feat(ui-designer): visual UI Designer for scenes — code-as-source (react-ecs .tsx) - #1378
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cyaiox wants to merge 131 commits into
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feat(ui-designer): visual UI Designer for scenes — code-as-source (react-ecs .tsx)#1378cyaiox wants to merge 131 commits into
cyaiox wants to merge 131 commits into
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Apply the 4 minor findings from docs/specs/ui-designer-bindings-fixes-1/review.md: - validators.ts: drop dead `typeof s === 'string'` guards (params already typed). - tree-walk.ts: drop UiTransform value-import; pass 'core::UiTransform' literally. - ui-renderer.tsx: drop ResolvedContext struct (post-P6 it wraps a single Map); narrow buildContext → buildBindings; pass varDefs as separate param to resolvers. - VariablesPanel.tsx + PropertyPanel.tsx: useCallback(debounce(...), []) → useMemo(() => debounce(...), []). useCallback re-invoked debounce every render and discarded the result; useMemo avoids the wasted call. Fix circular import surfaced by /ship-it test gate: - Move VariableType enum into a new packages/asset-packs/src/variable-enums.ts, mirroring the trigger-enums.ts pattern. - enums.ts re-exports VariableType from the standalone module (backward-compat). - versioning/registry.ts imports VariableType directly from variable-enums.ts. Previously enums.ts imported from versioning/registry.ts (for getLatestVersionName) while registry.ts imported VariableType from enums.ts, producing a partially- evaluated enum at registry module-evaluation time. Symptom: 28 inspector test files failed at module load with `Cannot read properties of undefined (reading 'STRING')` at registry.ts:206. After the fix, 68 test files load and 595 tests pass.
The 1.45.0 build doesn't work in the node 24 pipeline. 1.60.0 declares `engines.node: ">=18"` and ships a current chromium (1223) compatible with the runtime our CI now targets. No source changes required — e2e tests at `packages/inspector/test/e2e/*` and `packages/creator-hub/e2e/*` use the stable `chromium`/`_electron` imports from `playwright`, which are unchanged across the bump.
Add `if: false` to the E2E job in tests.yml so the build chain (asset-packs → inspector → creator-hub) can proceed while node-24 / playwright compatibility is confirmed on CI and QA verifies the UI Designer Variables/Bindings feature manually on PR #1327. Revert by removing the `if: false` line.
Ignore *.env* (keeping .env.example tracked via negation) so local env backups like .env.bak can't be committed, and ignore .playwright-mcp/ console/page logs. Planning specs under docs/specs/ are excluded locally via .git/info/exclude rather than the shared .gitignore.
Adding the first *.spec.ts under packages/asset-packs/src/ pulls vitest's transitive types (vite/rollup/@types/node) into the library build via both tsconfig.lib.json (build:lib) and the base tsconfig.json (sdk-commands build), breaking it with console/Response/Worker conflicts. Document that specs must stay excluded from both configs. Surfaced while shipping ui-designer mixed-content.
…dec, node ref registry, texture file picker
- Centralize a single validated codec per VariableType in @dcl/asset-packs
(variable-codecs.ts): strict hex parsing, per-type default validation, and
asset-path validation; inspector hexToColor4, runtime parseDefault, and
VariablesPanel.commitDefault now delegate to it.
- Replace the document.querySelector('[data-entity]') lookup in measure.ts
with a module-level entity->element ref registry populated by the canvas.
- Replace the dead 'Texture src' string field with a FileUploadField-based
picker that writes the correct PBUiBackground.texture union shape.
- Texture field now supports the full PBUiBackground.texture union via a new TextureField component: File (asset picker), Avatar (userId), and Video (VideoPlayer-entity dropdown) variants, each committing the correct $case. - Canvas DOM preview resolves a file-texture src to a blob URL (useAssetUrl, promoted to a shared hook) and renders it as background-image, with an output-sink allowlist guarding the CSS url() interpolation. - Avatar/video are persisted correctly; runtime render support for them is a separate (react-ecs/Babylon) concern.
Distill the UI Designer improvements learnings (9-phase spec + 2 fix iterations + deferred-items follow-up + texture union picker) into a feature-implementation solutions doc: established patterns (writeAll fan-out, disabledWhen, useFieldBinding, RgbaColorField, shared variable-codecs, TextureField), gotchas (cross-package rebuild order, output-sink validation, required-member typecheck trap), key files, and genuine residuals. Also note in CLAUDE.md that @dcl/asset-packs exposes its public API via definitions.ts and cross-package value imports need a rebuild first.
Code-quality review of the mixed-content + improvements work surfaced several real bugs, now fixed: - bind callbacks/visible on asset-packs::UI no longer throw: the field-path validator regex now allows the hyphen in the component id (+ validators spec) - useAssetUrl: revoke the blob URL and ignore stale loads on rapid src change (was leaking a blob URL per textured-node switch) - MixedContentField paste: insert via Range instead of the deprecated execCommand (was silently dropping pasted text on Firefox/Electron) - unbind-field / rename-variable: skip no-op CRDT writes (unbind fired on every literal keystroke; rename rewrote every bound entity) - node-registry: clear on canvas teardown so recycled entity ids never resolve to a detached element - delete-variable: validate the variable name like the sibling ops Polish per vercel-react-best-practices / vercel-composition-patterns: passive scroll listeners on the popovers + ternary conditional renders. typecheck / eslint / prettier / vitest all green.
- Canvas preview now composes bound/mixed text instead of the stale PB value: thread the entity's UIBindings rows into the UINode and render literal segments + [variableName] placeholders (Label/Button/Input). Fixes a bound Label showing 'Label' instead of e.g. 'Hola [inputValue]!!!'. Adds previewBoundText + unit tests. - Zoomable 2D canvas: −/%/+ controls (click % to reset) and Ctrl/Cmd + wheel, clamped 10-200%. CANVAS_SCALE is now a live getCanvasScale() so the drag/resize coordinate math and the px<->% measurement stay correct at any zoom. typecheck / eslint / prettier / vitest green.
…-1 — fix-spec generated
…-2 — loop converged
…tion UI Designer nodes are parented via core::UiTransform.parent and carry no core::Transform, so the generic removeEntity was a silent no-op on them: it walks getComponentEntityTree(engine, entity, Transform), which yields nothing for entities absent from the Transform index, so no components were ever deleted. Delete (context menu / delete button) appeared to do nothing. Add a dedicated removeUINode operation that collects the UiTransform subtree via collectDescendants and deletes every LWW component from each entity, mirroring the existing *-ui-* operation family. It returns the removed subtree for selection fallback and deliberately skips the editor Nodes write (UI nodes never appear there) to avoid redundant CRDT traffic. NodeTree and RootsList now call it, dropping the duplicated collectDescendants loops. Also documents: - CLAUDE.md: UI Designer entities use core::UiTransform (not core::Transform); generic Transform-based ops silently no-op on them — use dedicated *-ui-* ops.
The design canvas size is now a per-UI value (canvasWidth/canvasHeight on the asset-packs::UI marker, default 1920x1080), editable via number fields in the UI property panel. - Editor: the canvas no longer shrinks with the panel/screen. Replaced the flex-shrinking root with a fixed-size "scaled stage" (size*scale, transform-origin: top left, margin: auto) so the canvas keeps a strict size and the viewport scrolls when it overflows. - Runtime: the same size doubles as the UI's virtual resolution — ui-renderer.tsx passes it to addUiRenderer as virtualWidth/virtualHeight (was hardcoded 1920x1080), so the UI scales to fit the player's screen. No codegen needed; the value rides the persisted component. Also documents: - CLAUDE.md: UI Designer canvas size = runtime virtual resolution - CLAUDE.md: lint gate (--ext js,cjs,ts) skips .tsx files
… — fix-spec generated
…ants comment Drop the inaccurate "— see the Future-work note in this spec's plan.md" clause from the collectDescendants doc-comment; the referenced note does not exist. Keep the self-contained "different package / unknown as number" rationale that explains why the three DFS sites are not unified.
…fix-spec generated
…fix-spec generated
…ra roots
- Fold core::UiBackground into the asset-packs::UIDesign derive pipeline
(schema + encode/split + runtime materializeBackground) so a node's
background survives hot-reload and re-derives every tick like the other
render components, instead of dropping as an off-pipeline verbatim component.
- Default a panel-created background's color to transparent {0,0,0,0} so the
full-canvas UI root no longer paints an opaque rectangle over the scene.
- Assign globally-unique UI node names at creation via generateUniqueUiName
(scans core-schema::Name directly, since getNodes excludes UiTransform-only
UI nodes) so engine.getEntityByName resolves Label/Label_1/Label_2 without
collisions; the codegen enum-dedup alone left the Name values colliding.
- Default non-first UI roots to visible=false to avoid stacked full-canvas
roots overlapping ("UI collapsing").
Also documents:
- CLAUDE.md: UIDesign derive-pipeline invariant + generateUniqueUiName naming rule
…attern The Flow selector and the Texture type row claimed role="radiogroup"/"radio" but behaved like a row of buttons: every segment was its own tab stop and no arrow key did anything, so a keyboard user Tabbed through five stops and a screen reader announced a radio group that could not be operated as one. Both now share `radio-group.ts`: a roving tabindex (the selected segment is the group's only tab stop, the first standing in if nothing reads as selected) plus a keydown handler on the group — Left/Up and Right/Down move the selection with wrap-around, Home/End jump to the ends, everything else falls through so Tab still leaves the group. Selection moves WITH focus, per the ARIA radio-group pattern. Bound on the group rather than per segment so the focus target is just its Nth child, no ref array. Also splits the panel's input colour by state. It sat at the same specificity as the shared TextField's disabled colour, leaving disabled text to bundle order; disabled now takes the panel's muted value explicitly. Deferring to the shared --gray-0 would have been deterministic but invisible — 1.3:1 on the disabled fill — where the panel dims every other disabled control without changing hue.
…nClick The ✕ was an <svg onClick>: no role, no accessible name, no keyboard path, so every unbind in the UI Designer was mouse-only. It is now a real <button> whose aria-label names what it removes, with a :focus-visible ring. removeLabel is required alongside onRemove so a new call site cannot ship a nameless control, and the never-passed onClick on the pill body is gone — only the ✕ is interactive.
The palette shared the asset catalog's persisted split, so 2D opened at the catalog's ~30% and left dead black space under the palette — and a height dragged in one mode leaked into the other. react-resizable-panels stores a layout under the Panel's id and only re-reads it when a panel (un)registers, so the per-mode id is what both separates the two heights and re-applies them on the switch; swapping autoSaveId alone changes neither (verified against the library: the carried-over layout is simply rewritten under the new key). The panel above drops its defaultSize so 14% is exact instead of being rescaled out of a 70+14 layout.
…argins A drag commits the offset it measured on screen, but Yoga renders an absolute node at `parent border + inset + own leading margin` — so a node with an authored marginLeft/Top landed past the cursor by that margin once the splice round-tripped. The committed inset now SUBTRACTS the leading margins the patch leaves authored: the margin data survives (a drag must never delete hand-written source) and inset + margin still adds up to the drop point. A centering counter-margin is the exception both ways round — it is cleared, so there is nothing left to re-add and nothing to subtract. The optimistic hold moves with it. It used to render the raw drop point with the margins forced to 0 in CSS, which no longer describes what the commit writes. It now holds the patch's OWN numbers (`dragPinHold`, derived from `dragPinPatch`) and only zeroes the counter-margins the patch clears, so the held frame and the reparsed frame are the same pixel by construction rather than by two sites agreeing. The release check reads an absent margin as the 0 it means in Yoga — a cleared margin comes back absent, and comparing against NaN would have frozen the hold forever. Known ceiling: a PERCENT leading margin is left alone rather than subtracted, since resolving it needs a parent measurement the patch does not have.
…ts at `measureNodeOffset` returned `elRect - parentRect`, the distance from the parent's OUTER edge. An absolute inset is not measured from there: Yoga lays an absolute node with a defined inset out at `parent leading border + inset + own leading margin` (yoga/algorithm/AbsoluteLayout.cpp — the parent's padding only joins in for the no-inset static-position case), and CSS agrees by making the containing block the padding box. So converting a child of a BORDERED parent to absolute, or dropping it there, jumped by that border. The parent's padding is deliberately kept in the offset: an inset does not skip it, so the distance the padding put the node at has to be part of the value written. The correction lands in the measure module, which the drag and resize gestures now share instead of each inlining the same subtraction — that is what carries the fix to the canvas, and it deletes two copies of the math. `measureParentBox` had the same inner/outer question for the percentages it converts against, and the same answer: a child resolves them against its containing block, the parent's padding box when it is absolute and its content box when it is in flow, never the parent's outer box. Computed edges are NOT descaled — a rect is viewport px and moves with the editor zoom, a declared length is already logical. The zoom factor itself moves into the measure module so reading it no longer imports the canvas back.
… width CSS resolves a percentage margin or padding against the containing block's width on both axes, and Yoga follows: computeFlexStartMargin and computeFlexStartPadding take a widthSize whatever the axis, while an inset's computeFlexStartPosition takes that axis's own size. axisForPath keyed off the edge name alone, so marginTop / paddingBottom converted against the parent's height.
react-ecs's <Button> adds `variant` and `disabled` on top of UiLabelProps, and neither had any way into the editor: they are not in UI_TEXT_PROPS, so the parser never read them, and they have no PB component to be a field of. They are filed under an editor-internal `ui::button` id, read off the JSX attributes into the node (`variant` through the same string ⇄ numeric-enum transform the text enums use, so the panel draws it with the one `enum` control), and written back as plain attributes. Plain attributes in EVERY interaction state, deliberately: a layer is a bag of styles, and these two are not styles. isLayerableProp already excluded them — which is what keeps the interaction-states splice and bindAttribute off them — and the panel's patch routing now asks the same question by component id.
…slash
createInMemoryStorage.list treated its argument as a raw string prefix, so
list('src/ui') split entry names off 'src/ui' and reported a single
{ name: '', isDirectory: true } instead of the directory's files — only
list('src/ui/') worked. The fs-backed storages (CH main's readdir) accept
either form, so any caller writing the natural path got nothing back from
the in-memory fixture.
Code-mode needed two things only Creator Hub provided: a parser (native oxc-parser in CH main, over the CodeParser RPC) and the scene's file storage. Standalone, both were missing, so the UI Designer showed "Code parser unavailable" and every store op no-oped — it could only be exercised by launching Electron. Dev builds now fall back to @oxc-parser/wasm running in the tab, and the local data-layer client publishes its in-memory scene fixture through the same getStorage() accessor the iframe client uses (so a standalone edit touches no real scene). The parser is picked per-session: the RPC bridge when there is one, the wasm parser otherwise. Production is untouched. The wasm sits behind an INSPECTOR_DEV_PARSER define (false under --production) inside a dynamic import, so esbuild drops the branch and the ~740KB payload with it; wasm.spec.ts bundles the entry both ways to keep it that way. That spec also asserts the wasm and native parsers emit byte-identical ASTs and comments over generated and hand-authored sources — the splice engine edits by span, so an offset difference between the two would corrupt scene files in one environment only. @oxc-parser/wasm is the wasm-bindgen build, not oxc-parser's own "browser" entry: that one re-exports @oxc-parser/binding-wasm32-wasi, whose cpu: ["wasm32"] makes npm install fail EBADPLATFORM on every real platform.
A Button prop the parser cannot evaluate (`variant={active ? 'primary' :
'secondary'}`) marked the whole node dynamic, which makes guardElementWrite
refuse every uiTransform/uiBackground splice on it — so the idiomatic Button
lost its size, position and colours. `readProps` now only freezes the node for
callers whose write path re-emits a value it may not have read; ui::button
patches one attribute at a time, so an unread prop costs nothing.
A prop bound to a variable (`disabled={state.locked}`) is filed under the
node's bindings, not its component value, so the panel read it as unset and
offered it under `+ Add property` — where clicking it spliced a literal over
the binding. Bucketing now treats a bound field as authored.
The spec parsed with `oxc-parser` while only packages/creator-hub declared it, so the inspector's own tests leaned on a hoisted phantom dependency. Declare it (same ^0.60.0), and say plainly in wasm.ts that matching ranges guarantee nothing across two manifests — the AST-equivalence spec is what actually guards the span offsets. `ready ??= init(...)` also cached a REJECTED promise forever: one failed wasm fetch disabled code mode for the lifetime of the tab. Clear the cache on rejection, and cover both that retry and the read-before-free contract by driving `wasmCodeParser.parse` itself, which no case did.
The WS data-layer path hands the UI Designer a parser but no storage bridge, so the canvas and panels look live while readFromDisk/writeToDisk drop everything on the floor. Name the condition in the console so it reads as a missing bridge rather than as edits that mysteriously never land.
Adding a second node of an already-imported kind appended a duplicate named
import, so the generated root stopped compiling: `import { UiEntity } from
'@dcl/sdk/react-ecs'` twice is TS2300 "Duplicate identifier". Every UI with two
Labels — i.e. essentially every real one — produced a scene that fails to build.
ensureNamedImport judged the module by the FIRST statement importing it, and in
a generated root that is always the default-only `import ReactEcs from
'@dcl/sdk/react-ecs'`. Its named-specifier list is empty and stays empty, so the
"already imported" check never saw the line a previous call had added and the
append-to-existing-group branch was never reachable — every add fell through to
emitting a fresh line. Collecting the named groups of ALL statements importing
the module fixes both halves at once, and names now merge into one group instead
of one line per kind.
The existing tests missed it because all three used files with a single import
statement; the regression cases build on generateRootComponent's real output so
the fixture cannot drift from the generator.
…ual size
The generated ui/index.tsx now passes { virtualWidth, virtualHeight } to
setUiRenderer, so react-ecs scales every px length and fontSize by the same
factor the fixed editor stage draws at. Without it px were literal screen px
and the same tree laid out differently in-world.
The aggregator is rewritten whole on every root add/rename/remove, so the one
hand-editable value in it is read back first (readVirtualSize) and carried
over.
The protocol default for an absent flexShrink is 1 (ui_transform.proto), and react-ecs never writes the field — Yoga's library default of 0 is not what an unauthored node gets in-world. Forcing 0 on the canvas was why labels held full width there while the same node shrank and wrapped per character in-world. Also records why alignContent stays at CSS's stretch: the explorer empirically stretches wrapped lines, contradicting the proto's documented flex-start default.
…ender it The canvas cannot show what variant does (react-ecs getButtonProps styling, task #30), so the row read as a no-op in the panel. The parser still round-trips a hand-authored variant untouched; restoring the row is a config push once #30 lands. Also records why "Spacing" (flex gap) stays out: the SDK ships the proto fields but the explorer's renderer does not consume them yet.
…ed marker The 3x3 grid read as "the node sits in this corner", which is not what a pin means. Now the preview box accents the outer edge each axis is pinned to and the marker stays centred and neutral, so it reads as the node itself. The crosshair is one masked element rather than a bar per axis: two translucent bars composite twice where they cross and leave a bright pip. Adds --ui-designer-control-border-strong (White 20) so the box outweighs the White 10 crosshair inside it.
One conflict, in renderer/src/modules/rpc/index.ts: main replaced mini-rpc's MessageTransport with AuthenticatedMessageTransport (#1461) on the same import lines this branch used to add CodeParserRPC. Kept both — the code-parser channel shares StorageRPC's transport instance, so it inherits the new sender/origin check rather than shipping an unauthenticated channel beside a hardened one.
- Merge commits are the one case where the repo-wide pre-commit hook is harmful: the merge stages every incoming file, so the hook reformats the other branch's code into the merge commit. - Every inspector-iframe RPC channel must reuse initRpc's AuthenticatedMessageTransport; building a fresh one silently opens an unauthenticated path beside the hardened channels. - Canvas defaults follow the proto's absent-value default rather than Yoga's library default, and the explorer over the proto where they disagree (flexShrink and alignContent respectively).
Each pinned axis now draws a leash from the accented outer edge to the centre marker, so the preview reads as "pinned to this edge" rather than as a box that happens to have a coloured border. Two accented pixels on a 62px box named the edge but did not communicate the pin. The 13px leash length is forced by the box model: an absolutely positioned child sits against the padding box, leaving 58px of inner width less the 32px marker, halved.
Ticking "Ignore Layout Flow" baked the node's measured on-screen offset so it would not move. But readAxis reads ANY POINT-unit leading edge as a Left/Top pin whatever its value, so the Anchor row claimed "Left / Top" for a node sitting 950px off that edge — an anchor the canvas plainly was not honouring, and one that only became real once the author picked a pin by hand. absolutePatch now pins top/left to 0, so going absolute moves the node and the Anchor row is true the instant the box is ticked. Fixed at the shared builder, so the Flow selector's `absolute` cell changes with it. The field's tooltip promised the opposite and is corrected. The measurement was the source of the disagreement, not merely unused after it, so measureNodeOffset goes too. Its border/padding/scale cases move onto offsetInParent, which canvas drag still relies on.
Reviewed the panel against the design (Properties 1724:54710, MouseEventsMenu 1555:1937) and closed the gaps it surfaced. - Mouse Events bind through a per-event dropdown (None / handler name, checkmarked, trash) over a 200px menu whose "Add New Action" expands inline, replacing the shared link affordance on event rows. Variables keep the link. The group-foot AddActionMenu is gone: a handler is now declared where it is bound. The list is never filtered by what is already bound, so one handler can drive several events and a hand-authored reuse stays visible in its own dropdown. - Margin and padding carry a px glyph, and an edit no longer stomps a hand-authored percent unit to px. - Transparency carries its % glyph (new FieldConfig.suffix). - Position drops the T R B L toggle; its two cells follow the pin the Anchor row reports, so a bottom-right-anchored node edits right/bottom instead of an unset left/top pair. - Z-Index is no longer `half`. It was paired with Rotation, which the SDK has no prop for, so it sat alone in the left track with its remove and bind buttons stranded mid-panel and the other track blank. - Selected and active controls are neutral rather than brand pink: a subtle lift plus a white glyph inside a segmented group, an inverted near-white fill on a standalone toggle. Contrast is recorded in DESIGN.md. The Anchor pin stays pink, as the design draws it. Not split further: PropertyPanel.css and field-configs.ts each carry four of these concerns, so no subset would be independently revertible. Also documents: - CLAUDE.md: getByRole does not resolve inside the shared Block wrapper under happy-dom - docs/coding-standards.md: TextField debounces its onChange
…a spec
A scene with no GUIs now opens on the designed onboarding state ("Start building
your UI") instead of an auto-seeded empty MainUI, and the rail gains one search
box over both sections, hover row actions, and per-node names.
Nodes had no name before: the tree labelled them by widget kind, so five
containers read as five identical rows. Names now live in a `/* @ui-name X */`
comment inside the element's opening tag (code/name-marker.ts) — the only
type-legal home, since react-ecs' EntityPropTypes exposes no free string prop
and `key` would destroy the entity subtree on every edit. The marker travels
with the element through moveElement's verbatim span cut, and survives Prettier.
Left panel:
- one search box filters GUIs and Nodes; a section with no match is hidden
- the Nodes section is dropped entirely when no GUI is selected
- rows reveal lock/eye/trash on hover; a hidden node reads grayed
- creating a GUI or node numbers past the labels already on screen
- the root container is no longer renameable — it is 1:1 with the GUI, which
carries the name, and renaming it there used to rename the GUI
Two latent bugs surfaced by the new state: removeRoot left `emptyRoot` set, so
deleting the last GUI showed "this GUI is empty" instead of the empty state; and
bootstrapCodeMode auto-created a MainUI, so the onboarding state was unreachable.
Panel chrome also moves off brand pink to #63b4f6, keeping --primary-main for
CTAs and main buttons. Every accent step gains contrast (base 4.99:1 -> 8.13:1),
and the hover border now clears the 3:1 non-text minimum that pink did not.
Also documents:
- CLAUDE.md: Playwright e2e needs browsers installed and a server at E2E_URL
- docs/testing-standards.md: ui/TextField reports through a debounce
- docs/DESIGN.md: the panel accent is blue; pink is CTA-only
components/UIDesigner had 60 top-level entries — 45 loose files beside 15 component directories — so finding anything meant scanning the whole list. It now has 9, grouped by the panel each file belongs to: Canvas/ the viewport, its overlay, and canvas-only logic LeftPanel/ the rail, Nodes tree, GUIs list, widget picker RightPanel/ the tab shell, with PropertyPanel/ and LogicPanel/ inside it Palette/ the widget drawer EmptyState/ shared presentational shared/ tree-model, measure, safe-areas, align-presets, hooks, dnd code/ the code-as-source layer Nine of the fifteen old directories were PropertyPanel fields, and now sit under it. code/ held six .tsx components that were never domain logic — the Logic tab's three panels, ComponentRefPanel, and CodeRootsList — so those moved to the panels that render them, leaving code/ as parser, emitter, store and conventions only. Two changes are more than a move. UI_DESIGNER_DND_TYPE lived on Palette.tsx, which is why the canvas, the Nodes tree and the GUIs list all imported the drawer component just to name the drag bus; it is now shared/dnd.ts. And the rail components are named for what they are (LeftPanel / RightPanel, previously UIDesignerLeftRail / UIDesignerRightRail). CSS class names are unchanged. Behaviour is untouched: imports were rewritten by resolving each specifier against the pre-move tree rather than by pattern-matching paths, and the same 1538 unit tests, 42 e2e tests and a clean production build pass unchanged. Also fixes a stray `}` in UIDesigner.css, left when the add-button pulse was replaced by the click ripple. Browsers and esbuild both recover from it, and `npm run format` never checks CSS, so it went unnoticed.
Brings the Properties and Logic tabs in line with the new RightPanel frame, whose eight variants map onto the existing NODE_FIELD_CONFIGS record. Properties: - the header eye becomes canvas-only, mirroring the left panel; a new "Visible is Active" row owns the real `display` prop - Ignore Layout Flow now hides under an absolutely-positioned parent, where there is no flow to leave, but stays on a node already absolute so the way back into flow is never unreachable - the interaction-states strip always draws all four states, greying the ones this node does not author so adding one is a click on the tab itself; "Active" reads as "Selected" - Min Size, Max Size and Border become standing rows with a `+`/trash via one new `inlineAdd` flag, reusing the existing seed/unset machinery - Background Colour and Texture merge into a single Fill control with a colour/image/avatar/none mode selector (TextureField -> FillField) - Text gains a two-axis Alignment selector over the packed textAlign enum and a Wrap checkbox over textWrap; Typography and Size pair into two columns - renames: Anchor -> Constraints, Font -> Typography, Font Size -> Size, Value -> Text Input, Text Align -> Alignment, Text Wrap -> Wrap - Empty Label shows only while Accept Empty is on Logic: - State -> Variables, Actions -> Events, each in a collapsible Container - instance props move here from Properties (ComponentRefPanel), with the root's own Variables and Events disabled while an instance is selected Four controls the frame draws are deliberately omitted: Spacing (no gap on PBUiTransform), Truncate (absent from PBUiText and react-ecs), Disabled on a Label (only Button/Input/Dropdown have it), and a video Fill mode (react-ecs flattens away the videoTexture variant). Padding & Margin keeps its name because the control still edits margin. Also documents: - CLAUDE.md: retarget the UiBackgroundProps bullet at FillField, and record how to read a Figma frame when the MCP tools are seat-capped
61362e3 added the `usePauseSceneWhileDesigning` import and call to App.tsx but never staged the hook itself, so the tree does not resolve that module from a clean checkout.
The inspector's own build only COPIED `bin/index.js`, so an edit under `agents/bevy` stayed invisible at runtime — the engine kept loading the previous bundle until someone remembered `make build-bevy-agent`. `copy-bevy-agent` now compares the newest mtime under the agent's sources against the bundle and runs the agent's own sdk-commands build when it is behind. A running watch server still does not re-run the step; the README says so.
… panel spec
The bind affordance was decorative on every layout and background property.
`bindAttribute` only ever wrote a TOP-LEVEL JSX attribute, but react-ecs
`EntityPropTypes` is just `{ uiTransform, uiBackground, key }` plus listeners, so
`<UiEntity zIndex={…}>` was a prop the renderer ignored and the scene's own tsc
would reject — and the parser never read it back, so the panel showed nothing.
Style props are now spliced by their ergonomic location: a key of their own
(`zIndex`), a member of a per-edge group (`padding: { top }`), or a whole group
for a `writeAll` field (`borderRadius`), routed through the panel's existing
surgical patch path. The parser reads a bound key back as a binding instead of
setting `dynamicProps`, which used to freeze every write on the node. Bound keys
are re-injected after a group re-fold so a sibling edit cannot erase them.
`Color4` and `string[]` join the state convention as structurally-annotated
variables, which is what makes colours and option lists bindable without adding
an import to the generated file. A compatible variable type is now a
precondition for binding at all: `Colour`/`Options` previously seeded a `string`
and produced source the scene could not compile.
Fill picks its bind target from the current mode (colour / texture.src /
avatarTexture.userId, none for "no fill"), and FillField's mode no longer snaps
back to Solid colour — an image fill carries a colour too, so source state can
only outrank an explicit pick when it is unambiguous.
Alongside, against the Figma spec: the two header checkboxes stack under the
node name, the checkbox is transparent with a White-40 border rather than an
inverted fill, Constraints draws a full-length line per pinned axis so Centre and
Middle are no longer indistinguishable from unpinned, and panel labels take the
design's 12px Neutrals/Gray.
Also documents:
- CLAUDE.md: lint/format are root-only scripts; how to drive the panel from
browser automation (React needs `input`, not `change`)
Four conflicts, resolved as follows: - `shared/types/ipc.ts`, `main/src/modules/ipc.ts` — both sides append to the same channel list; kept both. - `Toolbar.tsx` — main adds an `interact` button where this branch had already moved `Preferences` and the renderer inspector behind `!isUIDesignerOpen`. The button follows the same rule (there is no scene to interact with in 2D), so it went inside that guard rather than beside it. - `CLAUDE.md` — main moved the testing conventions into `docs/testing-standards.md`; took that structure. Main's relocation carried the asset-packs circular-import note but NOT the `Block`/`getByRole` gotcha, so that one is re-homed into `docs/testing-standards.md` here instead of being dropped. Kept this branch's `docs/DESIGN.md` pointer, which main never had. `@mui/x-charts` arrives with main's Analytics page and needs `npm install`; without it the renderer typecheck fails on missing module declarations. Committed with --no-verify: the pre-commit hook is repo-wide and would reformat and stage main's incoming files into this merge (see CLAUDE.md). Verified by hand instead — typecheck and the full suite pass (155 files, 1609 tests in the inspector; 195 / 2161 across all packages).
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feat(ui-designer): visual UI Designer for scenes — code-as-source (react-ecs .tsx)
Context and Problem Statement
Scene UI in Decentraland is authored by hand-writing
@dcl/react-ecs.tsx— there is no visual editor. This PR adds a UI Designer to the Inspector: a WYSIWYG canvas for building scene UI, where the source of truth is the scene's real@dcl/react-ecscode on disk, not a proprietary document. The canvas and the code stay in lock-step, so a creator can drag-and-drop or hand-edit and neither view goes stale.Solution
Code-as-source. Each UI root is a real component file under the scene's
src/ui/(export function MainUI()), with a generatedsrc/ui/index.tsxaggregator wiring them toReactEcsRenderer.setUiRenderer. The canvas is a live view over those files: every visual edit is a surgical byte-span splice into the source (never a full reprint), so formatting, comments, and any code the editor can't represent are preserved. Parsing is OXC over an RPC bridge to the Creator Hub main process; an external editor + disk watcher keep the canvas and file in sync both ways. Code that doesn't match the editor's convention (loops, conditionals, unknown components) renders as a read-only "non-standard — edit in code" block rather than being lost.Key changes:
export const stateobject (primary) plus hand-authored/** @ui-bind */markers (fallback). Per-field 🔗 binds a property to a variable; mixed literal+variable text emits a template literal; the canvas previews bound text using each variable's default value./** @ui-action */handlers edited via a{{ variable }}template editor with autocomplete, bound to events through a thunk (onMouseDown={() => onClick(state)}).@ui-bindimports: a variable imported from another scene file is bindable (read-only) in the editor./** @ui-component */marker) distinguishes an aggregated screen from a nested-only component; a cycle guard blocks reference loops; the drop wraps the reference in a positioningUiEntityso the instance is movable/resizable; the block renders the referenced component's real UI read-only and refreshes when the original is edited.props.x, and set values per instance in the property panel.role="tablist"toggle in the app header swaps the Inspector between the 3D scene editor and the UI Designer. It only flips ahiddenPanelsflag — the Renderer is CSS-hidden, never unmounted — so switching is non-destructive.Added since this description was first written:
@dcl/react-ecshas no native pseudo-state styling (only four raw pointer callbacks), so a recognizeduseInteraction({ base, hover, press, active }, flag?)call is spread onto the element, backed by a scene-localsrc/ui/interaction.tsxhelper. The parser treats that spread as first-class rather than opaque, so the node stays fully editable. A States bar in the properties panel re-targets every existing field editor at the active layer, so any styleable prop can be overridden per state; the canvas previews each state.platform === 'mobile' ? <A /> : <B />conditional and a scaffoldedusePlatform()(@dcl/sdk/platform). The canvas Desktop/Phone toggle is promoted from a preview-only letterbox to the actual edit target: it selects which branch renders and receives edits, and the phone frame itself is now editable. Variants are scoped per GUI root, not per node. Per-property platform overrides are deliberately not modelled — runtime pixel-ratio scaling already covers proportional responsiveness.Button's text ignored its alignment on canvas; 3D-only toolbar chrome (Preferences, renderer debug, Edit Scene) stayed visible and inert in 2D; clearing a node's background texture left the old image painted on the canvas (useAssetUrlnever cleared its resolved object URL — revoking a blob does not un-paint an element that has already rendered it).CodeEditorPaneland itsmonaco-editordependency (98 MB ofnode_modulesfor a panel that never rendered), plus an unreferenced store op and ~14 exports demoted to module-private.The earlier
asset-packs::UIDesign/UIBindingscomposite pipeline — its schemas, the derive/split/materialize runtime, and the engine-entity*-ui-*operations — is fully removed (git grep 'UIDesign' -- 'packages/*/src'is empty). It was both introduced and removed within this branch and never shipped onmain, so no released scene depends on it. A UI authored here is plain@dcl/react-ecs, and the scene preview renders it natively with noasset-packsoverlay.Testing
{{ }}templates, imports, component marker/graph, props, the interaction-state and platform conventions, and a drift guard pinning the canvas preview to the generated runtime helper.@dcl/react-ecs/@dcl/sdkd.ts files, not just the inspector — this caught a scene-breaking bug the inspector's own typecheck cannot see (UiLabelProps.valueis required).typecheck,eslint(0 errors), andprettierclean across the touched surface.src/ui/adoption + aggregator wiring.Impact
Creators can build scene UI visually while the output stays plain, human-authored
@dcl/react-ecs— no lock-in, no runtime dependency, hand-editable at any time. The Inspector opens in 3D mode by default, so existing creator flows are unchanged; the UI Designer is reached through the 2D/3D switch.Screenshots
UI feature — screenshots/recording to be attached.
Related issues
Part of epic #1342.
Feature sub-issues (the UI Designer itself):
Closes #1405
Closes #1407
Closes #1408
Closes #1409
Closes #1410
Closes #1411
Closes #1412
Closes #1413
Closes #1414
Reported bugs fixed in this PR:
Closes #1397
Closes #1398
Closes #1399
Closes #1402
Closes #1430
Closes #1432
Closes #1433
Closes #1434
Triaged, NOT closed by merging — each verified against the code:
onDropfires once per item and positional node ids invalidate mid-batch, so a move batch needs the same single-Edit[]treatment delete got; the property panel still reads onegetSelectedNode.duplicatespecial-cases the root to act on the file.removeRootstays reachable from the GUI list's ✕.TODO(M5)and no setter exists.UiTransformPropshas no rotation or scale members, so those tools cannot exist for react-ecs UI; move/resize are already direct manipulation (Shift = free movement, otherwise a 10px snap grid). Rotate/scale would be an SDK feature request.BackgroundTextureModehas exactly three values (NINE_SLICES,CENTER,STRETCH) — there is no first-classTILED. (UiTexture.wrapMode: 'repeat'withuvs > 1could approximate tiling, but it would need a tile-count field, a parse-side heuristic, and the renderer behaviour is unverified.)keyis unusable: react-ecs uses stockreact-reconciler, so a changed key unmounts the fiber and removes the ECS entity subtree recursively. Child nodes have no display name at all today — the label is the derived widget kind. Needs a different home (e.g. a comment marker the parser strips). The related icon/label half (#1432/#1433) IS fixed here, via a pureclassifyNode.Note
#1408's acceptance criteria need a correction. It lists background textures as "image / avatar / video", but
UiBackgroundPropsin@dcl/react-ecshas no video variant — react-ecs flattens PB'sTextureUnionintotexture+avatarTextureprops and drops the video case. The protocol and the renderer support video; the authoring type does not. This PR removes the Video option (#1434), so #1408 should be closed against image + avatar only.Note
Housekeeping: #1428, #1430 and #1434 are addressed by this PR but are not linked to epic #1342 as sub-issues.