| name | editor-ui-infrastructure |
| description | Guide proper usage of Editor UI infrastructure including Drawers (ButtonDrawer, ModalDrawer, TableDrawer, etc.), Elements (drag-drop targets, ComponentSelector), FieldEditors, and EditorUIConstants. Use when implementing editor panels, component editors, or any ImGui UI code to ensure consistency and code reuse. |
Editor UI Infrastructure
Table of Contents
- Overview
- When to Use
- Conceptual Model
- Best Practices
- Common Anti-Patterns
- Integration Checklist
- Reference Documentation
Overview
The Editor UI infrastructure provides four layers of reusable UI components ensuring consistent styling and behavior across all editor panels and component editors.
Golden Rule: Never reimplement existing UI patterns. Always check if a Drawer, Element, or FieldEditor exists before writing custom ImGui code.
Benefits:
- Visual consistency across all editor panels
- Reduced code duplication
- Easier maintenance and global style changes
- Better user experience through familiar patterns
When to Use
Invoke this skill when:
- ✅ Implementing editor panels or component editors
- ✅ Adding UI elements to existing panels
- ✅ Questions about which UI utility to use
- ✅ Implementing drag-and-drop functionality
- ✅ Creating modal dialogs or confirmation prompts
- ✅ Rendering tables, trees, or structured data
- ✅ Adding buttons with consistent styling
- ✅ Working with field editors for primitive types
Conceptual Model
Drawers
What: Static utility classes for common UI patterns with consistent styling.
When: Use for standard UI operations (buttons, modals, tables, spacing, text).
Available: ButtonDrawer, ModalDrawer, TableDrawer, TreeDrawer, LayoutDrawer, TextDrawer, DragDropDrawer
Key Example:
if (ImGui.Button("Save", new Vector2(120, 30)))
Save();
if (ButtonDrawer.DrawButton("Save", onClick: Save))
{
}
Features:
- Automatic sizing via EditorUIConstants
- Semantic color coding (Error/Warning/Success/Info)
- Tooltip support
- Callback-based API reduces boilerplate
Common Methods:
ButtonDrawer.DrawButton() - Standard button
ButtonDrawer.DrawColoredButton() - Semantic colored button (red/green/yellow/blue)
ModalDrawer.RenderConfirmationModal() - OK/Cancel dialog
TableDrawer.BeginTable() - Consistent table rendering
TreeDrawer.BeginTreeNode() - Expandable tree nodes
LayoutDrawer.DrawSpacing() - Consistent vertical spacing
TextDrawer.DrawText() - Colored text (Error/Warning/Success/Info)
See references/drawers-api.md for complete API reference (15+ button variants, modal types, etc.).
Elements
What: Complex, stateful UI components for specific interactions.
When: Use for specialized interactions (drag-drop, component selection, context menus).
Available: TextureDropTarget, AudioDropTarget, MeshDropTarget, ComponentSelector, EntityContextMenu, PrefabManager
Key Example:
ImGui.Button("Texture");
if (ImGui.BeginDragDropTarget())
{
}
TextureDropTarget.Draw("Texture",
currentPath: component.TexturePath,
onTextureChanged: path => component.TexturePath = path,
assetsManager: _assetsManager
);
Features:
- Built-in validation (file extensions, asset existence)
- Visual feedback (hover highlights, error messages)
- Consistent error handling
- Asset manager integration
Common Elements:
TextureDropTarget - Texture files (.png, .jpg)
AudioDropTarget - Audio files (.wav, .ogg)
MeshDropTarget - Mesh files (.mesh)
ComponentSelector - Searchable component list for "Add Component"
EntityContextMenu - Right-click menu (duplicate, delete, rename)
PrefabManager - Prefab creation/instantiation
See references/elements-api.md for complete API reference and usage patterns.
FieldEditors
What: Non-generic, boxing-based editors for types discovered via reflection at runtime. Used exclusively by the script inspector (ScriptComponentEditor) to render public fields of NativeScript subclasses.
When: Use when implementing custom rendering for a new type in the script inspector. Do not use in component editors — component editors use UIPropertyRenderer and VectorPanel instead (see below).
Available: Built-in editors for int, float, double, bool, string, Vector2, Vector3, Vector4. Add new types via FieldEditorRegistry.
Interface (Editor/UI/FieldEditors/IFieldEditor.cs):
public interface IFieldEditor
{
bool Draw(string label, object value, out object newValue);
}
How it works: FieldEditorRegistry.GetEditor(type) returns the matching IFieldEditor?. The script inspector calls editor.Draw(label, boxedValue, out newBoxedValue) and uses reflection to write the result back.
For component editors, use UIPropertyRenderer and VectorPanel instead — they avoid boxing and are the correct pattern:
UIPropertyRenderer.DrawPropertyField("Speed", component.Speed,
newValue => component.Speed = (float)newValue);
var pos = component.Position;
VectorPanel.DrawVec3Control("Position", ref pos);
if (pos != component.Position) component.Position = pos;
See editor-field-creation skill for full details on implementing custom IFieldEditor types.
EditorUIConstants
What: Centralized constants for consistent styling across all UI.
When: Use for ALL sizing, spacing, colors (never hardcode values).
Key Categories:
- Button Sizes: StandardButtonWidth (120), StandardButtonHeight (30)
- Layout Ratios: PropertyLabelRatio (0.33f), PropertyInputRatio (0.67f)
- Spacing: StandardPadding (8), LargePadding (16), SmallPadding (4)
- Colors: ErrorColor (red), WarningColor (yellow), SuccessColor (green), InfoColor (blue)
- Axis Colors: AxisXColor (red), AxisYColor (green), AxisZColor (blue)
- Input Buffers: MaxNameLength (128), MaxPathLength (512)
Key Example:
ImGui.Button("Export", new Vector2(150, 35));
ImGui.Dummy(new Vector2(0, 10));
ImGui.PushStyleColor(ImGuiCol.Text, new Vector4(1, 0, 0, 1));
ButtonDrawer.DrawButton("Export",
width: EditorUIConstants.WideButtonWidth,
height: EditorUIConstants.StandardButtonHeight);
LayoutDrawer.DrawSpacing();
ImGui.PushStyleColor(ImGuiCol.Text, EditorUIConstants.ErrorColor);
Golden Rule: EditorUIConstants is the ONLY static class allowed in the codebase (all other code uses DI).
See references/constants-catalog.md for complete catalog and design rationale.
Best Practices
1. Always Use Drawers Over Raw ImGui
Why: Ensures consistency, automatic sizing, proper callbacks.
ButtonDrawer.DrawButton("Save");
ButtonDrawer.DrawColoredButton("Delete", MessageType.Error);
ModalDrawer.RenderConfirmationModal("Delete?", ref _show, "Sure?", () => Delete());
LayoutDrawer.DrawSpacing();
2. Use Specialized Drop Targets for Asset References
Why: Built-in validation, error handling, visual feedback.
TextureDropTarget.Draw("Texture", onTextureChanged, assetsManager);
AudioDropTarget.Draw("Audio Clip", onAudioChanged, assetsManager);
MeshDropTarget.Draw("Mesh", onMeshChanged, assetsManager);
3. Use UIPropertyRenderer and VectorPanel in Component Editors
Why: Component types are known at compile time — no boxing needed. IFieldEditor is for the script inspector only (reflection-based, runtime types).
UIPropertyRenderer.DrawPropertyField("Speed", component.Speed,
newValue => component.Speed = (float)newValue);
UIPropertyRenderer.DrawPropertyField("Enabled", component.IsEnabled,
newValue => component.IsEnabled = (bool)newValue);
var pos = component.Position;
VectorPanel.DrawVec3Control("Position", ref pos);
if (pos != component.Position) component.Position = pos;
_floatEditor.DrawField("Speed", ref component.Speed);
4. Use EditorUIConstants for All Sizing/Spacing
Why: Global style changes, visual consistency, no magic numbers.
ButtonDrawer.DrawButton("Export",
width: EditorUIConstants.WideButtonWidth);
LayoutDrawer.DrawSpacing(EditorUIConstants.LargePadding);
ImGui.PushStyleColor(ImGuiCol.Text, EditorUIConstants.ErrorColor);
ImGui.Button("Export", new Vector2(150, 35));
ImGui.Dummy(new Vector2(0, 10));
5. Use Semantic Colors for Actions
Why: Visual consistency, user expectations (red=danger, green=success).
ButtonDrawer.DrawColoredButton("Delete", MessageType.Error);
TextDrawer.DrawText("Validation failed", MessageType.Error);
ButtonDrawer.DrawColoredButton("Save", MessageType.Success);
TextDrawer.DrawText("Saved successfully!", MessageType.Success);
TextDrawer.DrawText("Overwriting existing file", MessageType.Warning);
6. Prefer ComponentSelector/EntityContextMenu Over Custom Menus
Why: Consistent UX, keyboard navigation, automatic component discovery.
private readonly ComponentSelector _selector = new();
if (ButtonDrawer.DrawButton("Add Component"))
_selector.Show(entity);
_selector.Draw();
private readonly EntityContextMenu _contextMenu = new();
if (ImGui.IsItemClicked(ImGuiMouseButton.Right))
_contextMenu.Show(entity, scene);
_contextMenu.Draw();
Common Anti-Patterns
1. Bypassing UI Infrastructure
Problem: Inconsistent sizing, breaks global style changes, harder to maintain.
if (ImGui.Button("Save", new Vector2(120, 30)))
Save();
ImGui.SetNextItemWidth(200);
if (ButtonDrawer.DrawButton("Save"))
Save();
ImGui.SetNextItemWidth(EditorUIConstants.DefaultColumnWidth);
Why It's Bad: Hardcoded values prevent global style updates, break visual consistency.
2. Custom Drag-Drop Logic
Problem: Complex validation, error handling, visual feedback must be reimplemented.
if (ImGui.BeginDragDropTarget())
{
var payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload.NativePtr != null)
{
}
}
TextureDropTarget.Draw("Texture", onChange, assetsManager);
Why It's Bad: Drop targets handle validation, errors, and visual feedback automatically.
3. Inline Field Editors
Problem: Breaks DI pattern, inconsistent layout ratios, no axis coloring.
ImGui.DragFloat("Speed", ref speed);
ImGui.DragFloat3("Position", ref position);
_floatEditor.DrawField("Speed", ref speed);
_vectorEditor.DrawField("Position", ref position);
Why It's Bad: Loses PropertyLabelRatio (33/67 split), axis color coding, reset buttons.
Integration Checklist
When implementing editor UI, ensure:
Reference Documentation
API References
Detailed API documentation for each infrastructure layer:
-
references/drawers-api.md: Complete Drawer APIs
- ButtonDrawer (15+ button variants)
- ModalDrawer (confirmation dialogs, custom modals)
- TableDrawer, TreeDrawer, LayoutDrawer, TextDrawer, DragDropDrawer
- Common patterns and usage examples
-
references/elements-api.md: Complete Element APIs
- Drag-drop targets (Texture, Audio, Mesh, Prefab)
- ComponentSelector (searchable component list)
- EntityContextMenu (right-click operations)
- PrefabManager (prefab creation/instantiation)
-
references/constants-catalog.md: EditorUIConstants Catalog
- Complete constant listing (button sizes, spacing, colors)
- Design rationale (why PropertyLabelRatio = 0.33f, etc.)
- Usage guidelines and quick reference
Related Files
Editor/UI/Drawers/ - All drawer implementations
Editor/UI/Elements/ - All element implementations
Editor/UI/FieldEditors/ - All field editor implementations
Editor/UI/Constants/EditorUIConstants.cs - Constant definitions
Summary
The Editor UI infrastructure provides four layers:
- Drawers (7 classes): Static utilities for common patterns (buttons, modals, tables)
- Elements (9 components): Stateful components for complex interactions (drop targets, selectors)
- FieldEditors (8 generic types): Type-safe editors for component properties
- EditorUIConstants (30+ constants): Centralized styling values
Key Principle: Never reimplement existing patterns. Check Drawers/Elements/FieldEditors first, then write custom ImGui code only if no match exists.