Add ImGui WidgetIdRegistry

This commit is contained in:
scawful
2025-10-02 09:49:14 -04:00
parent eb61b3cf0d
commit 6ef8b226a9
5 changed files with 1247 additions and 2 deletions

View File

@@ -0,0 +1,614 @@
# ImGui ID Management Refactoring Plan
**Date**: October 2, 2025
**Goal**: Improve GUI ID management for better test automation and eliminate duplicate ID issues
**Related**: z3ed CLI test automation, ImGuiTestHarness integration
## Executive Summary
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.
**Key Problems**:
1. **Difficult to reference widgets** - Test automation needs stable, predictable widget IDs
2. **Potential ID conflicts** - Multiple `##table` or `##canvas` widgets in same scope
3. **Inconsistent naming** - No convention for widget naming across editors
4. **No centralized registry** - Hard to discover available widget IDs for testing
**Proposed Solution**:
- Implement hierarchical ID scheme with scoping
- Create centralized widget ID registry
- Add systematic `PushID`/`PopID` usage
- Establish naming conventions
- Build tooling for ID discovery and validation
## Current State Analysis
### Pattern 1: Unnamed Widgets with ## Prefix (Most Common)
Found 100+ instances across the codebase:
```cpp
// overworld_editor.cc
if (BeginTable("##BlocksetTable", ...)) { }
if (BeginChild("##RoomsetList")) { }
InputText("##CGXFile", &cgx_file_name_);
// dungeon_editor.cc
gui::InputHexByte("##layout", &room.layout);
gui::InputHexByte("##blockset", &room.blockset);
// palette_editor.cc
ColorPicker4("##picker", (float*)&color, ...);
ColorButton("##palette", current_palette[n], ...);
```
**Problem**: Multiple widgets named `##table`, `##canvas`, `##picker` etc. across different editors can conflict when windows overlap or use shared ID stacks.
### Pattern 2: Dynamic IDs with String Formatting
```cpp
// graphics_editor.cc
ImGui::BeginChild(absl::StrFormat("##GfxSheet%02X", key).c_str(), ...);
ImGui::Begin(absl::StrFormat("##GfxEditPaletteChildWindow%d", id).c_str(), ...);
// tile16_editor.cc
ImGui::ColorButton(absl::StrFormat("##c%d", i).c_str(), ...);
```
**Good**: Unique IDs, but still hard to reference from test automation without knowing the exact format string.
### Pattern 3: Explicit PushID/PopID (Rare)
Only found in third-party ImGuiTestEngine code, rarely used in YAZE:
```cpp
// imgui_test_engine (example of good practice)
ImGui::PushID(window);
// ... widgets here ...
ImGui::PopID();
```
**Missing**: YAZE editors don't systematically use ID scoping.
## Proposed Hierarchical ID Scheme
### Design Principles
1. **Hierarchical Naming**: Editor → Tab → Section → Widget
2. **Stable IDs**: Don't change across frames or code refactors
3. **Discoverable**: Can be enumerated for test automation
4. **Backwards Compatible**: Gradual migration, no breaking changes
### ID Format Convention
```
<Editor>/<Tab>/<Section>/<WidgetType>:<Name>
```
**Examples**:
```
Overworld/Main/Toolset/button:DrawTile
Overworld/Main/Canvas/canvas:OverworldMap
Overworld/MapSettings/Table/input:AreaGfx
Dungeon/Room/Properties/input:Layout
Palette/Main/Picker/button:Color0
Graphics/Sheets/Sheet0x00/canvas:Tiles
```
**Benefits**:
- **Unique**: Hierarchical structure prevents conflicts
- **Readable**: Clear what editor and context each widget belongs to
- **Testable**: Test harness can reference by full path or partial match
- **Discoverable**: Can build tree of all available widget IDs
### Implementation Strategy
#### Phase 1: Core Infrastructure (2-3 hours)
**Create Widget ID Registry System**:
```cpp
// src/app/gui/widget_id_registry.h
namespace yaze::gui {
class WidgetIdScope {
public:
explicit WidgetIdScope(const std::string& name);
~WidgetIdScope(); // Auto PopID()
std::string GetFullPath() const;
private:
std::string name_;
static std::vector<std::string> id_stack_;
};
class WidgetIdRegistry {
public:
static WidgetIdRegistry& Instance();
// Register a widget for discovery
void RegisterWidget(const std::string& full_path,
const std::string& type,
ImGuiID imgui_id);
// Query widgets for test automation
std::vector<std::string> FindWidgets(const std::string& pattern) const;
ImGuiID GetWidgetId(const std::string& full_path) const;
// Export catalog for z3ed agent describe
void ExportCatalog(const std::string& output_file) const;
private:
struct WidgetInfo {
std::string full_path;
std::string type;
ImGuiID imgui_id;
};
std::unordered_map<std::string, WidgetInfo> widgets_;
};
// RAII helper macros
#define YAZE_WIDGET_SCOPE(name) \
yaze::gui::WidgetIdScope _scope##__LINE__(name)
#define YAZE_REGISTER_WIDGET(type, name) \
yaze::gui::WidgetIdRegistry::Instance().RegisterWidget( \
_scope##__LINE__.GetFullPath() + "/" #type ":" name, \
#type, \
ImGui::GetItemID())
} // namespace yaze::gui
```
**Implementation**:
```cpp
// src/app/gui/widget_id_registry.cc
namespace yaze::gui {
thread_local std::vector<std::string> WidgetIdScope::id_stack_;
WidgetIdScope::WidgetIdScope(const std::string& name) : name_(name) {
ImGui::PushID(name.c_str());
id_stack_.push_back(name);
}
WidgetIdScope::~WidgetIdScope() {
ImGui::PopID();
if (!id_stack_.empty()) {
id_stack_.pop_back();
}
}
std::string WidgetIdScope::GetFullPath() const {
std::string path;
for (const auto& segment : id_stack_) {
if (!path.empty()) path += "/";
path += segment;
}
return path;
}
void WidgetIdRegistry::RegisterWidget(const std::string& full_path,
const std::string& type,
ImGuiID imgui_id) {
WidgetInfo info{full_path, type, imgui_id};
widgets_[full_path] = info;
}
std::vector<std::string> WidgetIdRegistry::FindWidgets(
const std::string& pattern) const {
std::vector<std::string> matches;
for (const auto& [path, info] : widgets_) {
if (path.find(pattern) != std::string::npos) {
matches.push_back(path);
}
}
return matches;
}
} // namespace yaze::gui
```
#### Phase 2: Refactor Overworld Editor (3-4 hours)
**Before** (overworld_editor.cc):
```cpp
void OverworldEditor::DrawToolset() {
gui::DrawTable(toolset_table_);
if (show_tile16_editor_) {
if (ImGui::Begin("Tile16 Editor", &show_tile16_editor_)) {
tile16_editor_.Update();
}
ImGui::End();
}
}
void OverworldEditor::DrawOverworldCanvas() {
if (ImGui::BeginChild("##OverworldCanvas", ImVec2(0, 0), true)) {
// Canvas rendering...
}
ImGui::EndChild();
}
```
**After**:
```cpp
void OverworldEditor::DrawToolset() {
YAZE_WIDGET_SCOPE("Toolset");
gui::DrawTable(toolset_table_);
if (show_tile16_editor_) {
YAZE_WIDGET_SCOPE("Tile16Editor");
if (ImGui::Begin("Tile16 Editor", &show_tile16_editor_)) {
tile16_editor_.Update();
}
ImGui::End();
}
}
void OverworldEditor::DrawOverworldCanvas() {
YAZE_WIDGET_SCOPE("Canvas");
if (ImGui::BeginChild("OverworldCanvas", ImVec2(0, 0), true)) {
YAZE_REGISTER_WIDGET(canvas, "OverworldCanvas");
// Canvas rendering...
}
ImGui::EndChild();
}
void OverworldEditor::DrawOverworldMapSettings() {
YAZE_WIDGET_SCOPE("MapSettings");
if (BeginTable("SettingsTable", column_count, flags)) {
YAZE_REGISTER_WIDGET(table, "SettingsTable");
for (int map_id = 0; map_id < 64; ++map_id) {
YAZE_WIDGET_SCOPE(absl::StrFormat("Map%02X", map_id));
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
// GfxId input
uint8_t gfx_id = maps[map_id].gfx_id;
if (gui::InputHexByte("GfxId", &gfx_id)) {
YAZE_REGISTER_WIDGET(input, "GfxId");
maps[map_id].gfx_id = gfx_id;
}
// ... other inputs
}
ImGui::EndTable();
}
}
```
**Benefits**:
- Each editor gets its own top-level scope
- Nested scopes create hierarchy automatically
- Widgets are discoverable via registry
- Test automation can reference: `Overworld/Canvas/canvas:OverworldCanvas`
#### Phase 3: Add Test Harness Integration (1-2 hours)
**Enhance ImGuiTestHarness to use Widget Registry**:
```cpp
// imgui_test_harness_service.cc
absl::Status ImGuiTestHarnessServiceImpl::Click(
const ClickRequest* request, ClickResponse* response) {
const std::string& target = request->target();
// Try hierarchical lookup first
auto& registry = yaze::gui::WidgetIdRegistry::Instance();
ImGuiID widget_id = registry.GetWidgetId(target);
if (widget_id != 0) {
// Found exact match in registry
test->ItemClick(widget_id);
} else {
// Fallback to legacy string-based lookup
test->ItemClick(target.c_str());
}
// Check for partial matches if exact fails
auto matches = registry.FindWidgets(target);
if (!matches.empty()) {
response->add_suggestions(matches.begin(), matches.end());
}
return absl::OkStatus();
}
```
**Widget Discovery Endpoint**:
Add to proto:
```protobuf
// imgui_test_harness.proto
message DiscoverWidgetsRequest {
string pattern = 1; // e.g. "Overworld/Canvas/*" or "*button*"
}
message DiscoverWidgetsResponse {
repeated WidgetInfo widgets = 1;
}
message WidgetInfo {
string full_path = 1;
string type = 2;
uint32 imgui_id = 3;
}
service ImGuiTestHarness {
// ... existing RPCs ...
rpc DiscoverWidgets(DiscoverWidgetsRequest) returns (DiscoverWidgetsResponse);
}
```
**CLI Integration**:
```bash
# Discover all widgets in Overworld editor
z3ed agent discover --pattern "Overworld/*"
# Output:
# Overworld/Main/Toolset/button:DrawTile
# Overworld/Main/Toolset/button:Pan
# Overworld/Main/Canvas/canvas:OverworldMap
# Overworld/MapSettings/Table/input:AreaGfx
# ...
# Use in test
z3ed agent test --prompt "Click the DrawTile button in Overworld editor"
# Auto-resolves to: Overworld/Main/Toolset/button:DrawTile
```
#### Phase 4: Gradual Migration (Ongoing)
**Priority Order**:
1. ✅ Overworld Editor (most complex, most tested)
2. Dungeon Editor
3. Palette Editor
4. Graphics Editor
5. Message Editor
6. Sprite Editor
7. Music Editor
8. Screen Editor
**Migration Strategy**:
- Add `YAZE_WIDGET_SCOPE` at function entry points
- Replace `##name` with meaningful names + register
- Add registration for interactive widgets (buttons, inputs, canvases)
- Test with z3ed agent test after each editor
## Benefits for z3ed Agent Workflow
### 1. Stable Widget References
**Before**:
```bash
z3ed agent test --prompt "Click button:Overworld"
# Brittle: depends on exact button label
```
**After**:
```bash
z3ed agent test --prompt "Click the DrawTile tool in Overworld editor"
# Resolves to: Overworld/Main/Toolset/button:DrawTile
# Or partial match: */Toolset/button:DrawTile
```
### 2. Widget Discovery for AI
**Command**:
```bash
z3ed agent describe --widgets --format yaml > docs/api/yaze-widgets.yaml
```
**Output** (yaze-widgets.yaml):
```yaml
widgets:
- path: Overworld/Main/Toolset/button:DrawTile
type: button
context:
editor: Overworld
tab: Main
section: Toolset
actions: [click]
- path: Overworld/Main/Canvas/canvas:OverworldMap
type: canvas
context:
editor: Overworld
tab: Main
section: Canvas
actions: [click, drag, scroll]
- path: Overworld/MapSettings/Table/input:AreaGfx
type: input
context:
editor: Overworld
tab: MapSettings
map_id: "00-3F (per row)"
actions: [type, clear]
```
**LLM Integration**:
- AI reads widget catalog to understand available UI
- Generates commands referencing stable widget paths
- Partial matching allows fuzzy references
- Hierarchical structure provides context
### 3. Automated Test Generation
**Workflow**:
1. User: "Make soldiers wear red armor"
2. AI analyzes requirement
3. AI queries widget catalog: "What widgets are needed?"
4. AI generates test plan:
```
1. Click Palette/Main/ExportButton
2. Type "sprites_aux1" in FileDialog/input:Filename
3. Wait for file dialog to close
4. Assert file exists
```
## Implementation Timeline
| Phase | Task | Time | Priority |
|-------|------|------|----------|
| 1 | Core infrastructure (WidgetIdScope, Registry) | 2-3h | P0 |
| 2 | Overworld Editor refactoring | 3-4h | P0 |
| 3 | Test Harness integration (Discover RPC) | 1-2h | P0 |
| 4 | Dungeon Editor refactoring | 2-3h | P1 |
| 5 | Palette Editor refactoring | 1-2h | P1 |
| 6 | Graphics Editor refactoring | 2-3h | P1 |
| 7 | Remaining editors | 4-6h | P2 |
| 8 | Documentation + testing | 2-3h | P1 |
**Total**: 17-26 hours over 2-3 weeks
**Immediate Start**: Phase 1-3 (6-9 hours) - gets infrastructure working for current E2E validation
## Testing Strategy
### Unit Tests
```cpp
TEST(WidgetIdRegistryTest, HierarchicalScopes) {
{
WidgetIdScope editor("Overworld");
EXPECT_EQ(editor.GetFullPath(), "Overworld");
{
WidgetIdScope tab("Main");
EXPECT_EQ(tab.GetFullPath(), "Overworld/Main");
{
WidgetIdScope section("Toolset");
EXPECT_EQ(section.GetFullPath(), "Overworld/Main/Toolset");
}
}
}
}
TEST(WidgetIdRegistryTest, FindWidgets) {
auto& registry = WidgetIdRegistry::Instance();
registry.RegisterWidget("Overworld/Main/Toolset/button:DrawTile",
"button", 12345);
auto matches = registry.FindWidgets("*DrawTile");
EXPECT_EQ(matches.size(), 1);
EXPECT_EQ(matches[0], "Overworld/Main/Toolset/button:DrawTile");
}
```
### Integration Tests
```bash
# Test widget discovery via gRPC
grpcurl -plaintext -import-path src/app/core/proto -proto imgui_test_harness.proto \
-d '{"pattern":"Overworld/*"}' \
127.0.0.1:50052 yaze.test.ImGuiTestHarness/DiscoverWidgets
# Test CLI widget discovery
./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