615 lines
16 KiB
Markdown
615 lines
16 KiB
Markdown
# 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:*"
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# Test with actual GUI automation
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./build-grpc-test/bin/z3ed agent test \
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--prompt "Click the DrawTile button in Overworld editor"
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```
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## Backwards Compatibility
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### Fallback Mechanism
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```cpp
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absl::Status ImGuiTestHarnessServiceImpl::Click(...) {
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// Try new hierarchical system first
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ImGuiID widget_id = registry.GetWidgetId(target);
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if (widget_id != 0) {
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test->ItemClick(widget_id);
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return absl::OkStatus();
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}
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// Fallback to legacy string-based lookup
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auto info = test->ItemInfo(target.c_str());
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if (info.ID != 0) {
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test->ItemClick(target.c_str());
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return absl::OkStatus();
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}
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// Suggest alternatives from registry
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auto matches = registry.FindWidgets(target);
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std::string suggestions = absl::StrJoin(matches, ", ");
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return absl::NotFoundError(
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absl::StrFormat("Widget not found: %s. Did you mean: %s?",
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target, suggestions));
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}
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```
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**Migration Path**:
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1. New code uses hierarchical IDs
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2. Legacy string lookups still work
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3. Gradual migration editor-by-editor
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4. Eventually deprecate `##` patterns
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## Success Metrics
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**Technical**:
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- ✅ Zero duplicate ImGui ID warnings
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- ✅ 100% of interactive widgets registered
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- ✅ Widget discovery returns complete catalog
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- ✅ Test automation can reference any widget by path
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**UX**:
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- ✅ Natural language prompts resolve to correct widgets
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- ✅ Partial matching finds widgets without exact names
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- ✅ Error messages suggest correct widget paths
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- ✅ Widget catalog enables LLM-driven automation
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**Quality**:
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- ✅ No performance regression (registry overhead minimal)
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- ✅ No visual changes to GUI
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- ✅ Backwards compatible with existing code
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- ✅ Clean separation of concerns (registry in gui/, not editor/)
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## Next Steps
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1. **Immediate** (Tonight/Tomorrow):
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- Implement Phase 1 (Core infrastructure)
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- Add to CMake build
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- Write unit tests
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2. **This Week**:
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- Refactor Overworld Editor (Phase 2)
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- Integrate with test harness (Phase 3)
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- Test with z3ed agent test
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3. **Next Week**:
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- Migrate remaining editors (Phase 4)
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- Write documentation
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- Update z3ed guides with widget paths
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## References
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**ImGui Best Practices**:
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- [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)
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- [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)
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**Related z3ed Documentation**:
|
|
- [IT-01-QUICKSTART.md](IT-01-QUICKSTART.md) - Test harness usage
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|
- [E6-z3ed-cli-design.md](E6-z3ed-cli-design.md) - Agent architecture
|
|
- [NEXT_PRIORITIES_OCT2.md](NEXT_PRIORITIES_OCT2.md) - Implementation priorities
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---
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**Last Updated**: October 2, 2025
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**Author**: GitHub Copilot (with @scawful)
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**Status**: Proposal - Ready for implementation
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