# Editor System Refactoring - Complete Summary **Date:** 2025-11-27 **Status:** ✅ Phase 1 & 2 Complete **Build Status:** ✅ Full app compiles successfully ## Overview Completed incremental refactoring of the editor manager and UI system focusing on: - **Phase 1:** Layout initialization and reset reliability - **Phase 2:** Sidebar UX improvements and state persistence ## Phase 1: Layout Initialization/Reset ### Objectives - Fix layout reset not properly rebuilding dockspaces - Ensure emulator layout initializes correctly - Add rebuild flag system for deferred layout updates ### Key Changes **1. RebuildLayout() Method** (`layout_manager.h` + `.cc`) - Forces layout rebuild even if already initialized - Validates dockspace exists before building - Tracks last dockspace ID and editor type - Duplicates InitializeEditorLayout logic but clears flags first **2. Rebuild Flag Integration** (`editor_manager.cc`) - Update() loop checks `IsRebuildRequested()` - Validates ImGui frame scope before rebuilding - Determines correct editor type (Emulator or current) - Auto-clears flag after rebuild **3. Emulator Layout Trigger** (`editor_manager.cc`) - `SwitchToEditor(kEmulator)` triggers `InitializeEditorLayout` - Frame validation ensures ImGui context ready - Layout built with 7 emulator cards docked properly **4. Emulator in Sidebar** (`editor_manager.cc`) - "Emulator" added to active_categories when visible - Emulator cards appear in sidebar alongside other editors ### Coverage: All 11 Editor Types | Editor | Build Method | Status | |--------|--------------|--------| | Overworld | BuildOverworldLayout | ✅ | | Dungeon | BuildDungeonLayout | ✅ | | Graphics | BuildGraphicsLayout | ✅ | | Palette | BuildPaletteLayout | ✅ | | Screen | BuildScreenLayout | ✅ | | Music | BuildMusicLayout | ✅ | | Sprite | BuildSpriteLayout | ✅ | | Message | BuildMessageLayout | ✅ | | Assembly | BuildAssemblyLayout | ✅ | | Settings | BuildSettingsLayout | ✅ | | Emulator | BuildEmulatorLayout | ✅ | ## Phase 2: Sidebar UX Improvements ### Issues Addressed - Sidebar state didn't persist (always started collapsed) - Expand button in menu bar (inconsistent with collapse button position) - No visual feedback for active category - Categories didn't show enabled/disabled state - Layout offset broken when sidebar collapsed - Menu bar could overflow with no indication ### Key Changes **1. State Persistence** (`user_settings.h/cc`, `editor_manager.cc`) ```cpp // Added to UserSettings::Preferences bool sidebar_collapsed = false; bool sidebar_tree_view_mode = true; std::string sidebar_active_category; ``` - Auto-saves on every toggle/switch via callbacks - Restored on app startup **2. Fixed Expand Button** (`editor_card_registry.cc`) - Collapsed sidebar shows 16px thin strip - Expand button at same position as collapse button - Both sidebars (icon + tree) have symmetric behavior **3. Category Enabled States** (`editor_card_registry.h/cc`) - Categories requiring ROM grayed out (40% opacity) - Tooltip: "📁 Open a ROM first | Use File > Open ROM..." - Emulator always enabled (doesn't require ROM) - Click disabled category → No action **4. Enhanced Visual Feedback** - **Active category:** 4px accent bar, 90% accent button color - **Inactive category:** 50% opacity, 130% brightness on hover - **Disabled category:** 30% opacity, minimal hover - **Rich tooltips:** Icon + name + status + shortcuts **5. Fixed Layout Offset** (`editor_manager.h`) ```cpp GetLeftLayoutOffset() { if (collapsed) return 16.0f; // Reserve strip space return tree_mode ? 200.0f : 48.0f; } ``` - Dockspace no longer overlaps collapsed sidebar - Right panel interaction doesn't break sidebar **6. Responsive Menu Bar** (`ui_coordinator.cc`) - Progressive hiding: Version → Session → Dirty - Notification bell shows hidden elements in tooltip - Bell always visible as fallback information source ## Architecture Improvements ### Callback System **Pattern:** User Action → UI Component → Callback → Save Settings **Callbacks Added:** ```cpp card_registry_.SetSidebarStateChangedCallback((collapsed, tree_mode) → Save); card_registry_.SetCategoryChangedCallback((category) → Save); card_registry_.SetShowEmulatorCallback(() → ShowEmulator); card_registry_.SetShowSettingsCallback(() → ShowSettings); card_registry_.SetShowCardBrowserCallback(() → ShowCardBrowser); ``` ### Layout Rebuild Flow ``` Menu "Reset Layout" → OnResetWorkspaceLayout() queued as deferred action → EditorManager::ResetWorkspaceLayout() → ClearInitializationFlags() → RequestRebuild() → RebuildLayout(type, dockspace_id) // Immediate if in frame → Next Update(): Checks rebuild_requested_ flag → RebuildLayout() if not done yet → ClearRebuildRequest() ``` ### Multi-Session Coordination **Sidebar State:** Global (not per-session) - UI preference persists across all sessions - Switching sessions doesn't change sidebar layout **Categories Shown:** Session-aware - Active editors contribute categories - Emulator adds "Emulator" when visible - Multiple sessions can show different categories ## Files Modified | File | Phase 1 | Phase 2 | Lines Changed | |------|---------|---------|---------------| | layout_manager.h | ✅ | | +15 | | layout_manager.cc | ✅ | | +132 | | editor_manager.h | ✅ | ✅ | +8 | | editor_manager.cc | ✅ | ✅ | +55 | | editor_card_registry.h | | ✅ | +25 | | editor_card_registry.cc | | ✅ | +95 | | user_settings.h | | ✅ | +5 | | user_settings.cc | | ✅ | +12 | | ui_coordinator.h | | ✅ | +3 | | ui_coordinator.cc | | ✅ | +50 | **Total:** 10 files, ~400 lines of improvements ## Testing Verification ### Compilation ✅ Full app builds successfully (zero errors) ✅ Editor library builds independently ✅ All dependencies resolve correctly ### Integration Points Verified ✅ Layout reset works for all 11 editor types ✅ Emulator layout initializes on first open ✅ Emulator layout resets properly ✅ Sidebar state persists across launches ✅ Sidebar doesn't overlap/conflict with right panel ✅ Category enabled states work correctly ✅ Menu bar responsive behavior functions ✅ Callbacks trigger and save without errors ## User Experience Before/After ### Layout Reset **Before:** - Inconsistent - sometimes worked, sometimes didn't - Emulator layout ignored - No fallback mechanism **After:** - Reliable - uses RebuildLayout() to force reset - Emulator layout properly handled - Deferred rebuild if not in valid frame ### Sidebar Interaction **Before:** - Always started collapsed - Expand button in menu bar (far from collapse) - No visual feedback for active category - All categories always enabled - Sidebar disappeared when right panel opened **After:** - Starts in saved state (default: expanded, tree view) - Expand button in same spot as collapse (16px strip) - 4px accent bar shows active category - ROM-requiring categories grayed out with helpful tooltips - Sidebar reserves 16px even when collapsed (no disappearing) ### Menu Bar **Before:** - Could overflow with no indication - All elements always shown regardless of space **After:** - Progressive hiding when tight: Version → Session → Dirty - Hidden elements shown in notification bell tooltip - Bell always visible as info source ## Known Limitations & Future Work ### Not Implemented (Deferred) - Sidebar collapse/expand animation - Category priority/ordering system - Collapsed sidebar showing vertical category icons - Dockspace smooth resize on view mode toggle ### Phase 3 Scope (Next) - Agent chat widget integration improvements - Proposals panel update notifications - Unified panel toggle behavior ### Phase 4 Scope (Future) - ShortcutRegistry as single source of truth - Shortcut conflict detection - Visual shortcut cheat sheet ## Summary **Phase 1 + 2 Together Provide:** - ✅ Reliable layout management across all editors - ✅ Professional sidebar UX matching VSCode - ✅ State persistence for user preferences - ✅ Clear visual feedback and enabled states - ✅ Responsive design adapting to space constraints - ✅ Proper emulator integration throughout **Architecture Quality:** - Clean callback architecture for state management - Proper separation of concerns (UI vs persistence) - Defensive coding (frame validation, null checks) - Comprehensive logging for debugging **Ready for production use and Phase 3 development.**