Files
yaze/docs/internal/plans/ui-infrastructure-proposals.md

67 lines
2.7 KiB
Markdown

# UI Infrastructure Technical Improvement Proposals
These proposals address the infrastructure changes needed to support the YAZE Design Language.
## Proposal A: Unified Panel System
**Problem:** `PanelManager` currently has hardcoded logic for specific panels, making it hard for users to create custom layouts or for plugins to register new views.
**Solution:** Refactor `PanelManager` to use a Registry pattern.
```cpp
// Concept
struct PanelDef {
std::string id;
std::string display_name;
std::function<void()> draw_fn;
PanelCategory category; // Editor, Debug, Agent
ImGuiDir default_dock; // Left, Bottom, Center
};
PanelRegistry::Register("dungeon_properties", { ... });
```
**Benefit:** Allows the `LayoutManager` to generically save/restore *any* panel's open state and position without hardcoded checks.
## Proposal B: Theme Abstraction Layer Refactor
**Problem:** `src/app/gui/core/style.cc` contains `ColorsYaze()` with hardcoded definitions (e.g., `alttpDarkGreen`).
**Solution:**
1. Deprecate `ColorsYaze`.
2. Expand `EnhancedTheme` to include a "Game Palette" section (e.g., `GameCol_LinkGreen`, `GameCol_GanonBlue`).
3. Update `ThemeManager` to populate these from configuration files (JSON/TOML), allowing users to "skin" the editor to look like different Zelda games (e.g., Minish Cap style).
## Proposal C: Layout Persistence Engine
**Problem:** Layouts are currently stuck in `imgui.ini` (binary/opaque to user) or hardcoded presets.
**Solution:**
1. Create a `LayoutService` that wraps `ImGui::SaveIniSettingsToMemory`.
2. Allow users to "Save Current Layout As..." which writes the INI data to a named file in `user/layouts/`.
3. Add a "Reset Layout" command that forces a reload of the default preset for the current context.
## Proposal D: Input Widget Standardization
**Problem:** Scroll wheel support on Hex inputs is inconsistent.
**Solution:**
Modify `src/app/gui/core/input.cc`:
```cpp
bool InputHexByte(const char* label, uint8_t* v) {
// ... existing input logic ...
if (ImGui::IsItemHovered()) {
float wheel = ImGui::GetIO().MouseWheel;
if (wheel != 0) {
if (wheel > 0) *v += 1; else *v -= 1;
return true;
}
}
return false;
}
```
## Proposal E: State Management Audit
**Problem:** `ActivityBar` and `StatusBar` often hold their own state or read global statics.
**Solution:**
* **Context Injection:** UI components should receive a `EditorContext*` or `ProjectState*` in their `Draw()` method rather than accessing singletons.
* **Reactive UI:** Implement a simple `EventBus` for UI updates (e.g., `Event::ProjectLoaded`, `Event::SelectionChanged`) so the Status Bar updates only when necessary, rather than polling every frame.