Claude-skill-registry editor-field-creation
Implement IFieldEditor interface for custom type rendering in script inspector. Covers reflection-based field editing, FieldEditorRegistry registration, boxing/unboxing patterns, and extending the field editor system for new types.
git clone https://github.com/majiayu000/claude-skill-registry
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/editor-field-creation" ~/.claude/skills/majiayu000-claude-skill-registry-editor-field-creation && rm -rf "$T"
skills/data/editor-field-creation/SKILL.mdEditor Field Editors (IFieldEditor)
Overview
Field Editors (
IFieldEditor) provide runtime polymorphic rendering for script properties discovered via reflection. They use a non-generic, boxing-based interface to handle arbitrary types at runtime.
When to Use This Skill
- Creating custom field editors for new types (Quaternion, Color, custom structs)
- Understanding how script properties are rendered in Script Inspector
- Extending
with new type supportFieldEditorRegistry - Working with
infrastructureUIPropertyRenderer.DrawPropertyField() - NOT for component editors
Purpose & Context
Two Different Systems
The engine has two separate property editing systems:
| System | Purpose | Interface | Usage |
|---|---|---|---|
| IFieldEditor | Runtime script properties (reflection) | (non-generic, boxing) | Script Inspector |
| VectorPanel/UIPropertyRenderer | Compile-time component properties | Static methods | Component Editors |
Core Interface
// Editor/UI/FieldEditors/IFieldEditor.cs public interface IFieldEditor { /// <summary> /// Draws the editor UI for the field and returns true if the value was changed. /// </summary> /// <param name="label">The ImGui label for the field (should include unique ID)</param> /// <param name="value">The current field value (boxed)</param> /// <param name="newValue">The new value if changed</param> /// <returns>True if the value was modified by user interaction</returns> bool Draw(string label, object value, out object newValue); }
Key Characteristics:
- ❌ Not generic - no
IFieldEditor<T> - ✅ Boxing-based - uses
for value and newValueobject - ✅ Returns bool - true if user changed the value
- ✅ Out parameter - newValue is the modified value
Built-in Field Editors
Primitive Type Editors
| Type | Implementation | File |
|---|---|---|
| IntFieldEditor | IntFieldEditor.cs |
| FloatFieldEditor | FloatFieldEditor.cs |
| DoubleFieldEditor | DoubleFieldEditor.cs |
| BoolFieldEditor | BoolFieldEditor.cs |
| StringFieldEditor | StringFieldEditor.cs |
Vector Type Editors
| Type | Implementation | File |
|---|---|---|
| Vector2FieldEditor | Vector2FieldEditor.cs |
| Vector3FieldEditor | Vector3FieldEditor.cs |
| Vector4FieldEditor | Vector4FieldEditor.cs |
All registered in
FieldEditorRegistry static dictionary.
FieldEditorRegistry
Central registry mapping types to editors:
// Editor/UI/FieldEditors/FieldEditorRegistry.cs public static class FieldEditorRegistry { private static readonly Dictionary<Type, IFieldEditor> _editors = new() { { typeof(int), new IntFieldEditor() }, { typeof(float), new FloatFieldEditor() }, { typeof(double), new DoubleFieldEditor() }, { typeof(bool), new BoolFieldEditor() }, { typeof(string), new StringFieldEditor() }, { typeof(Vector2), new Vector2FieldEditor() }, { typeof(Vector3), new Vector3FieldEditor() }, { typeof(Vector4), new Vector4FieldEditor() } }; public static IFieldEditor? GetEditor(Type type) { return _editors.TryGetValue(type, out var editor) ? editor : null; } public static bool HasEditor(Type type) { return _editors.ContainsKey(type); } }
Usage Pattern (ScriptComponentEditor.cs:111-113):
var editor = FieldEditorRegistry.GetEditor(fieldType); if (editor != null) return editor.Draw(label, value, out newValue);
Implementing a Custom Field Editor
Example 1: Simple Primitive Editor (IntFieldEditor)
// Editor/UI/FieldEditors/IntFieldEditor.cs using ImGuiNET; namespace Editor.UI.FieldEditors; public class IntFieldEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { var intValue = (int)value; // Unbox var changed = ImGui.DragInt(label, ref intValue); newValue = intValue; // Box return changed; } }
Pattern:
- Unbox
to concrete typeobject value - Call ImGui widget with
parameterref - Box result into
out object newValue - Return changed flag
Example 2: Vector Editor (Vector3FieldEditor)
// Editor/UI/FieldEditors/Vector3FieldEditor.cs using System.Numerics; using ImGuiNET; namespace Editor.UI.FieldEditors; public class Vector3FieldEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { var v = (Vector3)value; // Unbox var changed = ImGui.DragFloat3(label, ref v); newValue = v; // Box return changed; } }
Example 3: Custom Type Editor (Quaternion)
using System.Numerics; using ImGuiNET; namespace Editor.UI.FieldEditors; public class QuaternionFieldEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { var quat = (Quaternion)value; // Convert to Euler angles for editing var euler = QuaternionToEuler(quat); var changed = ImGui.DragFloat3(label, ref euler); if (changed) { // Convert back to quaternion newValue = EulerToQuaternion(euler); } else { newValue = quat; } return changed; } private static Vector3 QuaternionToEuler(Quaternion q) { // Implementation... } private static Quaternion EulerToQuaternion(Vector3 euler) { // Implementation... } }
Registering Custom Field Editors
Step 1: Implement IFieldEditor
public class MyCustomTypeEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { var typed = (MyCustomType)value; // Draw UI and modify 'typed' bool changed = /* ... */; newValue = typed; return changed; } }
Step 2: Register in FieldEditorRegistry
Option A: Add to static dictionary (modify FieldEditorRegistry.cs)
private static readonly Dictionary<Type, IFieldEditor> _editors = new() { // ... existing editors { typeof(MyCustomType), new MyCustomTypeEditor() } };
Option B: Add runtime registration method (extensible)
// Add to FieldEditorRegistry.cs public static void RegisterEditor(Type type, IFieldEditor editor) { _editors[type] = editor; } // Usage in initialization code FieldEditorRegistry.RegisterEditor(typeof(Quaternion), new QuaternionFieldEditor());
Usage in Script Inspector
How ScriptComponentEditor Uses IFieldEditor
// ScriptComponentEditor.cs (simplified) private bool TryDrawFieldEditor(string label, Type type, object value, out object newValue) { newValue = value; var editor = FieldEditorRegistry.GetEditor(type); if (editor != null) return editor.Draw(label, value, out newValue); // Fallback: unsupported type ImGui.TextDisabled($"Unsupported type: {type.Name}"); return false; } // Called per script field if (TryDrawFieldEditor(fieldLabel, fieldType, fieldValue, out var newValue)) { script.SetFieldValue(fieldName, newValue); // Reflection-based assignment }
Flow:
- Script reflection discovers field type at runtime
looks up editorFieldEditorRegistry.GetEditor(type)- If found, call
with boxed valueeditor.Draw() - If changed, use reflection to assign new value back to script field
Usage with UIPropertyRenderer
UIPropertyRenderer.DrawPropertyField()
Convenience wrapper for simple use cases:
// UIPropertyRenderer.cs:26-56 public static bool DrawPropertyField(string label, object? value, Action<object> onValueChanged) { if (value == null) return false; var valueType = value.GetType(); var editor = FieldEditorRegistry.GetEditor(valueType); if (editor == null) { DrawPropertyRow(label, () => { ImGui.TextDisabled($"Unsupported type: {valueType.Name}"); }); return false; } bool changed = false; DrawPropertyRow(label, () => { var inputLabel = $"##{label}"; if (editor.Draw(inputLabel, value, out var newValue)) { onValueChanged(newValue); changed = true; } }); return changed; }
Usage (CameraComponentEditor.cs:22-23):
UIPropertyRenderer.DrawPropertyField("Primary", cameraComponent.Primary, newValue => cameraComponent.Primary = (bool)newValue);
What it adds:
- Label/input column layout (33%/67% ratio)
- Null checking
- Fallback message for unsupported types
- Callback pattern instead of out parameter
Complete Example: Color Field Editor
using System.Numerics; using ImGuiNET; namespace Editor.UI.FieldEditors; /// <summary> /// Field editor for System.Drawing.Color or custom Color struct. /// Renders as RGB sliders with preview. /// </summary> public class ColorFieldEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { // Assume Color struct with R, G, B, A float properties (0-1 range) var color = (Color)value; // Convert to Vector4 for ImGui var vec4 = new Vector4(color.R, color.G, color.B, color.A); bool changed = ImGui.ColorEdit4(label, ref vec4, ImGuiColorEditFlags.Float | ImGuiColorEditFlags.AlphaPreview); if (changed) { newValue = new Color(vec4.X, vec4.Y, vec4.Z, vec4.W); } else { newValue = color; } return changed; } } // Register in FieldEditorRegistry { typeof(Color), new ColorFieldEditor() }
Performance Considerations
Boxing Overhead
IFieldEditor uses boxing for flexibility:
var intValue = (int)value; // Unboxing allocation newValue = intValue; // Boxing allocation
Impact:
- 2 allocations per field per frame rendered
- Acceptable for script inspector (low frequency, few fields)
- NOT suitable for hot loops (use VectorPanel static methods instead)
When to Use Each System
| Scenario | Use This | Reason |
|---|---|---|
| Script public fields (reflection) | IFieldEditor | Type unknown at compile time |
| Component properties (known types) | VectorPanel / UIPropertyRenderer | No boxing, compile-time type safety |
| Hot loop / per-frame rendering | Static methods | Zero allocation |
| Custom type in scripts | IFieldEditor | Extensible via registry |
| Custom type in components | Custom static utility | Performance |
Anti-Patterns
❌ Anti-Pattern 1: Using IFieldEditor for Component Editors
// ❌ WRONG - Unnecessary boxing for known types public class TransformComponentEditor : IComponentEditor { private readonly IFieldEditor _vector3Editor; public void DrawComponent(Entity e) { var tc = e.GetComponent<TransformComponent>(); object pos = tc.Position; // Box if (_vector3Editor.Draw("Position", pos, out var newPos)) { tc.Position = (Vector3)newPos; // Unbox } } } // ✅ CORRECT - Use static VectorPanel methods public class TransformComponentEditor : IComponentEditor { public void DrawComponent(Entity e) { var tc = e.GetComponent<TransformComponent>(); var newPos = tc.Position; VectorPanel.DrawVec3Control("Position", ref newPos); if (newPos != tc.Position) tc.Position = newPos; } }
Why: Component types are known at compile time. Use static methods to avoid boxing.
❌ Anti-Pattern 2: Forgetting to Register Editor
// ❌ WRONG - Editor implemented but not registered public class QuaternionFieldEditor : IFieldEditor { ... } // Script inspector will show "Unsupported type: Quaternion" // ✅ CORRECT - Register in FieldEditorRegistry { typeof(Quaternion), new QuaternionFieldEditor() }
❌ Anti-Pattern 3: Mutating Boxed Value Reference
// ❌ WRONG - Mutating unboxed value reference public bool Draw(string label, object value, out object newValue) { var vec = (Vector3)value; ImGui.DragFloat("X", ref vec.X); // Modifies local copy newValue = value; // Returns original! return true; } // ✅ CORRECT - Box the modified value public bool Draw(string label, object value, out object newValue) { var vec = (Vector3)value; bool changed = ImGui.DragFloat3(label, ref vec); newValue = vec; // Box the modified value return changed; }
❌ Anti-Pattern 4: Not Handling Null Values
// ❌ WRONG - Crashes on null reference types public bool Draw(string label, object value, out object newValue) { var str = (string)value; // NullReferenceException if value is null // ... } // ✅ CORRECT - Handle null for reference types public bool Draw(string label, object value, out object newValue) { var str = (value as string) ?? string.Empty; // ... newValue = str; return changed; }
Workflow: Adding a Custom Field Editor
Step 1: Create Field Editor Class
// Editor/UI/FieldEditors/MyTypeFieldEditor.cs using ImGuiNET; namespace Editor.UI.FieldEditors; public class MyTypeFieldEditor : IFieldEditor { public bool Draw(string label, object value, out object newValue) { var typed = (MyType)value; // TODO: Implement ImGui rendering bool changed = false; newValue = typed; return changed; } }
Step 2: Implement Rendering Logic
public bool Draw(string label, object value, out object newValue) { var myValue = (MyType)value; // Example: Edit two float fields bool changed = false; float field1 = myValue.Field1; changed |= ImGui.DragFloat($"{label} Field1", ref field1); float field2 = myValue.Field2; changed |= ImGui.DragFloat($"{label} Field2", ref field2); if (changed) { newValue = new MyType { Field1 = field1, Field2 = field2 }; } else { newValue = myValue; } return changed; }
Step 3: Register in FieldEditorRegistry
// FieldEditorRegistry.cs private static readonly Dictionary<Type, IFieldEditor> _editors = new() { // ... existing editors { typeof(MyType), new MyTypeFieldEditor() } };
Step 4: Test in Script Inspector
Create a test script with a public field:
public class TestScript : NativeScript { public MyType TestField = new(); // Field editor will automatically render this field in Script Inspector }
Summary
IFieldEditor System
- ✅ Non-generic interface with boxing (
,object value
)out object newValue - ✅ Runtime polymorphism for reflection-based script field editing
- ✅ FieldEditorRegistry maps
Type → IFieldEditor - ✅ Used by
andScriptComponentEditorUIPropertyRenderer - ❌ Not for component editors (use VectorPanel/static methods instead)
When to Create Custom Field Editors
- Adding support for new types in script inspector
- Custom struct/class types used in scripts
- Specialized rendering for complex types (Quaternion, Color, etc.)
Key Differences: IFieldEditor vs. Component Editing
| Aspect | IFieldEditor | VectorPanel/UIPropertyRenderer |
|---|---|---|
| Interface | | Static methods |
| Type Safety | Boxing (object) | Generic/ref parameters |
| Performance | 2 allocs per field | Zero allocs |
| Purpose | Runtime script fields | Compile-time component properties |
| Registry | FieldEditorRegistry | N/A (static dispatch) |
| Extensibility | Type → Editor mapping | Add static methods |
Key Files
- Interface definitionEditor/UI/FieldEditors/IFieldEditor.cs
- Registry and lookupEditor/UI/FieldEditors/FieldEditorRegistry.cs
- Example implementationEditor/UI/FieldEditors/Vector3FieldEditor.cs
- Usage in script inspectorEditor/ComponentEditors/ScriptComponentEditor.cs:111
- Convenience wrapperEditor/UI/Elements/UIPropertyRenderer.cs:32