# Editor Shell The Stage-6 docking **shell** is the editor's host frame: the top menu bar, the bottom status bar, the dockable panel area, the Preferences window, and the wiring between every Stage-6 framework piece — command stack, project system, settings, file watcher, and the [module → editor extension API](editor-extensions.md). Lives in [`oxide_editor::shell`](../editor/src/shell.rs) (the library) with [`oxide-editor`](../editor/src/main.rs) (the binary) acting as glue: open a window, run the egui paint pump, run the 3D viewport, hand events to the shell. Splitting the shell into the library lets it be unit-tested without spinning up a window. ## Layout ``` ┌──────────────────────────────────────────────────────────────┐ │ File Edit View Project Modules Help ⚙ Prefs │ ← menu bar ├────────────┬───────────────────────────┬────────────────────┤ │ │ │ │ │ Hierarchy │ Viewport │ Inspector │ │ │ │ │ │ ├───────────────────────────┤ │ │ │ Project │ Console │ │ │ │ │ │ ├────────────┴───────────────────────────┴────────────────────┤ │ Reloaded 3 asset(s) modules: 0 undo: 2 │ ← status bar └──────────────────────────────────────────────────────────────┘ ``` Panels are dockable: drag a tab to re-dock, resize splits, or pop it out as a floating window — provided by [`egui_dock`](https://docs.rs/egui_dock). The default layout is built once in [`Shell::default_dock`]; persisting the user's layout across restarts is a later refinement. ## What's wired to what | Shell surface | Backing system | |---------------|----------------| | File menu → New / Open / Save / Recent / Quit | [`Project`](projects.md) + `RecentProjects` + `Shell::take_quit_request` | | Edit menu → Undo / Redo (Ctrl+Z / Ctrl+Y) | [`CommandStack`](../editor/src/command.rs) | | View menu → Show/Hide panel toggles | dock state | | Project menu → Open project info | `EditorState::project` | | Modules menu → module-contributed items | [`EditorExtensions`](editor-extensions.md) | | Help → About | static info | | Status bar → live hint (last action, errors) | `StatusLine` (timed TTL) | | Status bar → module / undo counters | `EditorExtensions` + `CommandStack` | | Preferences window → settings sections + module on/off | [`Settings`](settings.md) + `EditorExtensions` | | File watcher (on project open) → `AssetServer::reload_path` | [`FileWatcher`](file-watching.md) | ## Commands and undo `Edit` menu shows the labels of the next undo / redo entry; `Ctrl+Z` / `Ctrl+Y` (also `Ctrl+Shift+Z`) drive them. The shortcut router is [`Shell::try_consume_shortcut`] — same path the menu uses, so the unit tests exercise the real flow. The first wired commands ([`SetTransformCmd`], [`RenameCmd`]) live in [`oxide_editor::commands`](../editor/src/commands.rs). [`SetTransformCmd::merge`] coalesces consecutive edits to the same entity, so a slider drag (or a future gizmo drag) is **one** undo entry instead of one per frame. Structural edits (spawn / despawn / reparent / change mesh) still bypass the stack today — round-tripping a despawn through undo needs stable entity ids, a Stage-7 design step alongside the gizmos. ## File watcher [`Shell::open_project`] (or `create_project`) attaches a [`FileWatcher`](file-watching.md) over the project's `assets/`, `scenes/`, and `scripts/` directories (~150 ms debounce window). The shell's [`frame_tick`](../editor/src/shell.rs) pumps events through [`reload_changed_assets`](file-watching.md) each frame, so editing a file externally hot-reloads any handle that was already loaded. Closing the project tears the watcher down. Backends that don't deliver events (some sandboxed CI environments) log a warning and let the editor keep running — the watcher is best-effort. ## Module integration Anything a module registers via the [extension API](editor-extensions.md) is hosted by the shell with no editor-source edits: - **Menu items** appear under the `Modules` top menu (shown only when at least one item is registered). - **Panels** appear in the dock as `PanelKind::Custom(name)` tabs, rendered through the module's `FnMut(&mut egui::Ui)` closure. - **Settings pages** + module on/off checkboxes are surfaced in the Preferences window's sidebar. - **Component inspectors** (Stage 7+) will be looked up by reflection name when the Inspector encounters a selection holding that component. Disabling a module in Preferences hides every contribution at once but keeps it registered — re-enabling restores it instantly, no shell rebuild. ## Why a `Shell` library A few reasons it lives in `editor/src/shell.rs` rather than `main.rs`: - **Unit-testable behavior.** Shortcut routing, project open/close, recent list updates, command stack lifecycle — all exercised without a window. The maintainer's manual pass focuses on what tests *can't* prove: how the UI looks and feels. - **Reusable in tests and future hosts.** A headless reproducer for a UI bug can drive the shell directly; an alternate front-end (web, embedded) could reuse it. - **Separation of concerns.** The binary stays a thin runner — window event loop, 3D viewport, egui paint pump — while the shell owns editor state, layout, and the framework wiring. ## Viewport camera modes (Stage 7) The viewport has two camera schemes; the active one is toggled with **F** (the default binding for the `editor.camera.toggle_flythrough` action) while the cursor is over the Viewport tab. Bindings live in `EditorState::actions` ([`ActionMap`](input.md)) registered with editor defaults at startup; the [Input Bindings](#input-bindings-preferences-page) preferences page exposes them for remapping. | Mode | Controls | |------|----------| | **Orbit** (default) | L-drag = orbit · R-drag = pan · scroll = zoom · click = pick | | **Flythrough** | WASD = forward/back + strafe · QE = down/up · Shift = sprint · R-drag = look · scroll = adjust move speed · click = pick | Toggling preserves pose: the new camera lands looking at the same view the previous one was showing, so the scene doesn't snap. ## Input Bindings preferences page (Stage 7 piece 5) The Preferences window's `input.bindings` section renders a rich page listing every registered editor action — buttons, 1D axes, 2D axes — with its current bindings. Each binding cell: - Clicking it arms a **capture** for that slot. The page shows "Press a key…"; the next non-`Escape` key or mouse button press becomes the binding. `Escape` cancels. - `✕` removes that binding. - `+` (per direction or per action) starts an append capture so the user can add a binding without replacing one. - `↺` (per action) restores that action to its code-defined defaults. - A global **Restore all defaults** button at the top resets every action. Edits flow through [`Shell`](../editor/src/shell.rs)'s `try_complete_capture`, which mutates `EditorState::actions`, syncs the new bindings into the `input.bindings` settings section via `sync_action_overrides_to_settings`, and flips a `bindings_dirty` flag. The host runner reads-and-clears the flag each frame and writes the preferences file to `$XDG_CONFIG_HOME/oxide/editor.ron` (or `$HOME/.config/oxide/editor.ron`). On startup the editor reads that file, calls `Settings::import`, and `apply_action_overrides_from_settings` layers the user's remap on top of the defaults — so a remap survives a restart, and removing an action from code never breaks an old file (unknown sections are silently skipped). The page is intentionally a built-in Shell feature rather than going through `EditorExtensions::add_settings_page`: it needs to mutate `EditorState::actions` while a capture is in flight, which is more direct from the Shell than through the extension API's `FnMut(&mut Ui)` contract. ## What's not yet here | Feature | Where it lands | |---------|---------------| | Native New/Open dialogs (`rfd` or similar) | Polish; the in-app text-path modals fill the gap today | | ~~3D viewport with its own projection sized to the Viewport tab~~ | ✅ Landed in Stage 7 piece 6b: `FrameContext::viewport_rect` restricts the wgpu viewport and drives the projection aspect; `Viewport::pick` rebases the cursor to tab-local NDC. | | Layout persistence across restarts | After settings sections are richer (Preferences-driven) | | Inspector via reflection-keyed component editors | Stage 7 alongside the gizmos | | Undo/redo for spawn/despawn/reparent | Stage 7 — needs stable entity ids | | Console wired to a real log feed / Stage-10 terminal | Stage 10 | [`Shell::default_dock`]: ../editor/src/shell.rs [`Shell::try_consume_shortcut`]: ../editor/src/shell.rs [`Shell::open_project`]: ../editor/src/shell.rs [`SetTransformCmd`]: ../editor/src/commands.rs [`SetTransformCmd::merge`]: ../editor/src/commands.rs [`RenameCmd`]: ../editor/src/commands.rs