342 lines
18 KiB
Markdown
342 lines
18 KiB
Markdown
# XCUI Editor Agent Guide
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This file is a working map for agents changing `editor/`. It is not a
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substitute for reading the code. If this guide conflicts with the current
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implementation, trust the implementation and update this guide in the same
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change.
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## Build Shape
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- The root `CMakeLists.txt` always adds `editor/` before `tests/`.
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- `editor/CMakeLists.txt` always builds `XCUIEditor`, a static library made
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from `editor/include/XCEditor/**` plus `editor/src/**`.
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- `XCUIEditor` outputs `XCUIEditor.lib` and is the reusable, platform-neutral
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editor UI layer. It links
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against `XCEngine` and is covered mainly by `tests/UI/Editor/unit`.
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- `XCEditor` is built when `XCENGINE_BUILD_XCUI_EDITOR_APP=ON`; that mode
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requires `XCENGINE_ENABLE_RENDERING_EDITOR_SUPPORT=ON`. The executable target
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is named `XCEditor`, but its output name is `XCEngine`.
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- The app target owns Win32 hosting, D3D12 window rendering, project/scene
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runtime wiring, real editor panels, utility windows, and screenshots.
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- The app is intentionally packaged as one executable target. Do not restore
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internal app split targets such as `XCUIEditorAppLib`, `XCUIEditorAppCore`,
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or `XCUIEditorHost` unless the product architecture is explicitly changed.
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- Keep the CMake target named `XCEditor` so it does not collide with the engine
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library target named `XCEngine`; keep the built executable output name as
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`XCEngine`.
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- Shared code uses C++20 and MSVC `/utf-8`; keep new files ASCII unless the
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surrounding file already uses another encoding for a real reason.
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## Directory Map
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- `include/XCEditor/` is the public editor UI API: collections, docking,
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fields, foundation, menus, panels, shell, viewport, widgets, windowing, and
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workspace.
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- `src/` implements that public API and may include private `src/**/Internal.h`
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helpers. It should stay independent of app, Win32, D3D12, and project
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runtime concerns.
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- `app/Bootstrap/` contains process startup and shutdown through
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`Application`.
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- `app/Composition/` builds the editor shell asset, coordinates shell update
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phases, and connects app state to hosted panel runtimes.
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- `app/Windowing/` owns window instances, content controllers, frame transfer
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requests, lifecycle, workspace synchronization, and utility-window creation.
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- `app/Platform/Win32/` owns `HWND`, message dispatch, native pointer capture,
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borderless chrome, DPI, placement, and Win32 system integration.
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- `app/Rendering/` owns editor-window rendering hosts, D3D12 UI rendering,
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built-in icons, viewport render targets, object picking, and scene viewport
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passes.
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- `app/Features/` contains user-facing panels and editor tools: Hierarchy,
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Scene viewport, Inspector, Project, Console, Color Picker, and component UI.
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- `app/Features/EditorWorkspacePanelRegistry.*` is the single composition
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entry point for workspace panel runtimes. It owns the concrete workspace
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panel adapters and keeps `app/Composition/**` from depending on individual
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feature-panel classes.
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- `app/Project/`, `app/Scene/`, and `app/State/` hold application services that
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panels should use instead of owning global state themselves.
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## Layering
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- Keep `XCUIEditor` below the app. Public headers under `include/XCEditor`
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must not include `app/**`, Win32, D3D12, or feature-panel headers.
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- Keep platform specifics in `app/Platform/Win32`; keep GPU-window specifics in
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`app/Rendering/D3D12`.
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- Keep shell composition and widget logic data-driven. The reusable layer should
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emit frames, layouts, draw data, command results, and transfer requests; the
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app decides how those requests affect native windows and engine services.
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- Use existing controller types for mutation:
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`UIEditorWorkspaceController`, `UIEditorWindowWorkspaceController`, and
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`EditorWindowSystem`.
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- Use the existing service objects for app state: `EditorContext`,
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`EditorProjectRuntime`, `EditorSceneRuntime`, `EditorSelectionService`,
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`EditorCommandFocusService`, and utility-window request state.
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## Startup Flow
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1. `app/main.cpp` enters `RunXCEditor`, which creates `Application`.
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2. `Application::Initialize` resolves the repo root, enables DPI awareness,
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initializes runtime tracing under the executable `logs/` directory, and
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installs the unhandled-exception crash trace hook.
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3. `EditorContext::Initialize` builds and validates the shell asset, initializes
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project and scene runtimes, resets selection/focus/tool state, builds
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command and shortcut services, and marks the shell ready.
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4. `Application` registers the Win32 window class, creates the Win32 system
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interaction host, bootstraps `EditorWindowSystem` with the primary
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workspace state, creates `EditorWindowHostRuntime`, creates the D3D12 render
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runtime factory, and constructs `EditorWindowManager`.
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5. `EditorWindowManager::CreateWorkspaceWindow` creates an
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`EditorWindowInstance`, attaches an `EditorWorkspaceWindowContentController`,
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asks the host runtime to create the native window, and initializes the
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per-window render/content runtime.
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6. The main loop drains up to 64 Win32 messages per tick, updates async
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resource loads, reaps destroyed windows, renders all running windows, and
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honors smoke-test auto-exit settings.
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7. `Application::WndProc` forwards registered windows to
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`EditorWindowMessageDispatcher`; unknown messages fall back to
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`DefWindowProcW`.
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## Frame Runtime Ownership
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- `EditorContext` owns the app-level shell asset, editor session, command
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routing, selection/focus services, project runtime, scene runtime, color
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picker state, and pending utility-window requests.
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- `EditorWindowSystem` owns the authoritative
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`UIEditorWindowWorkspaceSet`. Workspace windows should derive their local
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projection from this state rather than storing independent layout truth.
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- `EditorWorkspaceWindowContentController` asks `EditorWindowSystem` for a live
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`UIEditorWorkspaceController` every frame. A live controller writes mutations
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through to the authoritative window workspace state; a copied controller is
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only a preview.
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- `EditorShellRuntime` owns per-window interactive runtime state: viewport host
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service, built-in icons, the workspace panel runtime set, shell interaction
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state/frame, splitter correction state, trace entries, draw composer,
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interaction engine, hosted panel coordinator, and session coordinator.
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- `EditorWindowRuntimeController` owns the content controller, render runtime,
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screenshot controller, title-bar logo texture, text measurer access, DPI
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scale, and frame-rate display.
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- `EditorWindowInstance` is the managed host-window object. It owns lifecycle
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state and bridges its native peer to the runtime controller.
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- `EditorWindow` in `app/Platform/Win32/Windowing` owns the native peer
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behavior: `HWND`, queued input, pointer capture, chrome interaction, resize
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snapshots, cursor feedback, invalidation, and native destruction.
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## Window Authority Model
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- The authoritative window/workspace state is the
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`UIEditorWindowWorkspaceSet` stored by `EditorWindowSystem`.
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- Presentation data is derived from state through
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`BuildEditorWorkspaceWindowProjection`; do not hand-maintain detached window
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title, tab-strip title, primary flag, or minimum size in separate places.
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- Workspace mutations that can affect multiple windows should start with
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`EditorWindowSystem::BuildWorkspaceMutationController`, validate through
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`ValidateWindowSet`, build a synchronization plan, apply host-window actions,
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then commit the plan back to `EditorWindowSystem`.
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- `EditorWindowSynchronizationPlanner` compares target workspace state against
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host snapshots and emits create/update/close actions. Extend this planner and
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its tests when changing workspace-window synchronization rules.
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- Destroying the primary workspace window intentionally closes remaining
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workspace windows. Destroying a detached workspace window reconciles the
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authoritative window set and refreshes the remaining windows.
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- `EditorWindowWorkspaceCoordinator::RefreshWindowPresentation` is the normal
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path for refreshing projections and titles after a frame.
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## Frame Transfer Requests
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Frame transfer requests are the app boundary for work that cannot be committed
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inside pure shell/widget code.
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- `EditorWindowFrameOrchestrator` converts shell results into
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`EditorWindowFrameTransferRequests`.
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- Workspace requests currently include `beginGlobalTabDrag` and `detachPanel`.
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These are consumed by `EditorWindowWorkspaceCoordinator`.
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- Utility requests currently include `openUtilityWindow`. These are produced
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from `EditorContext::RequestOpenUtilityWindow` and consumed by
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`EditorUtilityWindowCoordinator`.
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- Panels and shell code should request window-level work through transfer
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requests or context request state, not by creating/destroying native windows
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directly.
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- Global tab drag uses screen coordinates, a captured owner window, an external
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dock-host drop preview on the target window, and
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`EditorWindowPointerCaptureOwner::GlobalTabDrag`.
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## Window Categories
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- Workspace windows use `EditorWorkspaceWindowContentController`. They expose
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workspace, dock-host, input-feedback, title-bar, and viewport-rendering
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capabilities.
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- Detached workspace windows are still workspace windows. Their projection can
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enable the detached title-bar tab strip and derive the window title from the
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single visible panel.
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- Utility windows use `EditorUtilityWindowContentController`. They host an
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`EditorUtilityWindowPanel`, do not participate in workspace synchronization,
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and currently do not expose dock-host or viewport capabilities.
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- Utility descriptors live in `EditorUtilityWindowRegistry.cpp`. Current
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utility windows are Color Picker and Add Component; both are single-instance
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topmost tool windows.
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## Shell, Panels, And Commands
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- `EditorShellAssetBuilder.cpp` defines the product shell: panel registry,
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default workspace layout, command registry, menus, toolbar buttons, shortcuts,
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capture root, and status-bar definitions.
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- Panel IDs are centralized in `EditorPanelIds.h`; prefer these constants over
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raw string literals in app code.
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- Workspace panels are adapted behind `EditorWorkspacePanelRuntimeSet`.
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Composition code should ask that runtime set to initialize, prepare command
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routes, update, draw, expose cursor/capture state, and collect frame events
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instead of directly naming `HierarchyPanel`, `ProjectPanel`, `InspectorPanel`,
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`ConsolePanel`, or `SceneViewportFeature`.
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- Hosted panels receive mounted bounds and filtered input through
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`UIEditorHostedPanelDispatchFrame`; concrete workspace-panel adapters resolve
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their own dispatch entries from that frame.
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- `EditorShellHostedPanelCoordinator` filters hosted-panel input when shell
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capture owns the pointer stream, then updates `EditorWorkspacePanelRuntimeSet`.
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Concrete adapters wire app services into their panels and the runtime set
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syncs command focus before after-focus panels such as Console read session
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state.
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- `EditorHostCommandBridge` routes host commands to focused edit routes,
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project asset routes, scene routes, inspector routes, workspace commands, or
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the app exit handler.
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- `WorkspaceEventSync` consumes generic `EditorWorkspacePanelFrameEvent`
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entries from the workspace panel runtime set. Concrete hierarchy/project
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event formatting lives behind the feature registry, while this sync layer
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owns selection-backed session state, scene-open requests, status updates, and
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runtime trace entries.
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## Viewport Rendering
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- Scene and Game are `ViewportShell` presentations. The Scene panel is the
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active editor viewport implementation; Game is registered as a viewport panel
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but is not equivalent to the runtime game view yet.
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- `SceneViewportFeature` owns `SceneViewportController` and
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`SceneViewportRenderService`.
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- `ViewportHostService` is the per-window manager for viewport requests,
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render-target allocation, retirement, fallback clearing, and dispatch to the
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attached `ViewportRenderHost`.
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- `SceneViewportRenderService` renders scene content through the engine
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renderer and owns object-id picking state. Keep editor picking/render support
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behind `XCENGINE_ENABLE_RENDERING_EDITOR_SUPPORT`.
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- D3D12 window rendering is behind the abstract
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`Rendering::Host::EditorWindowRenderRuntime`; use the host interfaces when
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adding app-level features.
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## Modification Rules
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- Add reusable widgets, docking/workspace behavior, shell interaction, or field
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logic to `include/XCEditor/**` and `src/**`, with unit coverage in
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`tests/UI/Editor/unit`.
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- Add product editor behavior to `app/Features/**`. Workspace panels must
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enter composition through `EditorWorkspacePanelRegistry.*` and the
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`EditorWorkspacePanel` adapter interface; do not include concrete feature
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panel headers from `EditorShellRuntime`, `EditorShellHostedPanelCoordinator`,
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`EditorShellDrawComposer`, or `EditorShellSessionCoordinator`.
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- Add new workspace panels by updating the panel ID constants, panel registry,
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default workspace model, shell presentation, workspace panel runtime adapter,
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and command/menu entries together.
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- Add new utility windows through `EditorUtilityWindowKind`,
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`EditorUtilityWindowRegistry`, an `EditorUtilityWindowPanel`, and the
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context/request path. Do not model utility windows as workspace panels unless
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they really dock inside the workspace.
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- Add new commands in the command registry first, then menu/shortcut bindings,
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host command bridge routing, and focused route tests.
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- Keep workspace/window mutations transactional. Save the previous state,
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validate after mutation, and roll back on invalid output, matching existing
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controller patterns.
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- Keep per-frame transient panel events separate from persistent app services.
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Panels may emit frame events; `EditorContext` and runtime services own
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persistent selection, command focus, project, and scene state.
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- Release UI textures and GPU resources in `Shutdown` paths. D3D12 shutdown
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should wait for GPU idle before releasing window resources.
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- Do not write new manual-validation screenshots under the source tree.
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Shared manual-validation hosts should write captures under the active build
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directory.
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## Current Architecture Debt
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- `XCEditor` is the intentional single executable app target. App-layer
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boundaries are maintained through directory ownership, namespaces, app/service
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interfaces, focused reusable-layer tests, manual-validation hosts, and smoke
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diagnostics, not through internal app static-library targets.
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- Legacy app-split CMake targets have been removed. Do not reference
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`XCUIEditorAppLib`, `XCUIEditorAppCore`, or `XCUIEditorHost` in new build
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logic or tests.
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- Existing source-tree capture history is present under some manual-validation
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scenarios, but new captures should go to the build output directory.
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- Runtime trace files are the main app smoke diagnostic. Avoid replacing
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trace-backed diagnostics with UI-only feedback that tests cannot observe.
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## Validation
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- Build shared editor UI after reusable-layer changes:
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`cmake --build <build-dir> --config Debug --target XCUIEditor`.
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- Build the app after startup, windowing, rendering, feature-panel, or resource
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changes:
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`cmake --build <build-dir> --config Debug --target XCEditor`.
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- Build reusable editor unit tests:
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`cmake --build <build-dir> --config Debug --target editor_ui_tests`.
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- Build window synchronization tests:
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`cmake --build <build-dir> --config Debug --target editor_windowing_phase1_tests`.
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- Build aggregate editor unit targets:
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`cmake --build <build-dir> --config Debug --target editor_ui_unit_tests`.
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- Build app smoke support:
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`cmake --build <build-dir> --config Debug --target editor_ui_smoke_targets`.
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- Run app smoke through CTest when `XCEditor` is enabled:
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`ctest -C Debug -R xceditor_smoke --output-on-failure`.
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- Useful environment flags:
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`XCUIEDITOR_VERBOSE_TRACE=1`, `XCUI_AUTO_CAPTURE_ON_STARTUP=1`,
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`XCUIEDITOR_SMOKE_TEST=1`, `XCUIEDITOR_SMOKE_TEST_DURATION_SECONDS=<n>`,
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and `XCUIEDITOR_SMOKE_TEST_FRAME_LIMIT=<n>`.
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## Recommended Reading
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- `editor/CMakeLists.txt`
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- `editor/app/Bootstrap/Application.cpp`
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- `editor/app/Composition/EditorContext.cpp`
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- `editor/app/Composition/EditorShellRuntime.cpp`
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- `editor/app/Composition/EditorShellAssetBuilder.cpp`
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- `editor/app/Windowing/EditorWindowManager.cpp`
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- `editor/app/Windowing/EditorWindowInstance.cpp`
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- `editor/app/Windowing/Content/EditorWorkspaceWindowContentController.cpp`
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- `editor/app/Windowing/Frame/EditorWindowFrameOrchestrator.cpp`
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- `editor/app/Windowing/Coordinator/EditorWindowWorkspaceCoordinator.cpp`
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- `editor/include/XCEditor/Windowing/System/EditorWindowSystem.h`
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- `editor/src/Windowing/System/EditorWindowSystem.cpp`
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- `editor/include/XCEditor/Workspace/UIEditorWorkspaceController.h`
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- `editor/src/Workspace/UIEditorWorkspaceController.cpp`
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- `editor/include/XCEditor/Workspace/UIEditorWindowWorkspaceController.h`
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- `editor/src/Workspace/UIEditorWindowWorkspaceController.cpp`
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- `editor/app/Platform/Win32/Windowing/EditorWindowMessageDispatcher.cpp`
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- `editor/app/Rendering/Host/EditorWindowRenderRuntime.h`
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- `editor/app/Rendering/Viewport/ViewportHostService.h`
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- `tests/UI/Editor/unit/CMakeLists.txt`
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- `tests/UI/Editor/smoke/CMakeLists.txt`
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- `tests/UI/Editor/manual_validation/README.md`
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## Recent Cuts
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This section is intentionally important. Keep it as the running ledger of
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architecture cuts that have already been made, so future agents do not
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re-litigate or accidentally undo them. Add concrete entries here whenever a
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change closes a boundary, removes an obsolete path, or establishes a new
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ownership rule.
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- Primary workspace state is bootstrapped into `EditorWindowSystem` before
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native window creation.
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- Workspace content now pulls a live authoritative workspace controller every
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frame instead of trusting a stale local copy.
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- Panel detach and cross-window tab drag are frame transfer requests handled by
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`EditorWindowWorkspaceCoordinator`, then synchronized through
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`EditorWindowSynchronizationPlanner`.
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- Utility windows are app content controllers backed by
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`EditorUtilityWindowPanel`; they are not workspace windows.
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- Viewport rendering is routed through `ViewportHostService` and the per-window
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render runtime rather than directly from shell composition.
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- The old app-split target residue was removed from CMake and tests. The app
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remains a single `XCEditor` target with output name `XCEngine`, and
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manual-validation hosts use the shared Core UI validation host instead of an
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editor app host target.
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- Workspace panel runtimes are now behind `EditorWorkspacePanelRuntimeSet` and
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`EditorWorkspacePanelRegistry.*`. `app/Composition/**` no longer directly
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owns or dispatches concrete Console, Hierarchy, Inspector, Project, or Scene
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panel classes.
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