Prompt file imported from akspa0/parp-tools (
.codex/prompts/wow-viewer-editor-ui-surface-plan.md). Copyright stays with the author.
Design the wow-viewer editor UI surface so the current viewer and editing workflows become organized workspaces instead of scattered debug panels.
Read First
gillijimproject_refactor/memory-bank/activeContext.mdgillijimproject_refactor/memory-bank/progress.mdgillijimproject_refactor/src/MdxViewer/memory-bank/activeContext.mdgillijimproject_refactor/plans/wow_viewer_editor_plan_2026-04-03.mdwow-viewer/README.mdAGENTS.md
Goal
Define how wow-viewer should expose distinct viewer and editor workspaces, preset panel layouts, and task-centered tool groupings so map editing becomes intentional and discoverable.
Existing UI Inputs To Account For
- left and right sidebars plus docked inspectors in
MdxViewer - chunk clipboard panel and editor overlays
- alpha-mask import or export menus and terrain export surfaces
- PM4 workbench tabs and overlay controls
- asset catalog, minimap, capture automation, and map export workflows
Non-Negotiable Constraints
- The new UI organization must sit on shared services; it cannot become a new source of format or save logic.
- Viewer mode and editor mode should be workspace profiles or panel presets, not separate apps.
- Editing affordances must make dirty state, current target, and save scope obvious.
- Existing useful tools such as chunk clipboard and alpha-mask import should be preserved, but reorganized around editing tasks instead of buried in generic menus.
- Avoid a generic "toolbox" dump. Group tools by task: terrain, objects, PM4 evidence, save/publish, inspection.
What The Plan Must Produce
- workspace or mode model for viewer vs editor
- panel and dock preset layout by mode
- task-grouped tool families for editing
- selection, target, dirty-state, and save-status affordances
- which legacy panels survive, merge, move, or die
- the first UI-only slice to implement safely
- risks if the current scattered UI is left in place
Deliverables
Return all items:
- mode or workspace model
- panel tree per mode
- task-grouped editor tool map
- status or affordance design
- legacy panel migration decisions
- first UI slice
- remaining UI risks
First Output
Start with:
- the editor tasks that most need a dedicated workspace
- the current panels or menus that should be regrouped first
- the minimum mode-switch model that would already improve the tool
- what the UI slice should not try to solve yet
