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