Guide proper usage of Editor UI infrastructure including Drawers (ButtonDrawer, ModalDrawer, TableDrawer, etc.), Elements (drag-drop targets, ComponentSelector), FieldEditors, and EditorUIConstants...
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:
Invoke this skill when:
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:
// ❌ WRONG - Raw ImGui
if (ImGui.Button("Save", new Vector2(120, 30)))
Save();
// ✅ CORRECT - Use ButtonDrawer
if (ButtonDrawer.DrawButton("Save", onClick: Save))
{
// Additional logic if needed
}
Features:
Common Methods:
ButtonDrawer.DrawButton() - Standard buttonButtonDrawer.DrawColoredButton() - Semantic colored button (red/green/yellow/blue)ModalDrawer.RenderConfirmationModal() - OK/Cancel dialogTableDrawer.BeginTable() - Consistent table renderingTreeDrawer.BeginTreeNode() - Expandable tree nodesLayoutDrawer.DrawSpacing() - Consistent vertical spacingTextDrawer.DrawText() - Colored text (Error/Warning/Success/Info)See references/drawers-api.md for complete API reference (15+ button variants, modal types, etc.).
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:
// ❌ WRONG - Custom drag-drop implementation
ImGui.Button("Texture");
if (ImGui.BeginDragDropTarget())
{
// Complex validation, error handling, visual feedback...
}
// ✅ CORRECT - Use specialized drop target
TextureDropTarget.Draw("Texture",
currentPath: component.TexturePath,
onTextureChanged: path => component.TexturePath = path,
assetsManager: _assetsManager
);
Features:
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/instantiationSee references/elements-api.md for complete API reference and usage patterns.
What: Non-generic, boxing-based editors for types discovered via reflection at runtime. Used by the game-component inspector to render public fields.
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:
// ✅ CORRECT - Component editor (known types, no boxing)
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.
What: Centralized constants for consistent styling across all UI.
When: Use for ALL sizing, spacing, colors (never hardcode values).
Key Categories:
Key Example:
// ❌ WRONG - Magic numbers
ImGui.Button("Export", new Vector2(150, 35));
ImGui.Dummy(new Vector2(0, 10));
ImGui.PushStyleColor(ImGuiCol.Text, new Vector4(1, 0, 0, 1));
// ✅ CORRECT - Use constants
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.
Why: Ensures consistency, automatic sizing, proper callbacks.
// Use ButtonDrawer for all buttons
ButtonDrawer.DrawButton("Save");
ButtonDrawer.DrawColoredButton("Delete", MessageType.Error);
// Use ModalDrawer for confirmations
ModalDrawer.RenderConfirmationModal("Delete?", ref _show, "Sure?", () => Delete());
// Use LayoutDrawer for spacing
LayoutDrawer.DrawSpacing(); // Not ImGui.Dummy()
Why: Built-in validation, error handling, visual feedback.
// Use TextureDropTarget for textures
TextureDropTarget.Draw("Texture", onTextureChanged, assetsManager);
// Use AudioDropTarget for audio
AudioDropTarget.Draw("Audio Clip", onAudioChanged, assetsManager);
// Use MeshDropTarget for meshes
MeshDropTarget.Draw("Mesh", onMeshChanged, assetsManager);
Why: Component types are known at compile time — no boxing needed. IFieldEditor is for the script inspector only (reflection-based, runtime types).
// ✅ CORRECT - primitives via UIPropertyRenderer
UIPropertyRenderer.DrawPropertyField("Speed", component.Speed,
newValue => component.Speed = (float)newValue);
UIPropertyRenderer.DrawPropertyField("Enabled", component.IsEnabled,
newValue => component.IsEnabled = (bool)newValue);
// ✅ CORRECT - vectors via VectorPanel (axis colors, reset buttons)
var pos = component.Position;
VectorPanel.DrawVec3Control("Position", ref pos);
if (pos != component.Position) component.Position = pos;
// ❌ WRONG - IFieldEditor<T> doesn't exist; don't use IFieldEditor in component editors
_floatEditor.DrawField("Speed", ref component.Speed);
Why: Global style changes, visual consistency, no magic numbers.
// Always use constants
ButtonDrawer.DrawButton("Export",
width: EditorUIConstants.WideButtonWidth);
LayoutDrawer.DrawSpacing(EditorUIConstants.LargePadding);
ImGui.PushStyleColor(ImGuiCol.Text, EditorUIConstants.ErrorColor);
// NEVER hardcode
ImGui.Button("Export", new Vector2(150, 35)); // ❌ WRONG
ImGui.Dummy(new Vector2(0, 10)); // ❌ WRONG
Why: Visual consistency, user expectations (red=danger, green=success).
// Destructive actions = Error (red)
ButtonDrawer.DrawColoredButton("Delete", MessageType.Error);
TextDrawer.DrawText("Validation failed", MessageType.Error);
// Confirmations = Success (green)
ButtonDrawer.DrawColoredButton("Save", MessageType.Success);
TextDrawer.DrawText("Saved successfully!", MessageType.Success);
// Cautions = Warning (yellow)
TextDrawer.DrawText("Overwriting existing file", MessageType.Warning);
Why: Consistent UX, keyboard navigation, automatic component discovery.
// Use ComponentSelector for "Add Component"
private readonly ComponentSelector _selector = new();
if (ButtonDrawer.DrawButton("Add Component"))
_selector.Show(entity);
_selector.Draw(); // Call every frame
// Use EntityContextMenu for right-click
private readonly EntityContextMenu _contextMenu = new();
if (ImGui.IsItemClicked(ImGuiMouseButton.Right))
_contextMenu.Show(entity, scene);
_contextMenu.Draw(); // Call every frame
Problem: Inconsistent sizing, breaks global style changes, harder to maintain.
// ❌ WRONG - Raw ImGui
if (ImGui.Button("Save", new Vector2(120, 30)))
Save();
ImGui.SetNextItemWidth(200);
// ✅ CORRECT - Use infrastructure
if (ButtonDrawer.DrawButton("Save"))
Save();
ImGui.SetNextItemWidth(EditorUIConstants.DefaultColumnWidth);
Why It's Bad: Hardcoded values prevent global style updates, break visual consistency.
Problem: Complex validation, error handling, visual feedback must be reimplemented.
// ❌ WRONG - Manual implementation
if (ImGui.BeginDragDropTarget())
{
var payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload.NativePtr != null)
{
// File extension validation
// Path validation
// Error messages
// Visual feedback
}
}
// ✅ CORRECT - Use specialized target
TextureDropTarget.Draw("Texture", onChange, assetsManager);
Why It's Bad: Drop targets handle validation, errors, and visual feedback automatically.
Problem: Breaks DI pattern, inconsistent layout ratios, no axis coloring.
// ❌ WRONG - Direct ImGui
ImGui.DragFloat("Speed", ref speed);
ImGui.DragFloat3("Position", ref position);
// ✅ CORRECT - Inject and use field editors
_floatEditor.DrawField("Speed", ref speed);
_vectorEditor.DrawField("Position", ref position); // Automatic X/Y/Z colors
Why It's Bad: Loses PropertyLabelRatio (33/67 split), axis color coding, reset buttons.
When implementing editor UI, ensure:
ImGui.Button)Detailed API documentation for each infrastructure layer:
references/drawers-api.md: Complete Drawer APIs
references/elements-api.md: Complete Element APIs
references/constants-catalog.md: EditorUIConstants Catalog
Editor/UI/Drawers/ - All drawer implementationsEditor/UI/Elements/ - All element implementationsEditor/UI/FieldEditors/ - All field editor implementationsEditor/UI/Constants/EditorUIConstants.cs - Constant definitionsThe Editor UI infrastructure provides four layers:
Key Principle: Never reimplement existing patterns. Check Drawers/Elements/FieldEditors first, then write custom ImGui code only if no match exists.