'use client'; import { motion, useReducedMotion } from 'motion/react'; import { useLayoutEffect, useRef, useState, type ReactNode } from 'react'; import type { SceneEditorSurface, SurfaceState } from '@/lib/edit/scene-editor-surface'; import { sceneEditorRegistry } from '@/lib/edit/scene-editor-registry'; import { NOOP_SURFACE } from '@/lib/edit/noop-surface'; import type { Scene } from '@/lib/types/stage'; import { CHROME_DURATION, CHROME_EASE, CHROME_STAGGER } from '@/lib/edit/transitions'; import { StageGrid } from '@/components/edit/StageGrid'; import { CommandBar } from './CommandBar'; import { FloatingInsertToolbar } from './FloatingInsertToolbar'; import { FloatingToolbar } from './FloatingToolbar'; import { HintRail } from './HintRail'; interface EditShellProps { readonly scene: Scene; /** * Optional left-side navigator slot. In v0 this is the SlideNavRail * passed from Stage when mode === 'edit'. Surface code never imports * the rail (the prop is the only handoff seam), keeping chrome and * surface separable. */ readonly leftRail?: ReactNode; /** * Right-edge slot of the CommandBar — Stage uses this to hand in the * global controls (settings pill + Pro Switch) when the Stage Header * is hidden, so the entire top chrome reduces to a single bar. */ readonly commandTrailing?: ReactNode; /** * Optional right-side panel slot. Used by the MAIC Agent PoC to mount the * AI sidebar. Like `leftRail`, it is a pure chrome handoff — surface code * never imports it. Collapses to zero width when absent. */ readonly rightRail?: ReactNode; /** Optional bottom bar (under the canvas) — used for the actions timeline. */ readonly bottomRail?: ReactNode; } const CHROME_TRANSITION = { duration: CHROME_DURATION, ease: CHROME_EASE } as const; const COMMANDBAR_DELAY = CHROME_STAGGER; const LEFT_RAIL_DELAY = CHROME_STAGGER * 2; /** * Pro mode (edit) chrome — mounts inside the canvas slot of Stage, replacing * CanvasArea. The playback Header above stays mounted because it owns the * global Pro toggle Switch: exiting Pro mode is done by flipping that Switch * off, not by a dedicated button here. * * ┌──────────────────────────────────────────────┐ (Stage Header above) * ├──────────────────────────────────────────────┤ * │ CommandBar (undo/redo · title · insert · │ * │ surface commands) │ * ├──────────┬───────────────────────────────────┤ * │ leftRail │ Canvas / unsupported-scene │ * │ (opt) │ FloatingToolbar (when selected) │ * │ │ HintRail (AI, reserved) │ * └──────────┴───────────────────────────────────┘ * * Mount choreography: CommandBar drops in from top, leftRail slides in * from left after a stagger, content opacity-fades in. All three share * the single `CHROME_*` source in `lib/edit/transitions.ts` so timing * stays consistent with the outer Stage-level cross-fade. * * Architecture: this shell resolves `scene.type` to a registered surface * (or falls back to NOOP_SURFACE for unregistered types) and **never * branches into a different component type**. The same `` mounts * across every scene-type change — only the `surface.SurfaceComponent` * inside the center slot swaps. That guarantees CommandBar and `leftRail` * never remount during scene navigation, removing the chrome flicker that * the previous two-branch design caused (PR3a rearch). */ export function EditShell({ scene, leftRail, commandTrailing, rightRail, bottomRail, }: EditShellProps) { const surface = sceneEditorRegistry.resolve(scene.type) ?? NOOP_SURFACE; // Surface state is published from a child runner (keyed by sceneType so it // remounts when the surface identity changes — that's the boundary at which // rules-of-hooks naturally allows a different hook signature). The chrome // around it stays mounted and consumes state via these props. const [state, setState] = useState(null); const SurfaceComponent = surface.SurfaceComponent; return ( <> {/* `key={scene.type}` is the remount boundary. We can't use `surface.sceneType` here because NOOP_SURFACE deliberately reuses 'slide' as a placeholder (the SceneType union is closed and NOOP isn't a real type). The scene's own `type` is the actual signal that the hook signature inside `useSurfaceState` is about to change — so we remount the runner exactly when it does, keeping rules-of-hooks happy across the slide ↔ read-only surface swap while the rest of the chrome stays mounted. */} {state?.insertItems && state.insertItems.length > 0 && ( )} {state?.hasSelection && } ); } /** * Hidden runner that owns the surface state hook. `key={surface.sceneType}` * ensures it remounts when the surface itself changes (slide → noop) — the * only point at which the hook call signature can vary. Within a single mount * the hook signature is fixed (the surface object is constant), so React's * rules-of-hooks are respected. * * Renders no DOM; state flows up to the chrome via `onChange`. A custom * shallow comparison gates the publish — surface hooks (e.g. slideSurface's * `useSlideSurfaceState`) return a fresh object literal every render, so naive * reference equality would loop infinitely (every publish causes the parent to * re-render, which re-runs this hook, which yields a new ref, which publishes * again, etc.). We only publish when one of the fields the chrome actually * reads has materially changed. */ function SurfaceStateRunner({ surface, onChange, }: { readonly surface: SceneEditorSurface; readonly onChange: (state: SurfaceState) => void; }) { const state = surface.useSurfaceState(); const lastRef = useRef(null); useLayoutEffect(() => { if (surfaceStateEqual(state, lastRef.current)) return; lastRef.current = state; onChange(state); }); return null; } /** * Field-by-field equality for the subset of SurfaceState that the chrome * reads. Surface hooks (e.g. `useSlideSurfaceState`) return a fresh object * literal every render, so naive reference equality would publish on * every render and trip an infinite render loop via the runner → * setState → re-render cycle. We compare semantic content instead. * * **When you extend `SurfaceState`** (new field on `EditorCommand`, * `InsertPaletteItem`, `FloatingAction`, `EditorHint`, or a new top-level * field), update this function in lock-step. A field that's read by the * chrome but missing from the comparison silently goes stale. * * - `content` is reference-equal as long as the in-memory slide buffer * hasn't been committed — the canonical "real change" signal. * - History flags compared individually (functions like undo/redo are * stable references via `useSlideEditSession.getState()`). * - InsertPaletteItem / EditorCommand / FloatingAction arrays: length + * per-item `id` + per-item flags that drive visual state. * - EditorHint compared by length + per-item severity/message. * * **Callback identity (`onInvoke`, `popoverContent`) is intentionally * NOT compared.** Per-render closure rebinding is normal and would * trip equality every render. Today this is safe because slide is the * only registered surface and its `floatingActions` is `[]` — the only * `onInvoke` set the chrome reads is on `InsertPaletteItem`, which is * a stable module-level closure from `buildInsertItems`. A future * surface that returns non-empty `floatingActions` with closures * capturing per-render state must fold its own change signal (a * content ref / version counter) into the comparison, otherwise the * stale callback fires at click time. */ function surfaceStateEqual(a: SurfaceState, b: SurfaceState | null): boolean { if (!b) return false; if (a.content !== b.content) return false; if (a.hasSelection !== b.hasSelection) return false; if ((a.history?.canUndo ?? null) !== (b.history?.canUndo ?? null)) return false; if ((a.history?.canRedo ?? null) !== (b.history?.canRedo ?? null)) return false; if (a.insertItems.length !== b.insertItems.length) return false; for (let i = 0; i < a.insertItems.length; i++) { if (a.insertItems[i].id !== b.insertItems[i].id) return false; if (a.insertItems[i].active !== b.insertItems[i].active) return false; if (a.insertItems[i].disabled !== b.insertItems[i].disabled) return false; // Label/tooltip are user-facing and locale-dependent: without them the // insert toolbar text stays stale after a language switch. if (a.insertItems[i].label !== b.insertItems[i].label) return false; if (a.insertItems[i].tooltip !== b.insertItems[i].tooltip) return false; } if (a.commands.length !== b.commands.length) return false; for (let i = 0; i < a.commands.length; i++) { if (a.commands[i].id !== b.commands[i].id) return false; if (a.commands[i].disabled !== b.commands[i].disabled) return false; if (a.commands[i].label !== b.commands[i].label) return false; if (a.commands[i].tooltip !== b.commands[i].tooltip) return false; } if (a.floatingActions.length !== b.floatingActions.length) return false; for (let i = 0; i < a.floatingActions.length; i++) { if (a.floatingActions[i].id !== b.floatingActions[i].id) return false; if (a.floatingActions[i].disabled !== b.floatingActions[i].disabled) return false; if (a.floatingActions[i].label !== b.floatingActions[i].label) return false; } const aHints = a.hints ?? []; const bHints = b.hints ?? []; if (aHints.length !== bHints.length) return false; for (let i = 0; i < aHints.length; i++) { if (aHints[i].id !== bHints[i].id) return false; if (aHints[i].severity !== bHints[i].severity) return false; if (aHints[i].message !== bHints[i].message) return false; } return true; } interface FrameProps { readonly title: string; readonly leftRail?: ReactNode; readonly history?: React.ComponentProps['history']; readonly commands?: React.ComponentProps['commands']; readonly trailing?: ReactNode; readonly rightRail?: ReactNode; readonly bottomRail?: ReactNode; readonly children: ReactNode; } function Frame({ title, leftRail, history, commands, trailing, rightRail, bottomRail, children, }: FrameProps) { const prefersReducedMotion = useReducedMotion(); // Chrome layers fade in (opacity only) — deliberately NO transform (x/y) // slide. Two reasons: (1) the CommandBar's trailing slot and the rail host // the Pro Switch / settings pill, which animate across the mode swap via // `layoutId`; a transform on an ancestor distorts motion's layout // measurement and makes the shared element drift. (2) the rail // (`backdrop-blur-xl`) and the pills (`backdrop-blur-md`) would force a // per-frame backdrop-filter recompute while transforming, which drops // frames. A pure opacity fade composites cleanly and keeps the layout // static so layoutId morphs land precisely. const cmdInitial = { opacity: 0 }; const cmdAnimate = { opacity: 1 }; const railInitial = { opacity: 0 }; const railAnimate = { opacity: 1 }; const stepTransition = prefersReducedMotion ? { duration: 0.12, ease: CHROME_EASE } : CHROME_TRANSITION; return ( } leftSlot={ leftRail ? ( {leftRail} ) : null } centerSlot={ // Padded studio frame around the actual scene renderer. Lifted // up from SlideCanvas so the slide and the non-slide read-only // renderers share the exact same canvas bounding rect (no // layout jump when switching scene type). Children render // inside an inner ring/shadow card that the playback // CanvasArea visually mirrors.
{children}
} rightSlot={rightRail ?
{rightRail}
: null} bottomSlot={bottomRail ?? null} /> ); }