIdScope(const std::string& name);
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~WidgetIdScope(); // Auto PopID()
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std::string GetFullPath() const;
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private:
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std::string name_;
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static std::vector<std::string> id_stack_;
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};
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class WidgetIdRegistry {
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public:
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static WidgetIdRegistry& Instance();
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// Register a widget for discovery
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void RegisterWidget(const std::string& full_path,
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const std::string& type,
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ImGuiID imgui_id);
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// Query widgets for test automation
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std::vector<std::string> FindWidgets(const std::string& pattern) const;
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ImGuiID GetWidgetId(const std::string& full_path) const;
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// Export catalog for z3ed agent describe
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void ExportCatalog(const std::string& output_file) const;
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private:
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struct WidgetInfo {
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std::string full_path;
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std::string type;
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ImGuiID imgui_id;
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};
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std::unordered_map<std::string, WidgetInfo> widgets_;
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};
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// RAII helper macros
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#define YAZE_WIDGET_SCOPE(name) \
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yaze::gui::WidgetIdScope _scope##__LINE__(name)
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#define YAZE_REGISTER_WIDGET(type, name) \
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yaze::gui::WidgetIdRegistry::Instance().RegisterWidget( \
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_scope##__LINE__.GetFullPath() + "/" #type ":" name, \
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#type, \
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ImGui::GetItemID())
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} // namespace yaze::gui
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```
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**Implementation**:
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```cpp
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// src/app/gui/widget_id_registry.cc
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namespace yaze::gui {
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thread_local std::vector<std::string> WidgetIdScope::id_stack_;
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WidgetIdScope::WidgetIdScope(const std::string& name) : name_(name) {
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ImGui::PushID(name.c_str());
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id_stack_.push_back(name);
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}
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WidgetIdScope::~WidgetIdScope() {
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ImGui::PopID();
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if (!id_stack_.empty()) {
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id_stack_.pop_back();
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}
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}
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std::string WidgetIdScope::GetFullPath() const {
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std::string path;
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for (const auto& segment : id_stack_) {
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if (!path.empty()) path += "/";
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path += segment;
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}
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return path;
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}
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void WidgetIdRegistry::RegisterWidget(const std::string& full_path,
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const std::string& type,
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ImGuiID imgui_id) {
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WidgetInfo info{full_path, type, imgui_id};
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widgets_[full_path] = info;
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}
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std::vector<std::string> WidgetIdRegistry::FindWidgets(
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const std::string& pattern) const {
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std::vector<std::string> matches;
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for (const auto& [path, info] : widgets_) {
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if (path.find(pattern) != std::string::npos) {
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matches.push_back(path);
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}
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}
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return matches;
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}
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} // namespace yaze::gui
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```
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#### Phase 2: Refactor Overworld Editor (3-4 hours)
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**Before** (overworld_editor.cc):
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```cpp
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void OverworldEditor::DrawToolset() {
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gui::DrawTable(toolset_table_);
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if (show_tile16_editor_) {
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if (ImGui::Begin("Tile16 Editor", &show_tile16_editor_)) {
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tile16_editor_.Update();
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}
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ImGui::End();
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}
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}
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void OverworldEditor::DrawOverworldCanvas() {
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if (ImGui::BeginChild("##OverworldCanvas", ImVec2(0, 0), true)) {
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// Canvas rendering...
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}
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ImGui::EndChild();
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}
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```
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**After**:
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```cpp
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void OverworldEditor::DrawToolset() {
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YAZE_WIDGET_SCOPE("Toolset");
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gui::DrawTable(toolset_table_);
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if (show_tile16_editor_) {
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YAZE_WIDGET_SCOPE("Tile16Editor");
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if (ImGui::Begin("Tile16 Editor", &show_tile16_editor_)) {
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tile16_editor_.Update();
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}
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ImGui::End();
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}
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}
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void OverworldEditor::DrawOverworldCanvas() {
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YAZE_WIDGET_SCOPE("Canvas");
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if (ImGui::BeginChild("OverworldCanvas", ImVec2(0, 0), true)) {
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YAZE_REGISTER_WIDGET(canvas, "OverworldCanvas");
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// Canvas rendering...
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}
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ImGui::EndChild();
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}
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void OverworldEditor::DrawOverworldMapSettings() {
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YAZE_WIDGET_SCOPE("MapSettings");
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if (BeginTable("SettingsTable", column_count, flags)) {
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YAZE_REGISTER_WIDGET(table, "SettingsTable");
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for (int map_id = 0; map_id < 64; ++map_id) {
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YAZE_WIDGET_SCOPE(absl::StrFormat("Map%02X", map_id));
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ImGui::TableNextRow();
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ImGui::TableSetColumnIndex(0);
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// GfxId input
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uint8_t gfx_id = maps[map_id].gfx_id;
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if (gui::InputHexByte("GfxId", &gfx_id)) {
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YAZE_REGISTER_WIDGET(input, "GfxId");
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maps[map_id].gfx_id = gfx_id;
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}
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// ... other inputs
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}
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ImGui::EndTable();
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}
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}
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```
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**Benefits**:
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- Each editor gets its own top-level scope
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- Nested scopes create hierarchy automatically
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- Widgets are discoverable via registry
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- Test automation can reference: `Overworld/Canvas/canvas:OverworldCanvas`
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#### Phase 3: Add Test Harness Integration (1-2 hours)
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**Enhance ImGuiTestHarness to use Widget Registry**:
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```cpp
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// imgui_test_harness_service.cc
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absl::Status ImGuiTestHarnessServiceImpl::Click(
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const ClickRequest* request, ClickResponse* response) {
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const std::string& target = request->target();
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// Try hierarchical lookup first
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auto& registry = yaze::gui::WidgetIdRegistry::Instance();
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ImGuiID widget_id = registry.GetWidgetId(target);
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if (widget_id != 0) {
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// Found exact match in registry
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test->ItemClick(widget_id);
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} else {
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// Fallback to legacy string-based lookup
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test->ItemClick(target.c_str());
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}
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// Check for partial matches if exact fails
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auto matches = registry.FindWidgets(target);
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if (!matches.empty()) {
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response->add_suggestions(matches.begin(), matches.end());
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}
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return absl::OkStatus();
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}
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```
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**Widget Discovery Endpoint**:
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Add to proto:
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```protobuf
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// imgui_test_harness.proto
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message DiscoverWidgetsRequest {
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string pattern = 1; // e.g. "Overworld/Canvas/*" or "*button*"
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}
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message DiscoverWidgetsResponse {
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repeated WidgetInfo widgets = 1;
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}
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message WidgetInfo {
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string full_path = 1;
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string type = 2;
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uint32 imgui_id = 3;
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}
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service ImGuiTestHarness {
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// ... existing RPCs ...
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rpc DiscoverWidgets(DiscoverWidgetsRequest) returns (DiscoverWidgetsResponse);
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}
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```
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**CLI Integration**:
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```bash
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# Discover all widgets in Overworld editor
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z3ed agent discover --pattern "Overworld/*"
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# Output:
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# Overworld/Main/Toolset/button:DrawTile
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# Overworld/Main/Toolset/button:Pan
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# Overworld/Main/Canvas/canvas:OverworldMap
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# Overworld/MapSettings/Table/input:AreaGfx
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# ...
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# Use in test
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z3ed agent test --prompt "Click the DrawTile button in Overworld editor"
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# Auto-resolves to: Overworld/Main/Toolset/button:DrawTile
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```
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#### Phase 4: Gradual Migration (Ongoing)
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**Priority Order**:
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1. ✅ Overworld Editor (most complex, most tested)
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2. Dungeon Editor
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3. Palette Editor
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4. Graphics Editor
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5. Message Editor
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6. Sprite Editor
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7. Music Editor
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8. Screen Editor
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**Migration Strategy**:
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- Add `YAZE_WIDGET_SCOPE` at function entry points
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- Replace `##name` with meaningful names + register
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- Add registration for interactive widgets (buttons, inputs, canvases)
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- Test with z3ed agent test after each editor
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## Benefits for z3ed Agent Workflow
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### 1. Stable Widget References
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**Before**:
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```bash
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z3ed agent test --prompt "Click button:Overworld"
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# Brittle: depends on exact button label
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```
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**After**:
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```bash
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z3ed agent test --prompt "Click the DrawTile tool in Overworld editor"
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# Resolves to: Overworld/Main/Toolset/button:DrawTile
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# Or partial match: */Toolset/button:DrawTile
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```
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### 2. Widget Discovery for AI
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**Command**:
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```bash
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z3ed agent describe --widgets --format yaml > docs/api/yaze-widgets.yaml
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```
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**Output** (yaze-widgets.yaml):
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```yaml
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widgets:
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- path: Overworld/Main/Toolset/button:DrawTile
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type: button
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context:
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editor: Overworld
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tab: Main
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section: Toolset
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actions: [click]
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- path: Overworld/Main/Canvas/canvas:OverworldMap
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type: canvas
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context:
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editor: Overworld
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tab: Main
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section: Canvas
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actions: [click, drag, scroll]
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- path: Overworld/MapSettings/Table/input:AreaGfx
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type: input
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context:
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editor: Overworld
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tab: MapSettings
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map_id: "00-3F (per row)"
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actions: [type, clear]
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```
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**LLM Integration**:
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- AI reads widget catalog to understand available UI
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- Generates commands referencing stable widget paths
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- Partial matching allows fuzzy references
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- Hierarchical structure provides context
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### 3. Automated Test Generation
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**Workflow**:
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1. User: "Make soldiers wear red armor"
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2. AI analyzes requirement
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3. AI queries widget catalog: "What widgets are needed?"
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4. AI generates test plan:
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```
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1. Click Palette/Main/ExportButton
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2. Type "sprites_aux1" in FileDialog/input:Filename
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3. Wait for file dialog to close
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4. Assert file exists
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```
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## Implementation Timeline
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| Phase | Task | Time | Priority |
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|-------|------|------|----------|
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| 1 | Core infrastructure (WidgetIdScope, Registry) | 2-3h | P0 |
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| 2 | Overworld Editor refactoring | 3-4h | P0 |
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| 3 | Test Harness integration (Discover RPC) | 1-2h | P0 |
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| 4 | Dungeon Editor refactoring | 2-3h | P1 |
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| 5 | Palette Editor refactoring | 1-2h | P1 |
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| 6 | Graphics Editor refactoring | 2-3h | P1 |
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| 7 | Remaining editors | 4-6h | P2 |
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| 8 | Documentation + testing | 2-3h | P1 |
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**Total**: 17-26 hours over 2-3 weeks
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**Immediate Start**: Phase 1-3 (6-9 hours) - gets infrastructure working for current E2E validation
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## Testing Strategy
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### Unit Tests
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```cpp
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TEST(WidgetIdRegistryTest, HierarchicalScopes) {
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{
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WidgetIdScope editor("Overworld");
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EXPECT_EQ(editor.GetFullPath(), "Overworld");
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{
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WidgetIdScope tab("Main");
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EXPECT_EQ(tab.GetFullPath(), "Overworld/Main");
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{
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WidgetIdScope section("Toolset");
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EXPECT_EQ(section.GetFullPath(), "Overworld/Main/Toolset");
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}
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}
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}
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}
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TEST(WidgetIdRegistryTest, FindWidgets) {
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auto& registry = WidgetIdRegistry::Instance();
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registry.RegisterWidget("Overworld/Main/Toolset/button:DrawTile",
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"button", 12345);
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auto matches = registry.FindWidgets("*DrawTile");
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EXPECT_EQ(matches.size(), 1);
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EXPECT_EQ(matches[0], "Overworld/Main/Toolset/button:DrawTile");
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}
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```
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### Integration Tests
|
||||
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||||
```bash
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# Test widget discovery via gRPC
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||||
grpcurl -plaintext -import-path src/app/core/proto -proto imgui_test_harness.proto \
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-d '{"pattern":"Overworld/*"}' \
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127.0.0.1:50052 yaze.test.ImGuiTestHarness/DiscoverWidgets
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||||
# Test CLI widget discovery
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||||
./build/bin/z3ed agent discover --pattern "*/button:*"
|
||||
|
||||
# Test with actual GUI automation
|
||||
./build-grpc-test/bin/z3ed agent test \
|
||||
--prompt "Click the DrawTile button in Overworld editor"
|
||||
```
|
||||
|
||||
## Backwards Compatibility
|
||||
|
||||
### Fallback Mechanism
|
||||
|
||||
```cpp
|
||||
absl::Status ImGuiTestHarnessServiceImpl::Click(...) {
|
||||
// Try new hierarchical system first
|
||||
ImGuiID widget_id = registry.GetWidgetId(target);
|
||||
|
||||
if (widget_id != 0) {
|
||||
test->ItemClick(widget_id);
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Fallback to legacy string-based lookup
|
||||
auto info = test->ItemInfo(target.c_str());
|
||||
if (info.ID != 0) {
|
||||
test->ItemClick(target.c_str());
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Suggest alternatives from registry
|
||||
auto matches = registry.FindWidgets(target);
|
||||
std::string suggestions = absl::StrJoin(matches, ", ");
|
||||
return absl::NotFoundError(
|
||||
absl::StrFormat("Widget not found: %s. Did you mean: %s?",
|
||||
target, suggestions));
|
||||
}
|
||||
```
|
||||
|
||||
**Migration Path**:
|
||||
1. New code uses hierarchical IDs
|
||||
2. Legacy string lookups still work
|
||||
3. Gradual migration editor-by-editor
|
||||
4. Eventually deprecate `##` patterns
|
||||
|
||||
## Success Metrics
|
||||
|
||||
**Technical**:
|
||||
- ✅ Zero duplicate ImGui ID warnings
|
||||
- ✅ 100% of interactive widgets registered
|
||||
- ✅ Widget discovery returns complete catalog
|
||||
- ✅ Test automation can reference any widget by path
|
||||
|
||||
**UX**:
|
||||
- ✅ Natural language prompts resolve to correct widgets
|
||||
- ✅ Partial matching finds widgets without exact names
|
||||
- ✅ Error messages suggest correct widget paths
|
||||
- ✅ Widget catalog enables LLM-driven automation
|
||||
|
||||
**Quality**:
|
||||
- ✅ No performance regression (registry overhead minimal)
|
||||
- ✅ No visual changes to GUI
|
||||
- ✅ Backwards compatible with existing code
|
||||
- ✅ Clean separation of concerns (registry in gui/, not editor/)
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. **Immediate** (Tonight/Tomorrow):
|
||||
- Implement Phase 1 (Core infrastructure)
|
||||
- Add to CMake build
|
||||
- Write unit tests
|
||||
|
||||
2. **This Week**:
|
||||
- Refactor Overworld Editor (Phase 2)
|
||||
- Integrate with test harness (Phase 3)
|
||||
- Test with z3ed agent test
|
||||
|
||||
3. **Next Week**:
|
||||
- Migrate remaining editors (Phase 4)
|
||||
- Write documentation
|
||||
- Update z3ed guides with widget paths
|
||||
|
||||
## References
|
||||
|
||||
**ImGui Best Practices**:
|
||||
- [ImGui FAQ - "How can I have widgets with an empty label?"](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-can-i-have-widgets-with-an-empty-label)
|
||||
- [ImGui FAQ - "How can I have multiple widgets with the same label?"](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-can-i-have-multiple-widgets-with-the-same-label)
|
||||
|
||||
**Related z3ed Documentation**:
|
||||
- [IT-01-QUICKSTART.md](IT-01-QUICKSTART.md) - Test harness usage
|
||||
- [E6-z3ed-cli-design.md](E6-z3ed-cli-design.md) - Agent architecture
|
||||
- [NEXT_PRIORITIES_OCT2.md](NEXT_PRIORITIES_OCT2.md) - Implementation priorities
|
||||
|
||||
---
|
||||
|
||||
**Last Updated**: October 2, 2025
|
||||
**Author**: GitHub Copilot (with @scawful)
|
||||
**Status**: Proposal - Ready for implementation
|
||||
291
docs/z3ed/IMGUI_ID_REFACTORING_SUMMARY.md
Normal file
291
docs/z3ed/IMGUI_ID_REFACTORING_SUMMARY.md
Normal file
@@ -0,0 +1,291 @@
|
||||
# ImGui ID Management Analysis & Implementation Summary
|
||||
|
||||
**Date**: October 2, 2025
|
||||
**Prepared for**: @scawful
|
||||
**Topic**: GUI widget ID refactoring for z3ed test automation
|
||||
|
||||
## Executive Summary
|
||||
|
||||
I've completed a comprehensive analysis of YAZE's ImGui ID management and created a complete refactoring plan to enable better test automation and eliminate duplicate ID issues.
|
||||
|
||||
### Key Findings
|
||||
|
||||
1. **100+ uses of `##` prefix** - Creates unnamed widgets that are hard to reference from tests
|
||||
2. **Potential ID conflicts** - Multiple widgets with same label (`##table`, `##canvas`) in different scopes
|
||||
3. **No centralized registry** - Test automation has no way to discover available widgets
|
||||
4. **Inconsistent naming** - No convention across editors
|
||||
|
||||
### Proposed Solution
|
||||
|
||||
**Hierarchical Widget ID System** with:
|
||||
- Automatic ID scoping via RAII helpers
|
||||
- Centralized widget registry for discovery
|
||||
- Stable, predictable widget paths
|
||||
- Machine-readable catalog for AI agents
|
||||
|
||||
**Example transformation**:
|
||||
```cpp
|
||||
// Before
|
||||
if (ImGui::BeginChild("##Canvas", ...)) { }
|
||||
|
||||
// After
|
||||
YAZE_WIDGET_SCOPE("Canvas");
|
||||
if (ImGui::BeginChild("OverworldMap", ...)) {
|
||||
YAZE_REGISTER_WIDGET(canvas, "OverworldMap");
|
||||
// Widget path: Overworld/Main/Canvas/canvas:OverworldMap
|
||||
}
|
||||
```
|
||||
|
||||
## Deliverables Created
|
||||
|
||||
### 1. Comprehensive Design Document
|
||||
**File**: `docs/z3ed/IMGUI_ID_MANAGEMENT_REFACTORING.md`
|
||||
|
||||
**Contents**:
|
||||
- Current state analysis (100+ ##-prefixed widgets cataloged)
|
||||
- Hierarchical ID scheme design
|
||||
- 4-phase implementation plan (17-26 hours)
|
||||
- Testing strategy
|
||||
- Integration with z3ed agent workflow
|
||||
- Backwards compatibility approach
|
||||
|
||||
**Key sections**:
|
||||
- Pattern analysis of existing code
|
||||
- Proposed naming convention: `<Editor>/<Tab>/<Section>/<WidgetType>:<Name>`
|
||||
- Benefits for AI-driven automation
|
||||
- Migration timeline and priorities
|
||||
|
||||
### 2. Core Infrastructure Implementation
|
||||
**Files**:
|
||||
- `src/app/gui/widget_id_registry.h` (177 lines)
|
||||
- `src/app/gui/widget_id_registry.cc` (193 lines)
|
||||
|
||||
**Features**:
|
||||
- `WidgetIdScope` - RAII helper for automatic ID push/pop
|
||||
- `WidgetIdRegistry` - Singleton registry with discovery methods
|
||||
- Thread-safe ID stack management
|
||||
- Pattern matching for widget lookup
|
||||
- YAML/JSON export for z3ed agent
|
||||
|
||||
**API Highlights**:
|
||||
```cpp
|
||||
// RAII scoping
|
||||
YAZE_WIDGET_SCOPE("Overworld");
|
||||
YAZE_WIDGET_SCOPE("Canvas");
|
||||
|
||||
// Widget registration
|
||||
YAZE_REGISTER_WIDGET(button, "DrawTile");
|
||||
|
||||
// Discovery
|
||||
auto matches = registry.FindWidgets("*/button:*");
|
||||
std::string catalog = registry.ExportCatalog("yaml");
|
||||
```
|
||||
|
||||
### 3. Documentation Updates
|
||||
**Updated**: `docs/z3ed/README.md`
|
||||
- Added new "Implementation Guides" section
|
||||
- Updated documentation structure
|
||||
- Cross-references to refactoring guide
|
||||
|
||||
## Implementation Plan Summary
|
||||
|
||||
### Phase 1: Core Infrastructure (2-3 hours) ⚡
|
||||
**Priority**: P0 - Immediate
|
||||
**Status**: Code complete, needs build integration
|
||||
|
||||
**Tasks**:
|
||||
- ✅ Created WidgetIdScope RAII helper
|
||||
- ✅ Created WidgetIdRegistry with discovery
|
||||
- 📋 Add to CMake build system
|
||||
- 📋 Write unit tests
|
||||
|
||||
### Phase 2: Overworld Editor Refactoring (3-4 hours)
|
||||
**Priority**: P0 - This week
|
||||
**Rationale**: Most complex, most tested, immediate value for E2E validation
|
||||
|
||||
**Tasks**:
|
||||
- Add `YAZE_WIDGET_SCOPE` at function boundaries
|
||||
- Replace `##name` with meaningful names
|
||||
- Register all interactive widgets
|
||||
- Test with z3ed agent test
|
||||
|
||||
### Phase 3: Test Harness Integration (1-2 hours)
|
||||
**Priority**: P0 - This week
|
||||
|
||||
**Tasks**:
|
||||
- Add `DiscoverWidgets` RPC to proto
|
||||
- Update Click/Type/Assert handlers to use registry
|
||||
- Add widget suggestions on lookup failures
|
||||
- Test with grpcurl
|
||||
|
||||
### Phase 4: Gradual Migration (4-6 hours per editor)
|
||||
**Priority**: P1-P2 - Next 2-3 weeks
|
||||
|
||||
**Order**:
|
||||
1. Overworld Editor (P0)
|
||||
2. Dungeon Editor (P1)
|
||||
3. Palette Editor (P1)
|
||||
4. Graphics Editor (P1)
|
||||
5. Remaining editors (P2)
|
||||
|
||||
## Benefits for z3ed Agent Workflow
|
||||
|
||||
### 1. Stable Widget References
|
||||
```bash
|
||||
# Before: brittle string matching
|
||||
z3ed agent test --prompt "Click button:Overworld"
|
||||
|
||||
# After: hierarchical path resolution
|
||||
z3ed agent test --prompt "Click the DrawTile tool"
|
||||
# Resolves to: Overworld/Main/Toolset/button:DrawTile
|
||||
```
|
||||
|
||||
### 2. Widget Discovery for AI
|
||||
```bash
|
||||
z3ed agent describe --widgets --format yaml > docs/api/yaze-widgets.yaml
|
||||
```
|
||||
|
||||
**Output includes**:
|
||||
- Full widget paths
|
||||
- Widget types (button, input, canvas, etc.)
|
||||
- Hierarchical context (editor, tab, section)
|
||||
- Available actions (click, type, drag, etc.)
|
||||
|
||||
### 3. Automated Test Generation
|
||||
AI agents can:
|
||||
- Query widget catalog to understand UI structure
|
||||
- Generate commands with stable widget references
|
||||
- Use partial matching for fuzzy lookups
|
||||
- Get helpful suggestions when widgets not found
|
||||
|
||||
## Integration with Existing Work
|
||||
|
||||
### Complements IT-01 (ImGuiTestHarness)
|
||||
- Test harness can now discover widgets dynamically
|
||||
- Widget registry provides stable IDs for Click/Type/Assert RPCs
|
||||
- Better error messages with suggested alternatives
|
||||
|
||||
### Enables IT-02 (CLI Agent Test)
|
||||
- Natural language prompts can resolve to exact widget paths
|
||||
- TestWorkflowGenerator can query available widgets
|
||||
- LLM can read widget catalog to understand UI
|
||||
|
||||
### Supports E2E Validation
|
||||
- Fixes window detection issues with proper ID scoping
|
||||
- Eliminates duplicate ID warnings
|
||||
- Provides foundation for comprehensive GUI testing
|
||||
|
||||
## Next Steps
|
||||
|
||||
### Immediate (Tonight/Tomorrow) - 3 hours
|
||||
1. Add widget_id_registry to CMakeLists.txt
|
||||
2. Write unit tests for WidgetIdScope and WidgetIdRegistry
|
||||
3. Build and verify no compilation errors
|
||||
|
||||
### This Week - 6 hours
|
||||
4. Refactor Overworld Editor (Phase 2)
|
||||
- Start with DrawToolset() and DrawOverworldCanvas()
|
||||
- Add scoping and registration
|
||||
- Test with existing E2E tests
|
||||
|
||||
5. Integrate with test harness (Phase 3)
|
||||
- Add DiscoverWidgets RPC
|
||||
- Update Click handler to use registry
|
||||
- Test widget discovery via grpcurl
|
||||
|
||||
### Next Week - 8 hours
|
||||
6. Continue editor migration (Dungeon, Palette, Graphics)
|
||||
7. Write comprehensive documentation
|
||||
8. Update z3ed guides with widget path examples
|
||||
|
||||
## Success Metrics
|
||||
|
||||
**Technical**:
|
||||
- ✅ Zero duplicate ImGui ID warnings
|
||||
- ✅ All interactive widgets registered and discoverable
|
||||
- ✅ Test automation can reference any widget
|
||||
- ✅ No performance regression
|
||||
|
||||
**UX**:
|
||||
- ✅ Natural language prompts work reliably
|
||||
- ✅ Error messages suggest correct widget paths
|
||||
- ✅ AI agents can understand UI structure
|
||||
- ✅ Tests are maintainable across refactors
|
||||
|
||||
## Risk Mitigation
|
||||
|
||||
### Backwards Compatibility
|
||||
- Fallback mechanism for legacy string lookups
|
||||
- Gradual migration, no breaking changes
|
||||
- Both systems work during transition
|
||||
|
||||
### Performance
|
||||
- Registry overhead minimal (hash map lookup)
|
||||
- Thread-local storage for ID stack
|
||||
- Lazy registration (only interactive widgets)
|
||||
|
||||
### Maintenance
|
||||
- RAII helpers prevent scope leaks
|
||||
- Macros hide complexity from editor code
|
||||
- Centralized registry simplifies updates
|
||||
|
||||
## Code Review Notes
|
||||
|
||||
### Design Decisions
|
||||
|
||||
**Why RAII for scoping?**
|
||||
- Automatic push/pop prevents mistakes
|
||||
- Matches ImGui's own ID scoping semantics
|
||||
- Clean, exception-safe
|
||||
|
||||
**Why thread_local for ID stack?**
|
||||
- ImGui contexts are per-thread
|
||||
- Avoids race conditions
|
||||
- Allows multiple test instances
|
||||
|
||||
**Why singleton for registry?**
|
||||
- Single source of truth
|
||||
- Easy access from any editor
|
||||
- Matches ImGui's singleton pattern
|
||||
|
||||
**Why hierarchical paths?**
|
||||
- Natural organization (editor/tab/section/widget)
|
||||
- Easy to understand and remember
|
||||
- Supports partial matching
|
||||
- Mirrors filesystem conventions
|
||||
|
||||
### Future Enhancements
|
||||
|
||||
1. **Widget State Tracking**
|
||||
- Track enabled/disabled state
|
||||
- Track visibility
|
||||
- Track value changes
|
||||
|
||||
2. **Action Recording**
|
||||
- Record user interactions
|
||||
- Generate tests from recordings
|
||||
- Replay for regression testing
|
||||
|
||||
3. **Visual Tree Inspector**
|
||||
- ImGui debug window showing widget hierarchy
|
||||
- Click to highlight in UI
|
||||
- Real-time registration updates
|
||||
|
||||
## References
|
||||
|
||||
**Related z3ed Documents**:
|
||||
- [E6-z3ed-cli-design.md](E6-z3ed-cli-design.md) - Agent architecture
|
||||
- [IT-01-QUICKSTART.md](IT-01-QUICKSTART.md) - Test harness usage
|
||||
- [NEXT_PRIORITIES_OCT2.md](NEXT_PRIORITIES_OCT2.md) - Current priorities
|
||||
- [PROJECT_STATUS_OCT2.md](PROJECT_STATUS_OCT2.md) - Project status
|
||||
|
||||
**ImGui Documentation**:
|
||||
- [ImGui FAQ - Widget IDs](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-can-i-have-multiple-widgets-with-the-same-label)
|
||||
- [ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) - Reference implementation
|
||||
|
||||
---
|
||||
|
||||
**Prepared by**: GitHub Copilot
|
||||
**Review Status**: Ready for implementation
|
||||
**Estimated Total Effort**: 17-26 hours over 2-3 weeks
|
||||
**Immediate Priority**: Phase 1 build integration (3 hours)
|
||||
@@ -47,14 +47,22 @@ z3ed is a command-line interface for YAZE that enables AI-driven ROM modificatio
|
||||
- Success criteria
|
||||
- Issue reporting
|
||||
|
||||
### Implementation Guides
|
||||
|
||||
7. **[IMGUI_ID_MANAGEMENT_REFACTORING.md](IMGUI_ID_MANAGEMENT_REFACTORING.md)** - GUI ID management refactoring
|
||||
- Hierarchical widget ID system
|
||||
- Widget registry for test automation
|
||||
- Migration guide for editors
|
||||
- Integration with z3ed agent
|
||||
|
||||
### Status Documents
|
||||
|
||||
7. **[PROJECT_STATUS_OCT2.md](PROJECT_STATUS_OCT2.md)** - Current project status
|
||||
8. **[PROJECT_STATUS_OCT2.md](PROJECT_STATUS_OCT2.md)** - Current project status
|
||||
- Component completion percentages
|
||||
- Performance metrics
|
||||
- Known limitations
|
||||
|
||||
8. **[NEXT_PRIORITIES_OCT2.md](NEXT_PRIORITIES_OCT2.md)** - Detailed next steps
|
||||
9. **[NEXT_PRIORITIES_OCT2.md](NEXT_PRIORITIES_OCT2.md)** - Detailed next steps
|
||||
- Priority 0-3 task breakdowns
|
||||
- Implementation guides
|
||||
- Time estimates
|
||||
@@ -122,6 +130,9 @@ docs/z3ed/
|
||||
│ ├── AGENT_TEST_QUICKREF.md [CLI Agent Test]
|
||||
│ └── E2E_VALIDATION_GUIDE.md [Validation]
|
||||
│
|
||||
├── Implementation Guides (1 file)
|
||||
│ └── IMGUI_ID_MANAGEMENT_REFACTORING.md [GUI ID System]
|
||||
│
|
||||
├── Status Documents (4 files)
|
||||
│ ├── README.md [This file]
|
||||
│ ├── PROJECT_STATUS_OCT2.md [Current Status]
|
||||
|
||||
Reference in New Issue
Block a user