imgui-frontend-engineer: update docs and plans
This commit is contained in:
@@ -65,6 +65,15 @@ cd build-wasm && npx http-server .
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- When creating packages (Homebrew/Chocolatey/winget), pin the release URL and checksum and align dependencies to the CMake presets (`mac-*/lin-*/win-*`).
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- Keep CLI and GUI in the same archive to avoid mismatched versions; CLI entry is `z3ed`, GUI entry is `yaze`.
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## Local Nightly (Self-Build)
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For an isolated nightly build separate from your dev tree, use:
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```bash
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scripts/install-nightly.sh
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```
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This installs into `~/.local/yaze/nightly/current` and exposes wrapper commands
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(`yaze-nightly`, `z3ed-nightly`, `yaze-mcp-nightly`).
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Re-run the script to update to the latest commit.
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## Quick Links
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- Build quick reference: `docs/public/build/quick-reference.md`
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- CMake presets: `CMakePresets.json`
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@@ -50,6 +50,7 @@ YAZE uses CMake presets for consistent builds. Configure with `cmake --preset <n
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- **macOS**: `mac-dbg`, `mac-dbg-v`, `mac-rel`, `mac-dev`, `mac-ai`, `mac-ai-fast`, `mac-uni`, `mac-sdl3`, `mac-test`
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- **Windows**: `win-dbg`, `win-dbg-v`, `win-rel`, `win-dev`, `win-ai`, `win-z3ed`, `win-arm`, `win-arm-rel`, `win-vs-dbg`, `win-vs-rel`, `win-vs-ai`, `win-sdl3`, `win-test`
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- **Linux**: `lin-dbg`, `lin-dbg-v`, `lin-rel`, `lin-dev`, `lin-ai`, `lin-sdl3`, `lin-test`
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- **iOS**: `ios-debug`, `ios-release` (device builds for the thin Xcode shell)
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- **CI**: `ci-linux`, `ci-macos`, `ci-windows`, `ci-windows-ai`
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- **WASM**: `wasm-debug`, `wasm-release`, `wasm-crash-repro`, `wasm-ai`
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@@ -59,6 +60,21 @@ YAZE uses CMake presets for consistent builds. Configure with `cmake --preset <n
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---
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### iOS (Device) Build Flow
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Use the thin iOS shell backed by CMake-built static libs:
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```bash
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scripts/build-ios.sh # builds ios-debug + generates Xcode project
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scripts/build-ios.sh ios-release
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```
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This generates `src/ios/yaze_ios.xcodeproj` and a bundled static library at
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`build-ios/ios/libyaze_ios_bundle.a`. Open the Xcode project and run on device.
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Requires `xcodegen` (`brew install xcodegen`) and the iOS SDK from Xcode.
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---
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## 3. Build Directory Policy
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| Build Type | Default Directory |
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@@ -88,6 +104,46 @@ For AI-enabled builds, use the `*-ai` presets and specify only the targets you n
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cmake --build --preset mac-ai --target yaze z3ed
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```
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### Local Nightly Install (Isolated)
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Use `scripts/install-nightly.sh` to keep a separate clone and install prefix for
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nightly builds so your dev `build/` stays untouched.
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```bash
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scripts/install-nightly.sh
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```
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Wrappers are created under `~/.local/bin`:
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- `yaze-nightly` (GUI)
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- `yaze-nightly-grpc` (GUI + gRPC for MCP)
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- `z3ed-nightly` (CLI)
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- `yaze-mcp-nightly` (MCP server; expects `~/Code/yaze-mcp/venv`)
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How it works:
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- Clones `origin` into `$YAZE_NIGHTLY_REPO` (default `~/Code/yaze-nightly`) and keeps it clean.
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- Builds into `$YAZE_NIGHTLY_BUILD_DIR` (default `~/Code/yaze-nightly/build-nightly`).
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- Installs into `$YAZE_NIGHTLY_PREFIX/releases/<timestamp>` and updates `.../current` symlink.
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- Writes wrapper scripts to `$YAZE_NIGHTLY_BIN_DIR` (default `~/.local/bin`).
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Updating:
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```bash
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scripts/install-nightly.sh # re-pulls and installs a new release
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```
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Removing:
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```bash
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rm -rf ~/.local/yaze/nightly ~/.local/bin/yaze-nightly* ~/.local/bin/z3ed-nightly ~/.local/bin/yaze-mcp-nightly
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```
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Key overrides:
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```bash
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export YAZE_NIGHTLY_REPO="$HOME/Code/yaze-nightly"
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export YAZE_NIGHTLY_PREFIX="$HOME/.local/yaze/nightly"
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export YAZE_NIGHTLY_BUILD_TYPE=RelWithDebInfo
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export YAZE_GRPC_PORT=50051
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export YAZE_MCP_REPO="$HOME/Code/yaze-mcp"
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```
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### Shared Dependency Caches (Recommended)
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Set shared caches once per machine to avoid re-downloading dependencies after
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@@ -2,20 +2,28 @@
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This guide summarizes the architecture and implementation standards used across the editor codebase.
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## Editor Status (November 2025)
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## Editor Status (December 2025)
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| Editor | State | Panels | Notes |
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|-------------------|--------------|--------|-------|
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| Overworld | Stable | 8 | Full feature set with tile16 editor, scratch space. |
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| Message | Stable | 4 | Message list, editor, font atlas, dictionary panels. |
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| Emulator | Stable | 10 | CPU, PPU, Memory debuggers; AI agent integration. |
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| Palette | Stable | 11 | Source of truth for palette helpers. |
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| Assembly | Stable | 2 | File browser and editor panels. |
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| Dungeon | Stable | 8 | Room selector, matrix, graphics, object editor. |
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| Graphics | Stable | 4 | Sheet editor, browser, player animations. |
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| Sprite | Stable | 2 | Vanilla and custom sprite panels. |
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| Screen | Stable | 5 | Dungeon maps, inventory, title screen, etc. |
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| Music | Experimental | 3 | Tracker, instrument editor, assembly view. |
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**Status rubric**:
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- **Stable**: Core workflows function reliably; remaining TODOs are UX polish.
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- **Beta**: Core workflows exist, but important features are incomplete or experimental.
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- **Experimental**: WIP, flagged experimental in UI, or has major TODOs in core paths.
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| Editor | State | Evidence |
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|--------|-------|----------|
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| Overworld | Stable | E2E coverage; TODOs for v3 settings UI and entity deletion. |
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| Dungeon | Stable | E2E coverage; TODOs for usage tracker, selection preview, and rendering TODOs in `src/zelda3/dungeon`. |
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| Message | Stable | TODO: replace workflow in message editor. |
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| Palette | Stable | TODO: JSON export/import and notifications. |
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| Graphics | Beta | Explicit experimental section; screen editor marked WIP. |
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| Sprite | Stable | Core sprite panels present; no WIP markers in editor code. |
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| Screen | Experimental | `screen_editor.h` labeled WIP; title/inventory TODOs. |
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| Emulator | Beta | Debug UI + PPU TODOs; save-state UI not fully wired. |
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| Assembly | Beta | TODOs in assembly editor and project file editor. |
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| Hex | Beta | Memory editor lacks search and richer UX; see `src/app/editor/code`. |
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| Agent | Experimental | Chain mode labeled experimental; collaboration TODOs. |
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| Music | Experimental | Sample import/export and BRR tooling TODOs; serialization incomplete. |
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| Settings | Beta | Settings/project manager and layout serialization TODOs. |
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### Recent Improvements (v0.3.9)
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@@ -30,6 +38,67 @@ This guide summarizes the architecture and implementation standards used across
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- **Dungeon object rendering**: Regression with object visibility
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- **ZSOW v3 palettes**: Large-area palette issues being investigated
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## Codebase Map
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```text
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yaze/
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├── src/
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│ ├── app/ # Desktop app (editors, gfx, emu, UI)
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│ ├── zelda3/ # Domain data + ROM parsing (overworld, dungeon, music)
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│ ├── rom/ # Core ROM container, transactions, diagnostics
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│ ├── cli/ # z3ed CLI + agent tooling
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│ ├── lab/ # Sandbox targets (layout designer, UI experiments)
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│ ├── web/ # WASM UI + browser integration
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│ ├── core/ # Shared core utilities/patch logic
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│ └── util/ # Logging, file IO, helpers
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├── incl/ # Public C API headers
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├── test/ # Unit/integration/e2e/benchmarks
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├── tools/ # Dev tools and build helpers
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├── assets/ # Built-in assets (no ROMs)
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├── cmake/ # Build system and dependency wiring
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├── scripts/ # Automation helpers
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└── docs/ # Documentation (public/internal)
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```
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```mermaid
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flowchart TD
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app[src/app] --> zelda3[src/zelda3]
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zelda3 --> rom[src/rom]
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app --> gfx[src/app/gfx]
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app --> emu[src/app/emu]
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cli[src/cli] --> rom
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cli --> zelda3
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web[src/web] --> app
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tools[src/tools] --> rom
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```
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## ROM Operations and Data Flow
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- **Load**: `RomFileManager`/`SessionCoordinator` load ROMs into `Rom` and hydrate `zelda3::GameData`.
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- **Read/Write**: `Rom` provides byte/word/long access; `Transaction` batches edits safely.
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- **Domain parse**: `zelda3::*` modules interpret ROM data (overworld, dungeon rooms, sprites, music).
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- **Edit**: Editors mutate domain models, then persist via save helpers (overworld, dungeon maps, palettes).
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- **Patch/compare**: Asar wrapper, ROM diff tools, and doctor commands validate or patch data.
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- **Test**: `TestRomManager` resolves ROMs locally; CI runs without ROMs and skips ROM-dependent suites.
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## UX/UI Feature Map
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- **Card-based layout**: EditorCardRegistry + LayoutManager for dockable panels and presets.
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- **Session-aware UI**: Multi-session coordinator, per-editor panel visibility, activity bar.
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- **Command tooling**: Command palette, shortcut manager, action registry.
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- **Theming**: Shared palette + semantic color tokens via AgentUI theme helpers.
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- **Agent UI**: Chat panels, tool execution, and multimodal test harnesses.
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- **Layout designer**: WYSIWYG layout tooling for panel arrangements.
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## Density Reduction Opportunities
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- **Quarantine legacy ROM code**: `src/rom/rom_old.*` can move to a legacy target or be removed if unused.
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- **Make WIP editors optional**: Gate agent UI and music editor behind build flags; layout designer now ships via the lab target.
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- **Split editor system**: `yaze_editor_system_{panels,session,shortcuts}` targets now isolate editor system components.
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- **Isolate experimental UI**: Layout designer now lives under `src/lab/` and builds via `YAZE_BUILD_LAB` (default OFF).
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- **De-duplicate editor panels**: Consolidate shared panel patterns across dungeon/overworld/screen.
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- **Reduce build surface**: Make emulator and web UI optional in minimal builds.
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## 1. Core Architectural Patterns
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These patterns, established during the Overworld Editor refactoring, should be applied to all new and existing editor components.
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@@ -41,6 +41,8 @@ test/
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| **E2E** | Simulate user workflows | GUI + ROM | Slow |
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| **Benchmarks** | Measure performance | None | Variable |
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**ROM policy**: GitHub CI does not run ROM-dependent tests. Run them locally with `YAZE_ENABLE_ROM_TESTS=ON` and `YAZE_TEST_ROM_*` paths. Use `YAZE_SKIP_ROM_TESTS=1` to force-skip ROM suites.
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### Unit Tests
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Fast, isolated tests with no external dependencies. Run in CI on every commit.
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@@ -101,6 +103,8 @@ ctest --preset dev # Stable tests
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ctest --preset all # All tests
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```
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ROM-dependent CTest suites are local-only and will be skipped when ROMs are not configured.
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---
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## Writing Tests
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@@ -12,6 +12,8 @@ The `z3ed` AI agent now supports **mock ROM mode** for testing without requiring
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- **Contributors** - Test the agent without needing to provide ROMs
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- **Automated testing** - Consistent, reproducible test environments
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GitHub CI does not run ROM-dependent editor tests; those must be exercised locally with real ROMs.
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## How Mock ROM Mode Works
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Mock ROM mode creates a minimal but valid ROM structure with:
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