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panopainter/docs/modernization/roadmap.md

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PanoPainter Modernization Roadmap

Status: live Last updated: 2026-06-16

This roadmap is now architecture-first. The active execution queue lives in docs/modernization/tasks.md. Completed and superseded task history moved to docs/modernization/tasks-done.md. The debt log remains docs/modernization/debt.md.

Objective

Turn PanoPainter into a thin composition-root application over separable C++23 components while preserving current behavior.

The target end state is not "more planners around the same legacy shell". The next phase is measured by ownership transfer in the live app, not by planner count, CLI breadth, or test count. The target end state is:

  • real component ownership
  • real platform boundaries
  • real renderer boundaries
  • a thin panopainter_app
  • legacy containment targets either deleted or reduced to trivial, debt-tracked adapters

What This Roadmap Covers

  • app architecture
  • component boundaries
  • platform boundaries
  • renderer/app ownership boundaries
  • the order of work needed to finish the split

It does not try to be the full build, test, or automation reference. Those details live in the other modernization docs when needed.

What Does Not Count As Top-Priority Progress

These can still be useful, but they are not first-order modernization work while the app shell still mostly looks like the old codebase:

  • planner-only extraction that leaves the same live owner in place
  • new CLI surface without corresponding live app ownership reduction
  • test-only or automation-only expansion that does not unblock code movement
  • backend lab scaffolds
  • debt-log churn without a target or ownership change

Reality Check

The codebase is meaningfully farther along than the old flat app, but it is not close to the final architecture yet. Historical percentage claims such as the earlier 67% score should not be used as a proxy for architectural completion. The live app still mostly runs through the same large shell and hotspot files.

What is already real:

  • pp_foundation
  • pp_assets
  • pp_paint
  • pp_document
  • pp_renderer_api
  • pp_renderer_gl
  • pp_paint_renderer
  • pp_ui_core
  • pp_platform_api
  • pp_app_core

What is still carrying too much live ownership:

  • pp_panopainter_ui: 34 files, about 9102 lines
  • panopainter_app: 29 files, about 8817 lines
  • pp_legacy_paint_document: 7 files, about 5709 lines
  • pp_legacy_app: 20 files, about 4368 lines
  • pp_legacy_ui_core: 20 files, about 3770 lines

Current hotspot files:

  • src/canvas.cpp: 2645 lines
  • src/app_layout.cpp: 1360 lines
  • src/canvas_modes.cpp: 1798 lines
  • src/node.cpp: 1551 lines
  • src/main.cpp: 1181 lines
  • src/node_panel_brush.cpp: 1197 lines
  • src/node_stroke_preview.cpp: 933 lines
  • src/node_canvas.cpp: 888 lines
  • src/app.cpp: 950 lines
  • src/app_dialogs.cpp: 908 lines

Current architecture mismatches that must be treated as real blockers:

  • pp_platform_api still compiles Apple implementation files instead of only platform-neutral policy and interface code.
  • src/platform_apple/apple_platform_services.cpp no longer reaches App::I directly, and Linux FPS title reporting now uses an injected callback, but retained Apple bridging in platform_legacy and other platform/app coupling remain, even though iOS keyboard visibility and prepared-file save handoff now also route through explicit Apple bridge callbacks and Apple render- context hooks plus iOS main-render-target binding now route through the same bridge style, as do Apple crash-test, app-close, and iOS SonarPen hooks, while Linux/Web GLFW render-context acquire/present and Linux app-close now route through retained local GLFW callback hooks, and retained Apple ObjC handles plus storage paths now sit behind one local platform_legacy helper instead of being re-read through App::I in each touched path, with the retained GLFW window hooks and fallback storage-path return now also using local retained-state helpers instead of direct method-body reads.
  • src/platform_legacy/legacy_platform_services.* is still part of the live app shell.
  • pp_panopainter_ui still depends on pp_legacy_app.
  • Canvas, NodeCanvas, and NodeStrokePreview still own too much live OpenGL execution around the renderer boundary, even though NodeCanvas display resolve, cache-to-screen composite, post-draw mask/grid/current-mode sequencing, per-layer/per-plane retained draw execution, and shared checkerboard background setup now route through retained draw-merge helpers, with the cache-to-screen checkerboard-plane callback setup also reduced and the merged-path checkerboard background-plane callback plus per-plane merged-texture draw callback plus non-draw_merged per-frame layer draw callback plus the smoothing-mask face shader/draw pass plus heightmap, current-mode, and grid-mode callback setup now routed through the same retained helper family, while post-draw callback assembly and the remaining per-layer render-path orchestration now also route through retained draw-merge helpers even though the broader node draw loop is still inline.
  • app_layout.cpp and app_dialogs.cpp are still mixed shell/controller files rather than thin composition/binding surfaces, even though tools-menu binding plus nested panels/options submenu wiring now live in src/app_layout_tools_menu.cpp and App::init_menu_tools() is now a thin call-through, while file-menu binding plus the export submenu wiring now also live in src/app_layout_file_menu.cpp and App::init_menu_file() is now a thin call-through.
  • App, Canvas, Node, retained workers, and platform entrypoints still use global singleton reach, raw observer pointers, retained static worker ownership in several app families, and ad hoc mutex/condition-variable ownership, even though most previously detached or raw app-facing worker launches now use owned std::jthread or service-owned worker queues and AppRuntime now owns render/UI workers with explicit std::jthread shutdown semantics while the Windows splash-dialog and HMD renderer workers also use owned std::jthread lifecycle, LogRemote now uses the same ownership model, the Windows VR device now has explicit std::unique_ptr ownership instead of raw global lifetime, and the Windows main-loop/VR coordination flags now use std::atomic instead of unsynchronized globals, while the main Win32 entrypoint now groups window/GL/task/VR state behind a retained local state object instead of separate process-wide globals, the Win32 async GL/context lock state now lives under src/platform_windows/windows_platform_services.cpp instead of main.cpp retained state, the main-thread queued task state now sits behind a narrow retained helper instead of RetainedState.main_tasklist / main_task_mutex, the canvas async worker now sits behind a named retained local worker-state helper instead of a bare static accessor, the prepared-file worker and the canvas async import/export/save/open worker now live under AppRuntime instead of retained static app-events/canvas workers, and the splash-screen dialog loop, HWND ownership, and bitmap setup now live in src/platform_windows/windows_splash.cpp instead of src/main.cpp, while App::rec_loop() now delegates worker-iteration orchestration into the retained recording bridge, App::update_rec_frames() now delegates recording label refresh through that same retained recording path, and the canvas state-management cluster for picking, clear/clear-all, layer add/remove/order/lookups, animation frame control, resize, and snapshot save/restore now lives in src/legacy_canvas_state_services.cpp instead of src/canvas.cpp, while the larger import/export/save/open/thumbnail document-IO cluster now lives in src/legacy_canvas_document_io_services.cpp and NodeStrokePreview render-target setup plus immediate-pass sequencing now route through retained preview execution helpers, even though the bridge still owns worker-side readback flow and encoder-state label reads.
  • Modern C++23 usage exists in extracted components, especially std::span, explicit result/status objects, and a few concepts, but the live app still does not consistently express ownership, thread affinity, or renderer resources through safe component contracts.

Conclusion:

  • the base component extraction is real
  • the app shell thinning is not done
  • the platform split is not done
  • the UI split is not done
  • the renderer/app ownership split is not done
  • future backend lab work is still premature until those four statements change

Final Target Architecture

The old roadmap showed a straight chain. That was too simple. The real target is a layered DAG with a thin composition root.

pp_foundation
  -> pp_assets
  -> pp_paint
  -> pp_document

pp_foundation
  -> pp_renderer_api
  -> pp_renderer_gl

pp_document + pp_paint + pp_renderer_api
  -> pp_paint_renderer

pp_foundation + pp_document
  -> pp_app_core

pp_foundation
  -> pp_ui_core

pp_platform_api
  -> pp_platform_windows
  -> pp_platform_apple
  -> pp_platform_linux
  -> pp_platform_android
  -> pp_platform_web
  -> pp_platform_vr

pp_app_core + pp_ui_core + pp_paint_renderer + pp_platform_api
  -> pp_panopainter_ui

pp_app_core + pp_panopainter_ui + pp_platform_*
  -> panopainter_app

Key ownership rules:

  • pp_platform_api is interface and policy only. No concrete platform service implementation files belong there.
  • pp_platform_* owns platform SDK, OS handles, platform event loops, and concrete service bridges.
  • pp_ui_core owns generic node/layout/overlay behavior and generic controls.
  • pp_panopainter_ui owns app-specific panels, dialogs, canvas views, and UI-to-app bindings.
  • pp_app_core owns planner logic, workflow policy, and service contracts. It does not own nodes, GL objects, or platform handles.
  • pp_paint_renderer owns renderer-facing paint/export/preview contracts.
  • panopainter_app owns composition only. It should stop being a second home for document workflow, dialog orchestration, platform state, or renderer execution.
  • Threading and task dispatch are app runtime services, not incidental static queues on App or detached workers launched from panels, dialogs, canvas, or cloud helpers.
  • UI ownership is handle/registry based at component boundaries. Raw Node* can remain as non-owning implementation detail only when lifetime is proven by checked handles or scoped connections.
  • Renderer-facing app code uses pp_renderer_api resources and command/context contracts. Texture2D, RTT, direct GL dispatch, and render-thread helpers must not leak into future-backend-facing UI or document code.

Workstreams

1. Break The Canvas And Preview Hotspots First

This is the highest-value work because it moves the largest concentration of real app behavior out of the old shell.

Required outcomes:

  • canvas.cpp loses major document-plus-render ownership
  • node_canvas.cpp and node_stroke_preview.cpp lose major render-pass orchestration
  • concrete GL execution moves behind renderer-facing services instead of living in app/node files

2. Thin The App Shell

app.cpp, app_layout.cpp, and app_dialogs.cpp must stop acting as mixed workflow, UI, and composition files.

Required outcomes:

  • app_layout.cpp becomes menu/toolbar binding composition
  • app_dialogs.cpp becomes workflow dispatch plus retained dialog opening glue
  • app.cpp becomes startup/frame/queue composition over named helpers

3. Finish The UI Core Split

pp_ui_core exists, but generic widget ownership is still incomplete.

Required outcomes:

  • generic Node and control code moves out of pp_legacy_ui_core
  • pp_panopainter_ui keeps only app-specific nodes
  • shared overlay/lifetime behavior stays centered in pp_ui_core
  • the scene graph has explicit ownership, non-owning references, scoped callback connections, and documented UI-thread affinity

4. Make Runtime And Thread Ownership Explicit

This is crucial for a modern app architecture and must move with the app-shell split, not after it.

Required outcomes:

  • render/UI/worker queues are owned by explicit runtime services
  • detached worker threads are replaced by joinable/cancellable ownership or a task service with shutdown semantics
  • render-thread and UI-thread access are expressed through small contracts that can be implemented by future platform shells
  • App::I and Canvas::I stop being the way cross-thread code reaches state

5. Finish The Platform Split

This is still a real blocker, but it should follow the bulk code-moving work above instead of taking priority over the main app hotspots.

Required outcomes:

  • remove concrete platform code from pp_platform_api
  • remove App::I reach from platform service implementations
  • remove app-owned cross-platform handle storage
  • reduce platform_legacy to thin composition or delete it

6. Retire Thick Workflow Bridges

Open/save/session/export/cloud/brush package flows are still too distributed across retained app, panel, and dialog files.

Required outcomes:

  • document workflow bridges become thin adapters over pp_app_core
  • cloud transfer and cloud browser ownership move out of retained UI nodes
  • brush package import/export ownership moves out of retained panel code and no longer depends on detached worker launch sites

7. Only Then Resume Future Backend Work

Vulkan, Metal, and package-only cleanup are explicitly downstream of the app architecture work above.

Do not treat future backend scaffolds as proof that modernization is near done while the current shell still depends on:

  • platform_legacy
  • pp_legacy_app
  • pp_legacy_ui_core
  • pp_legacy_paint_document
  • large GL-heavy node and canvas files

Exit Criteria

The modernization is not done until these are all true:

  • pp_platform_api contains only platform-neutral code
  • src/platform_apple/*, src/platform_linux/*, and other concrete platform implementations do not reach App::I
  • platform_legacy is gone or reduced to a trivial temporary shim
  • App no longer stores cross-platform handle state that belongs to platform shells
  • pp_panopainter_ui no longer depends on pp_legacy_app
  • panopainter_app is a composition root, not a second workflow layer
  • canvas.cpp, node_canvas.cpp, and node_stroke_preview.cpp no longer own large renderer-orchestration bodies
  • live app, UI, canvas, cloud, and platform code no longer launch detached worker threads without owned shutdown/cancellation
  • render/UI task queues are owned behind explicit app runtime services
  • raw app/UI pointers are non-owning implementation details only, backed by checked handles, scoped connections, or documented owner objects
  • future-backend-facing app and UI code depends on renderer API contracts, not retained OpenGL resource classes or direct GL execution
  • pp_legacy_ui_core, pp_legacy_app, and pp_legacy_paint_document are removed or reduced to narrow, explicit adapter seams with debt ids and clear removal conditions

Active Queue

Use docs/modernization/tasks.md for the current architecture task bundles, ordered by real code-moving priority. Use docs/modernization/tasks-done.md only for history.