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initiative/docs/agents/plans/2026-03-13-declutter-action-bars.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

20 KiB

date, git_commit, branch, topic, tags, status
date git_commit branch topic tags status
2026-03-13T14:58:42.882813+00:00 75778884bd main Declutter Action Bars
plan
turn-navigation
action-bar
overflow-menu
ux
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:

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:

  • 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
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:

  • 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:

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:

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:

<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:

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:

{!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:

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:

  • 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:

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):

<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:

  • 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