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initiative/docs/agents/research/2026-03-13-action-bars-and-buttons.md
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Declutter action bars: overflow menu, browse toggle, conditional D20
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

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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.