1 Commits

Author SHA1 Message Date
Lukas
bd39808000 Declutter action bars: overflow menu, browse toggle, conditional D20
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Top bar stripped to turn navigation only (Prev, round badge, Clear, Next).
Roll All Initiative, Manage Sources, and Bulk Import moved to a new
overflow menu in the bottom bar. Player Characters also moved there.

Browse stat blocks is now an Eye/EyeOff toggle inside the search input
that switches between add mode and browse mode. Add button only appears
when entering a custom creature name. Roll All Initiative button shows
conditionally — only when bestiary creatures lack initiative values.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-13 16:31:25 +01:00
7 changed files with 1163 additions and 375 deletions

View File

@@ -239,6 +239,9 @@ export function App() {
}, [encounter.activeIndex, encounter.combatants, isLoaded]); }, [encounter.activeIndex, encounter.combatants, isLoaded]);
const isEmpty = encounter.combatants.length === 0; const isEmpty = encounter.combatants.length === 0;
const showRollAllInitiative = encounter.combatants.some(
(c) => c.creatureId != null && c.initiative == null,
);
return ( return (
<div className="flex h-screen flex-col"> <div className="flex h-screen flex-col">
@@ -253,8 +256,6 @@ export function App() {
onAdvanceTurn={advanceTurn} onAdvanceTurn={advanceTurn}
onRetreatTurn={retreatTurn} onRetreatTurn={retreatTurn}
onClearEncounter={clearEncounter} onClearEncounter={clearEncounter}
onRollAllInitiative={handleRollAllInitiative}
onOpenSourceManager={() => setSourceManagerOpen((o) => !o)}
/> />
</div> </div>
)} )}
@@ -278,6 +279,9 @@ export function App() {
playerCharacters={playerCharacters} playerCharacters={playerCharacters}
onAddFromPlayerCharacter={addFromPlayerCharacter} onAddFromPlayerCharacter={addFromPlayerCharacter}
onManagePlayers={() => setManagementOpen(true)} onManagePlayers={() => setManagementOpen(true)}
onRollAllInitiative={handleRollAllInitiative}
showRollAllInitiative={showRollAllInitiative}
onOpenSourceManager={() => setSourceManagerOpen((o) => !o)}
autoFocus autoFocus
/> />
</div> </div>
@@ -337,6 +341,9 @@ export function App() {
playerCharacters={playerCharacters} playerCharacters={playerCharacters}
onAddFromPlayerCharacter={addFromPlayerCharacter} onAddFromPlayerCharacter={addFromPlayerCharacter}
onManagePlayers={() => setManagementOpen(true)} onManagePlayers={() => setManagementOpen(true)}
onRollAllInitiative={handleRollAllInitiative}
showRollAllInitiative={showRollAllInitiative}
onOpenSourceManager={() => setSourceManagerOpen((o) => !o)}
/> />
</div> </div>
</> </>

View File

@@ -26,8 +26,6 @@ function renderNav(overrides: Partial<Encounter> = {}) {
onAdvanceTurn={vi.fn()} onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()} onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()} onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>, />,
); );
} }
@@ -72,8 +70,6 @@ describe("TurnNavigation", () => {
onAdvanceTurn={vi.fn()} onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()} onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()} onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>, />,
); );
expect(screen.getByText("R2")).toBeInTheDocument(); expect(screen.getByText("R2")).toBeInTheDocument();
@@ -88,8 +84,6 @@ describe("TurnNavigation", () => {
onAdvanceTurn={vi.fn()} onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()} onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()} onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>, />,
); );
expect(screen.getByText("R3")).toBeInTheDocument(); expect(screen.getByText("R3")).toBeInTheDocument();
@@ -110,8 +104,6 @@ describe("TurnNavigation", () => {
onAdvanceTurn={vi.fn()} onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()} onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()} onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>, />,
); );
expect(screen.getByText("Goblin")).toBeInTheDocument(); expect(screen.getByText("Goblin")).toBeInTheDocument();
@@ -129,8 +121,6 @@ describe("TurnNavigation", () => {
onAdvanceTurn={vi.fn()} onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()} onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()} onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>, />,
); );
expect(screen.getByText("Conjurer")).toBeInTheDocument(); expect(screen.getByText("Conjurer")).toBeInTheDocument();
@@ -173,16 +163,6 @@ describe("TurnNavigation", () => {
expect( expect(
screen.getByRole("button", { name: "Next turn" }), screen.getByRole("button", { name: "Next turn" }),
).toBeInTheDocument(); ).toBeInTheDocument();
expect(
screen.getByRole("button", {
name: "Roll all initiative",
}),
).toBeInTheDocument();
expect(
screen.getByRole("button", {
name: "Manage cached sources",
}),
).toBeInTheDocument();
}); });
it("renders a 40-character name without truncation class issues", () => { it("renders a 40-character name without truncation class issues", () => {

View File

@@ -1,16 +1,22 @@
import type { PlayerCharacter, PlayerIcon } from "@initiative/domain"; import type { PlayerCharacter, PlayerIcon } from "@initiative/domain";
import { Check, Eye, Import, Minus, Plus, Users } from "lucide-react";
import { import {
type FormEvent, Check,
type RefObject, Eye,
useEffect, EyeOff,
useRef, Import,
useState, Library,
} from "react"; Minus,
Plus,
Users,
} from "lucide-react";
import { type FormEvent, type RefObject, useState } from "react";
import type { SearchResult } from "../hooks/use-bestiary.js"; import type { SearchResult } from "../hooks/use-bestiary.js";
import { cn } from "../lib/utils.js";
import { D20Icon } from "./d20-icon.js";
import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map"; import { PLAYER_COLOR_HEX, PLAYER_ICON_MAP } from "./player-icon-map";
import { Button } from "./ui/button.js"; import { Button } from "./ui/button.js";
import { Input } from "./ui/input.js"; import { Input } from "./ui/input.js";
import { OverflowMenu, type OverflowMenuItem } from "./ui/overflow-menu.js";
interface QueuedCreature { interface QueuedCreature {
result: SearchResult; result: SearchResult;
@@ -32,6 +38,9 @@ interface ActionBarProps {
playerCharacters?: readonly PlayerCharacter[]; playerCharacters?: readonly PlayerCharacter[];
onAddFromPlayerCharacter?: (pc: PlayerCharacter) => void; onAddFromPlayerCharacter?: (pc: PlayerCharacter) => void;
onManagePlayers?: () => void; onManagePlayers?: () => void;
onRollAllInitiative?: () => void;
showRollAllInitiative?: boolean;
onOpenSourceManager?: () => void;
autoFocus?: boolean; autoFocus?: boolean;
} }
@@ -39,6 +48,201 @@ function creatureKey(r: SearchResult): string {
return `${r.source}:${r.name}`; return `${r.source}:${r.name}`;
} }
function AddModeSuggestions({
nameInput,
suggestions,
pcMatches,
suggestionIndex,
queued,
onDismiss,
onClickSuggestion,
onSetSuggestionIndex,
onSetQueued,
onConfirmQueued,
onAddFromPlayerCharacter,
}: {
nameInput: string;
suggestions: SearchResult[];
pcMatches: PlayerCharacter[];
suggestionIndex: number;
queued: QueuedCreature | null;
onDismiss: () => void;
onClickSuggestion: (result: SearchResult) => void;
onSetSuggestionIndex: (i: number) => void;
onSetQueued: (q: QueuedCreature | null) => void;
onConfirmQueued: () => void;
onAddFromPlayerCharacter?: (pc: PlayerCharacter) => void;
}) {
return (
<div className="absolute bottom-full z-50 mb-1 w-full max-w-xs rounded-md border border-border bg-card shadow-lg">
<button
type="button"
className="flex w-full items-center gap-1.5 border-b border-border px-3 py-2 text-left text-sm text-accent hover:bg-accent/20"
onMouseDown={(e) => e.preventDefault()}
onClick={onDismiss}
>
<Plus className="h-3.5 w-3.5" />
<span className="flex-1">Add "{nameInput}" as custom</span>
<kbd className="rounded border border-border px-1.5 py-0.5 text-xs text-muted-foreground">
Esc
</kbd>
</button>
<div className="max-h-48 overflow-y-auto py-1">
{pcMatches.length > 0 && (
<>
<div className="px-3 py-1 text-xs font-medium text-muted-foreground">
Players
</div>
<ul>
{pcMatches.map((pc) => {
const PcIcon = PLAYER_ICON_MAP[pc.icon as PlayerIcon];
const pcColor =
PLAYER_COLOR_HEX[pc.color as keyof typeof PLAYER_COLOR_HEX];
return (
<li key={pc.id}>
<button
type="button"
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-hover-neutral-bg"
onMouseDown={(e) => e.preventDefault()}
onClick={() => {
onAddFromPlayerCharacter?.(pc);
onDismiss();
}}
>
{PcIcon && (
<PcIcon size={14} style={{ color: pcColor }} />
)}
<span className="flex-1 truncate">{pc.name}</span>
<span className="text-xs text-muted-foreground">
Player
</span>
</button>
</li>
);
})}
</ul>
</>
)}
{suggestions.length > 0 && (
<ul>
{suggestions.map((result, i) => {
const key = creatureKey(result);
const isQueued =
queued !== null && creatureKey(queued.result) === key;
return (
<li key={key}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
isQueued
? "bg-accent/30 text-foreground"
: i === suggestionIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onMouseDown={(e) => e.preventDefault()}
onClick={() => onClickSuggestion(result)}
onMouseEnter={() => onSetSuggestionIndex(i)}
>
<span>{result.name}</span>
<span className="flex items-center gap-1 text-xs text-muted-foreground">
{isQueued ? (
<>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (queued.count <= 1) {
onSetQueued(null);
} else {
onSetQueued({
...queued,
count: queued.count - 1,
});
}
}}
>
<Minus className="h-3 w-3" />
</button>
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-foreground">
{queued.count}
</span>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
onSetQueued({
...queued,
count: queued.count + 1,
});
}}
>
<Plus className="h-3 w-3" />
</button>
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
onConfirmQueued();
}}
>
<Check className="h-3.5 w-3.5" />
</button>
</>
) : (
result.sourceDisplayName
)}
</span>
</button>
</li>
);
})}
</ul>
)}
</div>
</div>
);
}
function buildOverflowItems(opts: {
onManagePlayers?: () => void;
onOpenSourceManager?: () => void;
bestiaryLoaded: boolean;
onBulkImport?: () => void;
bulkImportDisabled?: boolean;
}): OverflowMenuItem[] {
const items: OverflowMenuItem[] = [];
if (opts.onManagePlayers) {
items.push({
icon: <Users className="h-4 w-4" />,
label: "Player Characters",
onClick: opts.onManagePlayers,
});
}
if (opts.onOpenSourceManager) {
items.push({
icon: <Library className="h-4 w-4" />,
label: "Manage Sources",
onClick: opts.onOpenSourceManager,
});
}
if (opts.bestiaryLoaded && opts.onBulkImport) {
items.push({
icon: <Import className="h-4 w-4" />,
label: "Bulk Import",
onClick: opts.onBulkImport,
disabled: opts.bulkImportDisabled,
});
}
return items;
}
export function ActionBar({ export function ActionBar({
onAddCombatant, onAddCombatant,
onAddFromBestiary, onAddFromBestiary,
@@ -51,6 +255,9 @@ export function ActionBar({
playerCharacters, playerCharacters,
onAddFromPlayerCharacter, onAddFromPlayerCharacter,
onManagePlayers, onManagePlayers,
onRollAllInitiative,
showRollAllInitiative,
onOpenSourceManager,
autoFocus, autoFocus,
}: ActionBarProps) { }: ActionBarProps) {
const [nameInput, setNameInput] = useState(""); const [nameInput, setNameInput] = useState("");
@@ -61,14 +268,7 @@ export function ActionBar({
const [customInit, setCustomInit] = useState(""); const [customInit, setCustomInit] = useState("");
const [customAc, setCustomAc] = useState(""); const [customAc, setCustomAc] = useState("");
const [customMaxHp, setCustomMaxHp] = useState(""); const [customMaxHp, setCustomMaxHp] = useState("");
const [browseMode, setBrowseMode] = useState(false);
// Stat block viewer: separate dropdown
const [viewerOpen, setViewerOpen] = useState(false);
const [viewerQuery, setViewerQuery] = useState("");
const [viewerResults, setViewerResults] = useState<SearchResult[]>([]);
const [viewerIndex, setViewerIndex] = useState(-1);
const viewerRef = useRef<HTMLDivElement>(null);
const viewerInputRef = useRef<HTMLInputElement>(null);
const clearCustomFields = () => { const clearCustomFields = () => {
setCustomInit(""); setCustomInit("");
@@ -76,16 +276,20 @@ export function ActionBar({
setCustomMaxHp(""); setCustomMaxHp("");
}; };
const clearInput = () => {
setNameInput("");
setSuggestions([]);
setPcMatches([]);
setQueued(null);
setSuggestionIndex(-1);
};
const confirmQueued = () => { const confirmQueued = () => {
if (!queued) return; if (!queued) return;
for (let i = 0; i < queued.count; i++) { for (let i = 0; i < queued.count; i++) {
onAddFromBestiary(queued.result); onAddFromBestiary(queued.result);
} }
setQueued(null); clearInput();
setNameInput("");
setSuggestions([]);
setPcMatches([]);
setSuggestionIndex(-1);
}; };
const parseNum = (v: string): number | undefined => { const parseNum = (v: string): number | undefined => {
@@ -96,6 +300,7 @@ export function ActionBar({
const handleAdd = (e: FormEvent) => { const handleAdd = (e: FormEvent) => {
e.preventDefault(); e.preventDefault();
if (browseMode) return;
if (queued) { if (queued) {
confirmQueued(); confirmQueued();
return; return;
@@ -115,9 +320,11 @@ export function ActionBar({
clearCustomFields(); clearCustomFields();
}; };
const handleNameChange = (value: string) => { const handleBrowseSearch = (value: string) => {
setNameInput(value); setSuggestions(value.length >= 2 ? bestiarySearch(value) : []);
setSuggestionIndex(-1); };
const handleAddSearch = (value: string) => {
let newSuggestions: SearchResult[] = []; let newSuggestions: SearchResult[] = [];
let newPcMatches: PlayerCharacter[] = []; let newPcMatches: PlayerCharacter[] = [];
if (value.length >= 2) { if (value.length >= 2) {
@@ -146,6 +353,16 @@ export function ActionBar({
} }
}; };
const handleNameChange = (value: string) => {
setNameInput(value);
setSuggestionIndex(-1);
if (browseMode) {
handleBrowseSearch(value);
} else {
handleAddSearch(value);
}
};
const handleClickSuggestion = (result: SearchResult) => { const handleClickSuggestion = (result: SearchResult) => {
const key = creatureKey(result); const key = creatureKey(result);
if (queued && creatureKey(queued.result) === key) { if (queued && creatureKey(queued.result) === key) {
@@ -178,74 +395,50 @@ export function ActionBar({
e.preventDefault(); e.preventDefault();
handleEnter(); handleEnter();
} else if (e.key === "Escape") { } else if (e.key === "Escape") {
setQueued(null); clearInput();
setSuggestionIndex(-1);
setSuggestions([]);
setPcMatches([]);
} }
}; };
// Stat block viewer dropdown handlers const handleBrowseKeyDown = (e: React.KeyboardEvent) => {
const openViewer = () => {
setViewerOpen(true);
setViewerQuery("");
setViewerResults([]);
setViewerIndex(-1);
requestAnimationFrame(() => viewerInputRef.current?.focus());
};
const closeViewer = () => {
setViewerOpen(false);
setViewerQuery("");
setViewerResults([]);
setViewerIndex(-1);
};
const handleViewerQueryChange = (value: string) => {
setViewerQuery(value);
setViewerIndex(-1);
if (value.length >= 2) {
setViewerResults(bestiarySearch(value));
} else {
setViewerResults([]);
}
};
const handleViewerSelect = (result: SearchResult) => {
onViewStatBlock?.(result);
closeViewer();
};
const handleViewerKeyDown = (e: React.KeyboardEvent) => {
if (e.key === "Escape") { if (e.key === "Escape") {
closeViewer(); setBrowseMode(false);
clearInput();
return; return;
} }
if (viewerResults.length === 0) return; if (suggestions.length === 0) return;
if (e.key === "ArrowDown") { if (e.key === "ArrowDown") {
e.preventDefault(); e.preventDefault();
setViewerIndex((i) => (i < viewerResults.length - 1 ? i + 1 : 0)); setSuggestionIndex((i) => (i < suggestions.length - 1 ? i + 1 : 0));
} else if (e.key === "ArrowUp") { } else if (e.key === "ArrowUp") {
e.preventDefault(); e.preventDefault();
setViewerIndex((i) => (i > 0 ? i - 1 : viewerResults.length - 1)); setSuggestionIndex((i) => (i > 0 ? i - 1 : suggestions.length - 1));
} else if (e.key === "Enter" && viewerIndex >= 0) { } else if (e.key === "Enter" && suggestionIndex >= 0) {
e.preventDefault(); e.preventDefault();
handleViewerSelect(viewerResults[viewerIndex]); onViewStatBlock?.(suggestions[suggestionIndex]);
setBrowseMode(false);
clearInput();
} }
}; };
// Close viewer on outside click const handleBrowseSelect = (result: SearchResult) => {
useEffect(() => { onViewStatBlock?.(result);
if (!viewerOpen) return; setBrowseMode(false);
function handleClickOutside(e: MouseEvent) { clearInput();
if (viewerRef.current && !viewerRef.current.contains(e.target as Node)) { };
closeViewer();
} const toggleBrowseMode = () => {
} setBrowseMode((m) => !m);
document.addEventListener("mousedown", handleClickOutside); clearInput();
return () => document.removeEventListener("mousedown", handleClickOutside); clearCustomFields();
}, [viewerOpen]); };
const overflowItems = buildOverflowItems({
onManagePlayers,
onOpenSourceManager,
bestiaryLoaded,
onBulkImport,
bulkImportDisabled,
});
return ( return (
<div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3"> <div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3">
@@ -253,163 +446,85 @@ export function ActionBar({
onSubmit={handleAdd} onSubmit={handleAdd}
className="relative flex flex-1 items-center gap-2" className="relative flex flex-1 items-center gap-2"
> >
<div className="relative flex-1"> <div className="flex-1">
<Input <div className="relative max-w-xs">
ref={inputRef} <Input
type="text" ref={inputRef}
value={nameInput} type="text"
onChange={(e) => handleNameChange(e.target.value)} value={nameInput}
onKeyDown={handleKeyDown} onChange={(e) => handleNameChange(e.target.value)}
placeholder="+ Add combatants" onKeyDown={browseMode ? handleBrowseKeyDown : handleKeyDown}
className="max-w-xs" placeholder={
autoFocus={autoFocus} browseMode ? "Search stat blocks..." : "+ Add combatants"
/> }
{hasSuggestions && ( className="pr-8"
<div className="absolute bottom-full z-50 mb-1 w-full max-w-xs rounded-md border border-border bg-card shadow-lg"> autoFocus={autoFocus}
/>
{bestiaryLoaded && onViewStatBlock && (
<button <button
type="button" type="button"
className="flex w-full items-center gap-1.5 border-b border-border px-3 py-2 text-left text-sm text-accent hover:bg-accent/20" tabIndex={-1}
onMouseDown={(e) => e.preventDefault()} className={cn(
onClick={() => { "absolute right-2 top-1/2 -translate-y-1/2 text-muted-foreground hover:text-hover-neutral",
setSuggestions([]); browseMode && "text-accent",
setPcMatches([]); )}
setQueued(null); onClick={toggleBrowseMode}
setSuggestionIndex(-1); title={browseMode ? "Switch to add mode" : "Browse stat blocks"}
}} aria-label={
browseMode ? "Switch to add mode" : "Browse stat blocks"
}
> >
<Plus className="h-3.5 w-3.5" /> {browseMode ? (
<span className="flex-1">Add "{nameInput}" as custom</span> <EyeOff className="h-4 w-4" />
<kbd className="rounded border border-border px-1.5 py-0.5 text-xs text-muted-foreground"> ) : (
Esc <Eye className="h-4 w-4" />
</kbd> )}
</button> </button>
<div className="max-h-48 overflow-y-auto py-1"> )}
{pcMatches.length > 0 && ( {browseMode && suggestions.length > 0 && (
<> <div className="absolute bottom-full z-50 mb-1 w-full rounded-md border border-border bg-card shadow-lg">
<div className="px-3 py-1 text-xs font-medium text-muted-foreground"> <ul className="max-h-48 overflow-y-auto py-1">
Players {suggestions.map((result, i) => (
</div> <li key={creatureKey(result)}>
<ul> <button
{pcMatches.map((pc) => { type="button"
const PcIcon = PLAYER_ICON_MAP[pc.icon as PlayerIcon]; className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
const pcColor = i === suggestionIndex
PLAYER_COLOR_HEX[ ? "bg-accent/20 text-foreground"
pc.color as keyof typeof PLAYER_COLOR_HEX : "text-foreground hover:bg-hover-neutral-bg"
]; }`}
return ( onMouseDown={(e) => e.preventDefault()}
<li key={pc.id}> onClick={() => handleBrowseSelect(result)}
<button onMouseEnter={() => setSuggestionIndex(i)}
type="button" >
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-hover-neutral-bg" <span>{result.name}</span>
onMouseDown={(e) => e.preventDefault()} <span className="text-xs text-muted-foreground">
onClick={() => { {result.sourceDisplayName}
onAddFromPlayerCharacter?.(pc); </span>
setNameInput(""); </button>
setSuggestions([]); </li>
setPcMatches([]); ))}
}} </ul>
>
{PcIcon && (
<PcIcon size={14} style={{ color: pcColor }} />
)}
<span className="flex-1 truncate">{pc.name}</span>
<span className="text-xs text-muted-foreground">
Player
</span>
</button>
</li>
);
})}
</ul>
</>
)}
{suggestions.length > 0 && (
<ul>
{suggestions.map((result, i) => {
const key = creatureKey(result);
const isQueued =
queued !== null && creatureKey(queued.result) === key;
return (
<li key={key}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
isQueued
? "bg-accent/30 text-foreground"
: i === suggestionIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onMouseDown={(e) => e.preventDefault()}
onClick={() => handleClickSuggestion(result)}
onMouseEnter={() => setSuggestionIndex(i)}
>
<span>{result.name}</span>
<span className="flex items-center gap-1 text-xs text-muted-foreground">
{isQueued ? (
<>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
if (queued.count <= 1) {
setQueued(null);
} else {
setQueued({
...queued,
count: queued.count - 1,
});
}
}}
>
<Minus className="h-3 w-3" />
</button>
<span className="min-w-5 rounded-full bg-accent px-1.5 py-0.5 text-center font-medium text-foreground">
{queued.count}
</span>
<button
type="button"
className="rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
setQueued({
...queued,
count: queued.count + 1,
});
}}
>
<Plus className="h-3 w-3" />
</button>
<button
type="button"
className="ml-0.5 rounded p-0.5 text-foreground hover:bg-accent/40"
onMouseDown={(e) => e.preventDefault()}
onClick={(e) => {
e.stopPropagation();
confirmQueued();
}}
>
<Check className="h-3.5 w-3.5" />
</button>
</>
) : (
result.sourceDisplayName
)}
</span>
</button>
</li>
);
})}
</ul>
)}
</div> </div>
</div> )}
)} {!browseMode && hasSuggestions && (
<AddModeSuggestions
nameInput={nameInput}
suggestions={suggestions}
pcMatches={pcMatches}
suggestionIndex={suggestionIndex}
queued={queued}
onDismiss={clearInput}
onClickSuggestion={handleClickSuggestion}
onSetSuggestionIndex={setSuggestionIndex}
onSetQueued={setQueued}
onConfirmQueued={confirmQueued}
onAddFromPlayerCharacter={onAddFromPlayerCharacter}
/>
)}
</div>
</div> </div>
{nameInput.length >= 2 && !hasSuggestions && ( {!browseMode && nameInput.length >= 2 && !hasSuggestions && (
<div className="flex items-center gap-2"> <div className="flex items-center gap-2">
<Input <Input
type="text" type="text"
@@ -437,96 +552,25 @@ export function ActionBar({
/> />
</div> </div>
)} )}
<Button type="submit" size="sm"> {!browseMode && nameInput.length >= 2 && !hasSuggestions && (
Add <Button type="submit" size="sm">
</Button> Add
<div className="flex items-center gap-0"> </Button>
{onManagePlayers && ( )}
<Button {showRollAllInitiative && onRollAllInitiative && (
type="button" <Button
size="icon" type="button"
variant="ghost" size="icon"
className="text-muted-foreground hover:text-hover-neutral" variant="ghost"
onClick={onManagePlayers} className="text-muted-foreground hover:text-hover-action"
title="Player characters" onClick={onRollAllInitiative}
aria-label="Player characters" title="Roll all initiative"
> aria-label="Roll all initiative"
<Users className="h-5 w-5" /> >
</Button> <D20Icon className="h-6 w-6" />
)} </Button>
{bestiaryLoaded && onViewStatBlock && ( )}
<div ref={viewerRef} className="relative"> {overflowItems.length > 0 && <OverflowMenu items={overflowItems} />}
<Button
type="button"
size="icon"
variant="ghost"
className="text-muted-foreground hover:text-hover-neutral"
onClick={() => (viewerOpen ? closeViewer() : openViewer())}
title="Browse stat blocks"
aria-label="Browse stat blocks"
>
<Eye className="h-5 w-5" />
</Button>
{viewerOpen && (
<div className="absolute bottom-full right-0 z-50 mb-1 w-64 rounded-md border border-border bg-card shadow-lg">
<div className="p-2">
<Input
ref={viewerInputRef}
type="text"
value={viewerQuery}
onChange={(e) => handleViewerQueryChange(e.target.value)}
onKeyDown={handleViewerKeyDown}
placeholder="Search stat blocks..."
className="w-full"
/>
</div>
{viewerResults.length > 0 && (
<ul className="max-h-48 overflow-y-auto border-t border-border py-1">
{viewerResults.map((result, i) => (
<li key={creatureKey(result)}>
<button
type="button"
className={`flex w-full items-center justify-between px-3 py-1.5 text-left text-sm ${
i === viewerIndex
? "bg-accent/20 text-foreground"
: "text-foreground hover:bg-hover-neutral-bg"
}`}
onClick={() => handleViewerSelect(result)}
onMouseEnter={() => setViewerIndex(i)}
>
<span>{result.name}</span>
<span className="text-xs text-muted-foreground">
{result.sourceDisplayName}
</span>
</button>
</li>
))}
</ul>
)}
{viewerQuery.length >= 2 && viewerResults.length === 0 && (
<div className="border-t border-border px-3 py-2 text-sm text-muted-foreground">
No creatures found
</div>
)}
</div>
)}
</div>
)}
{bestiaryLoaded && onBulkImport && (
<Button
type="button"
size="icon"
variant="ghost"
className="text-muted-foreground hover:text-hover-neutral"
onClick={onBulkImport}
disabled={bulkImportDisabled}
title="Bulk import"
aria-label="Bulk import"
>
<Import className="h-5 w-5" />
</Button>
)}
</div>
</form> </form>
</div> </div>
); );

View File

@@ -1,6 +1,5 @@
import type { Encounter } from "@initiative/domain"; import type { Encounter } from "@initiative/domain";
import { Library, StepBack, StepForward, Trash2 } from "lucide-react"; import { StepBack, StepForward, Trash2 } from "lucide-react";
import { D20Icon } from "./d20-icon";
import { Button } from "./ui/button"; import { Button } from "./ui/button";
import { ConfirmButton } from "./ui/confirm-button"; import { ConfirmButton } from "./ui/confirm-button";
@@ -9,8 +8,6 @@ interface TurnNavigationProps {
onAdvanceTurn: () => void; onAdvanceTurn: () => void;
onRetreatTurn: () => void; onRetreatTurn: () => void;
onClearEncounter: () => void; onClearEncounter: () => void;
onRollAllInitiative: () => void;
onOpenSourceManager: () => void;
} }
export function TurnNavigation({ export function TurnNavigation({
@@ -18,8 +15,6 @@ export function TurnNavigation({
onAdvanceTurn, onAdvanceTurn,
onRetreatTurn, onRetreatTurn,
onClearEncounter, onClearEncounter,
onRollAllInitiative,
onOpenSourceManager,
}: TurnNavigationProps) { }: TurnNavigationProps) {
const hasCombatants = encounter.combatants.length > 0; const hasCombatants = encounter.combatants.length > 0;
const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0; const isAtStart = encounter.roundNumber === 1 && encounter.activeIndex === 0;
@@ -49,35 +44,13 @@ export function TurnNavigation({
</div> </div>
<div className="flex flex-shrink-0 items-center gap-3"> <div className="flex flex-shrink-0 items-center gap-3">
<div className="flex items-center gap-0"> <ConfirmButton
<Button icon={<Trash2 className="h-5 w-5" />}
variant="ghost" label="Clear encounter"
size="icon" onConfirm={onClearEncounter}
className="text-muted-foreground hover:text-hover-action" disabled={!hasCombatants}
onClick={onRollAllInitiative} className="text-muted-foreground"
title="Roll all initiative" />
aria-label="Roll all initiative"
>
<D20Icon className="h-6 w-6" />
</Button>
<Button
variant="ghost"
size="icon"
className="text-muted-foreground hover:text-hover-neutral"
onClick={onOpenSourceManager}
title="Manage cached sources"
aria-label="Manage cached sources"
>
<Library className="h-5 w-5" />
</Button>
<ConfirmButton
icon={<Trash2 className="h-5 w-5" />}
label="Clear encounter"
onConfirm={onClearEncounter}
disabled={!hasCombatants}
className="text-muted-foreground"
/>
</div>
<Button <Button
size="icon" size="icon"
onClick={onAdvanceTurn} onClick={onAdvanceTurn}

View File

@@ -0,0 +1,72 @@
import { EllipsisVertical } from "lucide-react";
import { type ReactNode, useEffect, useRef, useState } from "react";
import { Button } from "./button";
export interface OverflowMenuItem {
readonly icon: ReactNode;
readonly label: string;
readonly onClick: () => void;
readonly disabled?: boolean;
}
interface OverflowMenuProps {
readonly items: readonly OverflowMenuItem[];
}
export function OverflowMenu({ items }: OverflowMenuProps) {
const [open, setOpen] = useState(false);
const ref = useRef<HTMLDivElement>(null);
useEffect(() => {
if (!open) return;
function handleMouseDown(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
setOpen(false);
}
}
function handleKeyDown(e: KeyboardEvent) {
if (e.key === "Escape") setOpen(false);
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleKeyDown);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleKeyDown);
};
}, [open]);
return (
<div ref={ref} className="relative">
<Button
type="button"
variant="ghost"
size="icon"
className="text-muted-foreground hover:text-hover-neutral"
onClick={() => setOpen((o) => !o)}
aria-label="More actions"
title="More actions"
>
<EllipsisVertical className="h-5 w-5" />
</Button>
{open && (
<div className="absolute bottom-full right-0 z-50 mb-1 min-w-48 rounded-md border border-border bg-card py-1 shadow-lg">
{items.map((item) => (
<button
key={item.label}
type="button"
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-muted/20 disabled:pointer-events-none disabled:opacity-50"
disabled={item.disabled}
onClick={() => {
item.onClick();
setOpen(false);
}}
>
{item.icon}
{item.label}
</button>
))}
</div>
)}
</div>
);
}

View File

@@ -0,0 +1,536 @@
---
date: "2026-03-13T14:58:42.882813+00:00"
git_commit: 75778884bd1be7d135b2f5ea9b8a8e77a0149f7b
branch: main
topic: "Declutter Action Bars"
tags: [plan, turn-navigation, action-bar, overflow-menu, ux]
status: draft
---
# Declutter Action Bars — Implementation Plan
## Overview
Reorganize buttons across the top bar (TurnNavigation) and bottom bar (ActionBar) to reduce visual clutter and improve UX. Each bar gets a clear purpose: the top bar is for turn navigation + encounter lifecycle, the bottom bar is for adding combatants + setup actions.
## Current State Analysis
**Top bar** (`turn-navigation.tsx`) has 5 buttons + center info:
```
[ Prev ] | [ R1 Dwarf ] | [ D20 Library Trash ] [ Next ]
```
The D20 (roll all initiative) and Library (manage sources) buttons are unrelated to turn navigation — they're setup/utility actions that add noise.
**Bottom bar** (`action-bar.tsx`) has an input, Add button, and 3 icon buttons:
```
[ + Add combatants... ] [ Add ] [ Users Eye Import ]
```
The icon cluster (Users, Eye, Import) is cryptic — three ghost icon buttons with no labels, requiring hover to discover purpose. The Eye button opens a separate search dropdown for browsing stat blocks, which duplicates the existing search input.
### Key Discoveries:
- `rollAllInitiativeUseCase` (`packages/application/src/roll-all-initiative-use-case.ts`) applies to combatants with `creatureId` AND no `initiative` set — this defines the conditional visibility logic
- `Combatant.initiative` is `number | undefined` and `Combatant.creatureId` is `CreatureId | undefined` (`packages/domain/src/types.ts`)
- No existing dropdown/menu UI component — the overflow menu needs a new component
- Lucide provides `EllipsisVertical` for the kebab menu trigger
- The stat block viewer already has its own search input, results list, and keyboard navigation (`action-bar.tsx:65-236`) — in browse mode, we reuse the main input for this instead
## Desired End State
### UI Mockups
**Top bar (after):**
```
[ Prev ] [ R1 Dwarf ] [ Trash ] [ Next ]
```
4 elements. Clean, focused on turn flow + encounter lifecycle.
**Bottom bar — add mode (default):**
```
[ + Add combatants... 👁 ] [ Add ] [ D20? ] [ ⋮ ]
```
The Eye icon sits inside/beside the input as a toggle. D20 appears conditionally. Kebab menu holds infrequent actions.
**Bottom bar — browse mode (Eye toggled on):**
```
[ 🔍 Search stat blocks... 👁 ] [ ⋮ ]
```
The input switches purpose: placeholder changes, typing searches stat blocks instead of adding combatants. The Add button and D20 hide (irrelevant in browse mode). Eye icon stays as the toggle to switch back. Selecting a result opens the stat block panel and exits browse mode.
**Overflow menu (⋮ clicked):**
```
┌──────────────────────┐
│ 👥 Player Characters │
│ 📚 Manage Sources │
│ 📥 Bulk Import │
└──────────────────────┘
```
Labeled items with icons — discoverable without hover.
### Key Discoveries:
- `sourceManagerOpen` state lives in App.tsx:116 — the overflow menu's "Manage Sources" item needs the same toggle callback
- The stat block viewer state (viewerOpen, viewerQuery, viewerResults, viewerIndex) in action-bar.tsx:66-71 gets replaced by a `browseMode` boolean that repurposes the main input
- The viewer's separate input, dropdown, and keyboard handling (action-bar.tsx:188-248) can be removed — browse mode reuses the existing input and suggestion dropdown infrastructure
## What We're NOT Doing
- Changing domain logic or use cases
- Modifying ConfirmButton behavior
- Changing the stat block panel itself
- Altering animation logic (useActionBarAnimation)
- Modifying combatant row buttons
- Changing how SourceManager works (just moving where the trigger lives)
## Implementation Approach
Four phases, each independently testable. Phase 1 simplifies the top bar (pure removal). Phase 2 adds the overflow menu component. Phase 3 reworks the ActionBar (browse toggle + conditional D20 + overflow integration). Phase 4 wires everything together in App.tsx.
---
## Phase 1: Simplify TurnNavigation
### Overview
Strip TurnNavigation down to just turn controls + clear encounter. Remove Roll All Initiative and Manage Sources buttons and their associated props.
### Changes Required:
#### [x] 1. Update TurnNavigation component
**File**: `apps/web/src/components/turn-navigation.tsx`
**Changes**:
- Remove `onRollAllInitiative` and `onOpenSourceManager` from props interface
- Remove the D20 button (lines 53-62)
- Remove the Library button (lines 63-72)
- Remove the inner `gap-0` div wrapper (lines 52, 80) since only the ConfirmButton remains
- Remove unused imports: `Library` from lucide-react, `D20Icon`
- Adjust layout: ConfirmButton + Next button grouped with `gap-3`
Result:
```tsx
interface TurnNavigationProps {
encounter: Encounter;
onAdvanceTurn: () => void;
onRetreatTurn: () => void;
onClearEncounter: () => void;
}
// Layout becomes:
// [ Prev ] | [ R1 Name ] | [ Trash ] [ Next ]
```
#### [x] 2. Update TurnNavigation usage in App.tsx
**File**: `apps/web/src/App.tsx`
**Changes**:
- Remove `onRollAllInitiative` and `onOpenSourceManager` props from the `<TurnNavigation>` call (lines 256-257)
### Success Criteria:
#### Automated Verification:
- [x] `pnpm check` passes (typecheck catches removed props, lint catches unused imports)
#### Manual Verification:
- [ ] Top bar shows only: Prev, round badge + name, trash, Next
- [ ] Prev/Next/Clear buttons still work as before
- [ ] Top bar animation (slide in/out) unchanged
**Implementation Note**: After completing this phase and all automated verification passes, pause here for manual confirmation from the human before proceeding to the next phase.
---
## Phase 2: Create Overflow Menu Component
### Overview
Build a reusable overflow menu (kebab menu) component with click-outside and Escape handling, following the same patterns as ConfirmButton and the existing viewer dropdown.
### Changes Required:
#### [x] 1. Create OverflowMenu component
**File**: `apps/web/src/components/ui/overflow-menu.tsx` (new file)
**Changes**: Create a dropdown menu triggered by an EllipsisVertical icon button. Features:
- Toggle open/close on button click
- Close on click outside (document mousedown listener, same pattern as confirm-button.tsx:44-67)
- Close on Escape key
- Renders above the trigger (bottom-full positioning, same as action-bar suggestion dropdown)
- Each item: icon + label, full-width clickable row
- Clicking an item calls its action and closes the menu
```tsx
import { EllipsisVertical } from "lucide-react";
import { type ReactNode, useEffect, useRef, useState } from "react";
import { Button } from "./button";
export interface OverflowMenuItem {
readonly icon: ReactNode;
readonly label: string;
readonly onClick: () => void;
readonly disabled?: boolean;
}
interface OverflowMenuProps {
readonly items: readonly OverflowMenuItem[];
}
export function OverflowMenu({ items }: OverflowMenuProps) {
const [open, setOpen] = useState(false);
const ref = useRef<HTMLDivElement>(null);
useEffect(() => {
if (!open) return;
function handleMouseDown(e: MouseEvent) {
if (ref.current && !ref.current.contains(e.target as Node)) {
setOpen(false);
}
}
function handleKeyDown(e: KeyboardEvent) {
if (e.key === "Escape") setOpen(false);
}
document.addEventListener("mousedown", handleMouseDown);
document.addEventListener("keydown", handleKeyDown);
return () => {
document.removeEventListener("mousedown", handleMouseDown);
document.removeEventListener("keydown", handleKeyDown);
};
}, [open]);
return (
<div ref={ref} className="relative">
<Button
type="button"
variant="ghost"
size="icon"
className="text-muted-foreground hover:text-hover-neutral"
onClick={() => setOpen((o) => !o)}
aria-label="More actions"
title="More actions"
>
<EllipsisVertical className="h-5 w-5" />
</Button>
{open && (
<div className="absolute bottom-full right-0 z-50 mb-1 min-w-48 rounded-md border border-border bg-card py-1 shadow-lg">
{items.map((item) => (
<button
key={item.label}
type="button"
className="flex w-full items-center gap-2 px-3 py-1.5 text-left text-sm text-foreground hover:bg-hover-neutral-bg disabled:pointer-events-none disabled:opacity-50"
disabled={item.disabled}
onClick={() => {
item.onClick();
setOpen(false);
}}
>
{item.icon}
{item.label}
</button>
))}
</div>
)}
</div>
);
}
```
### Success Criteria:
#### Automated Verification:
- [x] `pnpm check` passes (new file compiles, no unused exports yet — will be used in phase 3)
#### Manual Verification:
- [ ] N/A — component not yet wired into the UI
**Implementation Note**: After completing this phase and all automated verification passes, pause here for manual confirmation from the human before proceeding to the next phase.
---
## Phase 3: Rework ActionBar
### Overview
Replace the icon button cluster with: (1) an Eye toggle on the input that switches between add mode and browse mode, (2) a conditional Roll All Initiative button, and (3) the overflow menu for infrequent actions.
### Changes Required:
#### [x] 1. Update ActionBarProps
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**: Add new props, keep existing ones needed for overflow menu items:
```tsx
interface ActionBarProps {
// ... existing props stay ...
onRollAllInitiative?: () => void; // new — moved from top bar
showRollAllInitiative?: boolean; // new — conditional visibility
onOpenSourceManager?: () => void; // new — moved from top bar
}
```
#### [x] 2. Add browse mode state
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**: Replace the separate viewer state (viewerOpen, viewerQuery, viewerResults, viewerIndex, viewerRef, viewerInputRef — lines 66-71) with a single `browseMode` boolean:
```tsx
const [browseMode, setBrowseMode] = useState(false);
```
Remove all viewer-specific state variables and handlers:
- `viewerOpen`, `viewerQuery`, `viewerResults`, `viewerIndex` (lines 66-69)
- `viewerRef`, `viewerInputRef` (lines 70-71)
- `openViewer`, `closeViewer` (lines 189-202)
- `handleViewerQueryChange`, `handleViewerSelect`, `handleViewerKeyDown` (lines 204-236)
- The viewer click-outside effect (lines 239-248)
#### [x] 3. Rework the input area with Eye toggle
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**: Add an Eye icon button inside the input wrapper that toggles browse mode. When browse mode is active:
- Placeholder changes to "Search stat blocks..."
- Typing calls `bestiarySearch` but selecting a result calls `onViewStatBlock` instead of queuing/adding
- The suggestion dropdown shows results but clicking opens stat block panel instead of adding
- Add button and custom fields (Init/AC/MaxHP) are hidden
- D20 button is hidden
When toggling browse mode off, clear the input and suggestions.
The Eye icon sits to the right of the input inside the `relative flex-1` wrapper:
```tsx
<div className="relative flex-1">
<Input
ref={inputRef}
type="text"
value={nameInput}
onChange={(e) => handleNameChange(e.target.value)}
onKeyDown={browseMode ? handleBrowseKeyDown : handleKeyDown}
placeholder={browseMode ? "Search stat blocks..." : "+ Add combatants"}
className="max-w-xs pr-8"
autoFocus={autoFocus}
/>
{bestiaryLoaded && onViewStatBlock && (
<button
type="button"
className={cn(
"absolute right-2 top-1/2 -translate-y-1/2 text-muted-foreground hover:text-hover-neutral",
browseMode && "text-accent",
)}
onClick={() => {
setBrowseMode((m) => !m);
setNameInput("");
setSuggestions([]);
setPcMatches([]);
setQueued(null);
setSuggestionIndex(-1);
}}
title={browseMode ? "Switch to add mode" : "Browse stat blocks"}
aria-label={browseMode ? "Switch to add mode" : "Browse stat blocks"}
>
<Eye className="h-4 w-4" />
</button>
)}
{/* suggestion dropdown — behavior changes based on browseMode */}
</div>
```
Import `cn` from `../../lib/utils` (already used by other components).
#### [x] 4. Update suggestion dropdown for browse mode
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**: In browse mode, the suggestion dropdown behaves differently:
- No "Add as custom" row at the top
- No player character matches section
- No queuing (plus/minus/confirm) — clicking a result calls `onViewStatBlock` and exits browse mode
- Keyboard Enter on a highlighted result calls `onViewStatBlock` and exits browse mode
Add a `handleBrowseKeyDown` handler:
```tsx
const handleBrowseKeyDown = (e: React.KeyboardEvent) => {
if (e.key === "Escape") {
setBrowseMode(false);
setNameInput("");
setSuggestions([]);
setSuggestionIndex(-1);
return;
}
if (suggestions.length === 0) return;
if (e.key === "ArrowDown") {
e.preventDefault();
setSuggestionIndex((i) => (i < suggestions.length - 1 ? i + 1 : 0));
} else if (e.key === "ArrowUp") {
e.preventDefault();
setSuggestionIndex((i) => (i > 0 ? i - 1 : suggestions.length - 1));
} else if (e.key === "Enter" && suggestionIndex >= 0) {
e.preventDefault();
onViewStatBlock?.(suggestions[suggestionIndex]);
setBrowseMode(false);
setNameInput("");
setSuggestions([]);
setSuggestionIndex(-1);
}
};
```
In the suggestion dropdown JSX, conditionally render based on `browseMode`:
- Browse mode: simple list of creature results, click → `onViewStatBlock` + exit browse mode
- Add mode: existing behavior (custom row, PC matches, queuing)
#### [x] 5. Replace icon button cluster with D20 + overflow menu
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**: Replace the `div.flex.items-center.gap-0` block (lines 443-529) containing Users, Eye, and Import buttons with:
```tsx
{!browseMode && (
<>
<Button type="submit" size="sm">
Add
</Button>
{showRollAllInitiative && onRollAllInitiative && (
<Button
type="button"
size="icon"
variant="ghost"
className="text-muted-foreground hover:text-hover-action"
onClick={onRollAllInitiative}
title="Roll all initiative"
aria-label="Roll all initiative"
>
<D20Icon className="h-6 w-6" />
</Button>
)}
</>
)}
<OverflowMenu items={overflowItems} />
```
Build the `overflowItems` array from props:
```tsx
const overflowItems: OverflowMenuItem[] = [];
if (onManagePlayers) {
overflowItems.push({
icon: <Users className="h-4 w-4" />,
label: "Player Characters",
onClick: onManagePlayers,
});
}
if (onOpenSourceManager) {
overflowItems.push({
icon: <Library className="h-4 w-4" />,
label: "Manage Sources",
onClick: onOpenSourceManager,
});
}
if (bestiaryLoaded && onBulkImport) {
overflowItems.push({
icon: <Import className="h-4 w-4" />,
label: "Bulk Import",
onClick: onBulkImport,
disabled: bulkImportDisabled,
});
}
```
#### [x] 6. Clean up imports
**File**: `apps/web/src/components/action-bar.tsx`
**Changes**:
- Add imports: `D20Icon`, `OverflowMenu` + `OverflowMenuItem`, `Library` from lucide-react, `cn` from utils
- Remove imports that are no longer needed after removing the standalone viewer: check which of `Eye`, `Import`, `Users` are still used (Eye stays for the toggle, Users and Import stay for overflow item icons, Library is new)
- The `Check`, `Minus`, `Plus` imports stay (used in queuing UI)
### Success Criteria:
#### Automated Verification:
- [x] `pnpm check` passes
#### Manual Verification:
- [ ] Bottom bar shows: input with Eye toggle, Add button, (conditional D20), kebab menu
- [ ] Eye toggle switches input between "add" and "browse" modes
- [ ] In browse mode: typing shows bestiary results, clicking one opens stat block panel, exits browse mode
- [ ] In browse mode: Add button and D20 are hidden, overflow menu stays visible
- [ ] In add mode: existing behavior works (search, queue, custom fields, PC matches)
- [ ] Overflow menu opens/closes on click, closes on Escape and click-outside
- [ ] Overflow menu items (Player Characters, Manage Sources, Bulk Import) trigger correct actions
- [ ] D20 button appears only when bestiary combatants lack initiative, disappears when all have values
**Implementation Note**: After completing this phase and all automated verification passes, pause here for manual confirmation from the human before proceeding to the next phase.
---
## Phase 4: Wire Up App.tsx
### Overview
Pass the new props to ActionBar — roll all initiative handler, conditional visibility flag, and source manager toggle. Remove the now-unused `onOpenSourceManager` callback from the TurnNavigation call (already removed in Phase 1) and ensure sourceManagerOpen toggle is routed through the overflow menu.
### Changes Required:
#### [x] 1. Compute showRollAllInitiative flag
**File**: `apps/web/src/App.tsx`
**Changes**: Add a derived boolean that checks if any combatant with a `creatureId` lacks an `initiative` value:
```tsx
const showRollAllInitiative = encounter.combatants.some(
(c) => c.creatureId != null && c.initiative == null,
);
```
Place this near `const isEmpty = ...` (line 241).
#### [x] 2. Pass new props to both ActionBar instances
**File**: `apps/web/src/App.tsx`
**Changes**: Add to both `<ActionBar>` calls (empty state at ~line 269 and populated state at ~line 328):
```tsx
<ActionBar
// ... existing props ...
onRollAllInitiative={handleRollAllInitiative}
showRollAllInitiative={showRollAllInitiative}
onOpenSourceManager={() => setSourceManagerOpen((o) => !o)}
/>
```
#### [x] 3. Remove stale code
**File**: `apps/web/src/App.tsx`
**Changes**:
- The `onRollAllInitiative` and `onOpenSourceManager` props were already removed from `<TurnNavigation>` in Phase 1 — verify no references remain
- Verify `sourceManagerOpen` state and the `<SourceManager>` rendering block (lines 287-291) still work correctly — the SourceManager inline panel is still toggled by the same state, just from a different trigger location
### Success Criteria:
#### Automated Verification:
- [x] `pnpm check` passes
#### Manual Verification:
- [ ] Top bar: only Prev, round badge + name, trash, Next — no D20 or Library buttons
- [ ] Bottom bar: input with Eye toggle, Add, conditional D20, overflow menu
- [ ] Roll All Initiative (D20 in bottom bar): visible when bestiary creatures lack initiative, hidden after rolling
- [ ] Overflow → Player Characters: opens player management modal
- [ ] Overflow → Manage Sources: toggles source manager panel (same as before, just different trigger)
- [ ] Overflow → Bulk Import: opens bulk import mode
- [ ] Browse mode (Eye toggle): search stat blocks without adding, selecting opens panel
- [ ] Clear encounter (top bar trash): still works with two-click confirmation
- [ ] All animations (bar transitions) unchanged
- [ ] Empty state: ActionBar centered with all functionality accessible
**Implementation Note**: After completing this phase and all automated verification passes, pause here for manual confirmation from the human before proceeding to the next phase.
---
## Testing Strategy
### Unit Tests:
- No domain/application changes — existing tests should pass unchanged
- `pnpm check` covers typecheck + lint + existing test suite
### Manual Testing Steps:
1. Start with empty encounter — verify ActionBar is centered with Eye toggle and overflow menu
2. Add a bestiary creature — verify D20 appears in bottom bar, top bar slides in with just 4 elements
3. Click D20 → initiative rolls → D20 disappears from bottom bar
4. Toggle Eye → input switches to browse mode → search and select → stat block opens → exits browse mode
5. Open overflow menu → click each item → verify correct modal/panel opens
6. Click trash in top bar → confirm → encounter clears, back to empty state
7. Add custom creature (no creatureId) → D20 should not appear (no bestiary creatures)
8. Add mix of custom + bestiary creatures → D20 visible → roll all → D20 hidden
## Performance Considerations
None — this is a pure UI reorganization with no new data fetching, state management changes, or rendering overhead. The `showRollAllInitiative` computation is a simple `.some()` over the combatant array, which is negligible.
## References
- Research: `docs/agents/research/2026-03-13-action-bars-and-buttons.md`
- Top bar: `apps/web/src/components/turn-navigation.tsx`
- Bottom bar: `apps/web/src/components/action-bar.tsx`
- App layout: `apps/web/src/App.tsx`
- Button: `apps/web/src/components/ui/button.tsx`
- ConfirmButton: `apps/web/src/components/ui/confirm-button.tsx`
- Roll all use case: `packages/application/src/roll-all-initiative-use-case.ts`
- Combatant type: `packages/domain/src/types.ts`

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---
date: "2026-03-13T14:39:15.661886+00:00"
git_commit: 75778884bd1be7d135b2f5ea9b8a8e77a0149f7b
branch: main
topic: "Action Bars Setup — Top Bar and Bottom Bar Buttons"
tags: [research, codebase, action-bar, turn-navigation, layout, buttons]
status: complete
---
# Research: Action Bars Setup — Top Bar and Bottom Bar Buttons
## Research Question
How are the top and bottom action bars set up, what buttons do they contain, and how are their actions wired?
## Summary
The application has two primary bar components that frame the encounter tracker UI:
1. **Top bar**`TurnNavigation` (`turn-navigation.tsx`) — turn controls, round/combatant display, and encounter-wide actions.
2. **Bottom bar**`ActionBar` (`action-bar.tsx`) — combatant input, bestiary search, stat block browsing, bulk import, and player character management.
Both bars share the same visual container styling (`flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3`). They are laid out in `App.tsx` within a flex column, with a scrollable combatant list between them. When the encounter is empty, only the ActionBar is shown (centered in the viewport); the TurnNavigation appears with an animation when the first combatant is added.
## Detailed Findings
### Layout Structure (`App.tsx:243-344`)
The bars live inside a `max-w-2xl` centered column:
```
┌──────────────────────────────────┐
│ TurnNavigation (pt-8, shrink-0) │ ← top bar, conditionally shown
├──────────────────────────────────┤
│ SourceManager (optional inline) │ ← toggled by Library button in top bar
├──────────────────────────────────┤
│ Combatant list (flex-1, │ ← scrollable
│ overflow-y-auto) │
├──────────────────────────────────┤
│ ActionBar (pb-8, shrink-0) │ ← bottom bar
└──────────────────────────────────┘
```
**Empty state**: When `encounter.combatants.length === 0`, the top bar is hidden and the ActionBar is vertically centered in a `flex items-center justify-center` wrapper with `pb-[15%]` offset. It receives `autoFocus` in this state.
**Animation** (`useActionBarAnimation`, `App.tsx:30-66`): Manages transitions between empty and populated states:
- Empty → populated: ActionBar plays `animate-settle-to-bottom`, TurnNavigation plays `animate-slide-down-in`.
- Populated → empty: ActionBar plays `animate-rise-to-center`, TurnNavigation plays `animate-slide-up-out` (with `absolute` positioning during exit).
The `showTopBar` flag is `true` when either combatants exist or the top bar exit animation is still running.
### Top Bar — TurnNavigation (`turn-navigation.tsx`)
**Props interface** (`turn-navigation.tsx:7-14`):
- `encounter: Encounter` — full encounter state
- `onAdvanceTurn`, `onRetreatTurn` — turn navigation callbacks
- `onClearEncounter` — destructive clear with confirmation
- `onRollAllInitiative` — rolls initiative for all combatants
- `onOpenSourceManager` — toggles source manager panel
**Layout**: LeftCenterRight structure:
```
[ ◀ Prev ] | [ R1 Active Combatant Name ] | [ 🎲 📚 🗑 ] [ Next ▶ ]
```
**Buttons (left to right)**:
| # | Icon | Component | Variant | Action | Disabled when |
|---|------|-----------|---------|--------|---------------|
| 1 | `StepBack` | `Button` | default | `onRetreatTurn` | No combatants OR at round 1 index 0 |
| 2 | `D20Icon` | `Button` | ghost | `onRollAllInitiative` | Never |
| 3 | `Library` | `Button` | ghost | `onOpenSourceManager` | Never |
| 4 | `Trash2` | `ConfirmButton` | — | `onClearEncounter` | No combatants |
| 5 | `StepForward` | `Button` | default | `onAdvanceTurn` | No combatants |
**Center section** (`turn-navigation.tsx:40-49`): Displays a round badge (`R{n}` in a `rounded-full bg-muted` span) and the active combatant's name (truncated). Falls back to "No combatants" in muted text.
**Button grouping**: Buttons 2-4 are grouped in a `gap-0` div (tight spacing), while button 5 (Next) is separated by the outer `gap-3`.
**Wiring in App.tsx** (`App.tsx:251-258`):
- `onAdvanceTurn``advanceTurn` from `useEncounter()`
- `onRetreatTurn``retreatTurn` from `useEncounter()`
- `onClearEncounter``clearEncounter` from `useEncounter()`
- `onRollAllInitiative``handleRollAllInitiative` → calls `rollAllInitiativeUseCase(makeStore(), rollDice, getCreature)`
- `onOpenSourceManager` → toggles `sourceManagerOpen` state
### Bottom Bar — ActionBar (`action-bar.tsx`)
**Props interface** (`action-bar.tsx:20-36`):
- `onAddCombatant` — adds custom combatant with optional init/AC/maxHP
- `onAddFromBestiary` — adds creature from search result
- `bestiarySearch` — search function returning `SearchResult[]`
- `bestiaryLoaded` — whether bestiary index is loaded
- `onViewStatBlock` — opens stat block panel for a creature
- `onBulkImport` — triggers bulk source import mode
- `bulkImportDisabled` — disables import button during loading
- `inputRef` — external ref to the name input
- `playerCharacters` — list of player characters for quick-add
- `onAddFromPlayerCharacter` — adds a player character to encounter
- `onManagePlayers` — opens player management modal
- `autoFocus` — auto-focuses input (used in empty state)
**Layout**: Form with input, contextual fields, submit button, and action icons:
```
[ + Add combatants... ] [ Init ] [ AC ] [ MaxHP ] [ Add ] [ 👥 👁 📥 ]
```
The Init/AC/MaxHP fields only appear when the input has 2+ characters and no bestiary suggestions are showing.
**Buttons (left to right)**:
| # | Icon | Component | Variant | Action | Condition |
|---|------|-----------|---------|--------|-----------|
| 1 | — | `Button` | sm | Form submit → `handleAdd` | Always shown |
| 2 | `Users` | `Button` | ghost | `onManagePlayers` | Only if `onManagePlayers` provided |
| 3 | `Eye` | `Button` | ghost | Toggle stat block viewer dropdown | Only if `bestiaryLoaded && onViewStatBlock` |
| 4 | `Import` | `Button` | ghost | `onBulkImport` | Only if `bestiaryLoaded && onBulkImport` |
**Button grouping**: Buttons 2-4 are grouped in a `gap-0` div, mirroring the top bar's icon button grouping.
**Suggestion dropdown** (`action-bar.tsx:267-410`): Opens above the input when 2+ chars are typed and results exist. Contains:
- A "Add as custom" escape row at the top (with `Esc` keyboard hint)
- **Players section**: Lists matching player characters with colored icons; clicking adds them directly via `onAddFromPlayerCharacter`
- **Bestiary section**: Lists search results; clicking queues a creature. Queued creatures show:
- `Minus` button — decrements count (removes queue at 0)
- Count badge — current queued count
- `Plus` button — increments count
- `Check` button — confirms and adds all queued copies
**Stat block viewer dropdown** (`action-bar.tsx:470-513`): A separate search dropdown anchored to the Eye button. Has its own input, search results, and keyboard navigation. Selecting a result calls `onViewStatBlock`.
**Keyboard handling** (`action-bar.tsx:168-186`):
- Arrow Up/Down — navigate suggestion list
- Enter — queue selected suggestion or confirm queued batch
- Escape — clear suggestions and queue
**Wiring in App.tsx** (`App.tsx:269-282` and `328-340`):
- `onAddCombatant``addCombatant` from `useEncounter()`
- `onAddFromBestiary``handleAddFromBestiary``addFromBestiary` from `useEncounter()`
- `bestiarySearch``search` from `useBestiary()`
- `onViewStatBlock``handleViewStatBlock` → constructs `CreatureId` and sets `selectedCreatureId`
- `onBulkImport``handleBulkImport` → sets `bulkImportMode` and clears selection
- `onAddFromPlayerCharacter``addFromPlayerCharacter` from `useEncounter()`
- `onManagePlayers` → opens `managementOpen` state (shows `PlayerManagement` modal)
### Shared UI Primitives
**`Button`** (`ui/button.tsx`): CVA-based component with variants (`default`, `outline`, `ghost`) and sizes (`default`, `sm`, `icon`). Both bars use `size="icon"` with `variant="ghost"` for their icon button clusters, and `size="icon"` with default variant for the primary navigation buttons (Prev/Next in top bar).
**`ConfirmButton`** (`ui/confirm-button.tsx`): Two-click destructive action button. First click shows a red pulsing confirmation state with a Check icon; second click fires `onConfirm`. Auto-reverts after 5 seconds. Supports Escape and click-outside cancellation. Used for Clear Encounter in the top bar.
### Hover Color Convention
Both bars use consistent hover color classes on their ghost icon buttons:
- `hover:text-hover-action` — used on the D20 (roll initiative) button, suggesting an action/accent color
- `hover:text-hover-neutral` — used on Library, Users, Eye, Import buttons, suggesting a neutral/informational color
## Code References
- `apps/web/src/components/turn-navigation.tsx` — Top bar component (93 lines)
- `apps/web/src/components/action-bar.tsx` — Bottom bar component (533 lines)
- `apps/web/src/App.tsx:30-66``useActionBarAnimation` hook for bar transitions
- `apps/web/src/App.tsx:243-344` — Layout structure with both bars
- `apps/web/src/components/ui/button.tsx` — Shared Button component
- `apps/web/src/components/ui/confirm-button.tsx` — Two-step confirmation button
- `apps/web/src/components/d20-icon.tsx` — Custom D20 dice SVG icon
## Architecture Documentation
The bars follow the app's adapter-layer convention: they are pure presentational React components that receive all behavior via callback props. No business logic lives in either bar — they delegate to handlers defined in `App.tsx`, which in turn call use-case functions from the application layer or manipulate local UI state.
Both bars are rendered twice in `App.tsx` (once in the empty-state branch, once in the populated branch) rather than being conditionally repositioned, which simplifies the animation logic.
The `ActionBar` is the more complex of the two, managing multiple pieces of local state (input value, suggestions, queued creatures, custom fields, stat block viewer) while `TurnNavigation` is fully stateless — all its data comes from the `encounter` prop.