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Editor shell
Jaroslav Beneš edited this page 2026-08-08 18:11:58 +02:00

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.

Lives in oxide_editor::shell (the library) with oxide-editor (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. 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 + RecentProjects + Shell::take_quit_request
Edit menu → Undo / Redo (Ctrl+Z / Ctrl+Y) CommandStack
View menu → Show/Hide panel toggles dock state
Project menu → Open project info EditorState::project
Modules menu → module-contributed items EditorExtensions
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 + EditorExtensions
File watcher (on project open) → AssetServer::reload_path FileWatcher

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. 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 over the project's assets/, scenes/, and scripts/ directories (~150 ms debounce window). The shell's frame_tick pumps events through reload_changed_assets 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 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) registered with editor defaults at startup; the Input Bindings 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'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