beutl-tooltab-extension

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Implementation guide for Beutl's ToolTabExtension (tool-tab extension). Use when adding a custom tool tab to the editor. Triggers when ToolTabExtension, IToolContext, or docking-tab implementations are needed.

b-editor By b-editor schedule Updated 6/7/2026

name: beutl-tooltab-extension description: Implementation guide for Beutl's ToolTabExtension (tool-tab extension). Use when adding a custom tool tab to the editor. Triggers when ToolTabExtension, IToolContext, or docking-tab implementations are needed.

Beutl ToolTabExtension implementation guide

Overview

ToolTabExtension is the extension point that adds a dockable tool tab to the Beutl editor. It follows the MVVM pattern with two classes: the Extension (metadata + factory) and the ViewModel (an IToolContext implementation).

Class hierarchy

Extension (base)
  └─ ViewExtension
       └─ ToolTabExtension (tool tab)

Core implementation vs extension implementation

Item Core implementation Extension implementation
Attribute [PrimitiveImpl] [Export]
Singleton Define an Instance field Not used (omit)
Registration Add to LoadPrimitiveExtensionTask.PrimitiveExtensions Registered automatically
Injecting Extension into ViewModel Reference Instance Inject via constructor

Core-implementation pattern

Step 1: Subclass ToolTabExtension

using System.Diagnostics.CodeAnalysis;
using Avalonia.Controls;
using Beutl.Extensibility;
using Beutl.Language;

namespace Beutl.Services.PrimitiveImpls;

[PrimitiveImpl]
public sealed class MyToolTabExtension : ToolTabExtension
{
    public static readonly MyToolTabExtension Instance = new();

    // Whether multiple instances are allowed
    public override bool CanMultiple => false;

    // Stable identifier (not localized)
    public override string Name => "My tool tab";

    // Localized display name (shown in the "add tool tab" menu)
    public override string DisplayName => Strings.MyToolTab;

    // Tab header (returning null hides it from the menu).
    // Use null when the tab should only be opened from code.
    public override string? Header => Strings.MyToolTab;

    // Default docking position: None / Left / Right / Bottom / Player
    public override DockAnchor DefaultAnchor => DockAnchor.Right;

    // Sort order among tabs sharing the same anchor (lower = earlier)
    public override int DefaultOrder => 0;

    // Open automatically when a new editor opens
    public override bool OpenByDefault => false;

    // Create the view (the UI control)
    public override bool TryCreateContent(
        IEditorContext editorContext,
        [NotNullWhen(true)] out Control? control)
    {
        control = new MyToolTabView();
        return true;
    }

    // Create the ViewModel (the IToolContext)
    public override bool TryCreateContext(
        IEditorContext editorContext,
        [NotNullWhen(true)] out IToolContext? context)
    {
        context = new MyToolTabViewModel(editorContext);
        return true;
    }
}

Step 2: ViewModel implementing IToolContext (core)

using System.Text.Json.Nodes;
using Beutl.Extensibility;
using Beutl.Language;
using Reactive.Bindings;

namespace Beutl.ViewModels;

public sealed class MyToolTabViewModel : IToolContext
{
    private readonly IEditorContext _editorContext;
    private readonly CompositeDisposable _disposables = [];

    public MyToolTabViewModel(IEditorContext editorContext)
    {
        _editorContext = editorContext;
    }

    // Reference the singleton
    public ToolTabExtension Extension => MyToolTabExtension.Instance;

    public IReactiveProperty<bool> IsSelected { get; } = new ReactivePropertySlim<bool>();

    public string Header => Strings.MyToolTab;

    public void Dispose() => _disposables.Dispose();

    public void ReadFromJson(JsonObject json) { }
    public void WriteToJson(JsonObject json) { }

    public object? GetService(Type serviceType)
        => _editorContext.GetService(serviceType);
}

IToolContext itself only requires Extension, IsSelected, and Header (plus IDisposable / IJsonSerializable / IServiceProvider). Docking placement is declared on the Extension via DefaultAnchor / DefaultOrder / OpenByDefault, not on the ViewModel.

Step 3: Register with PrimitiveExtensions

// Add Instance to PrimitiveExtensions in LoadPrimitiveExtensionTask.cs
public static readonly Extension[] PrimitiveExtensions =
[
    // ... existing extensions ...
    MyToolTabExtension.Instance,
];

Step 4: Add string resources

<!-- src/Beutl.Language/Strings.resx -->
<data name="MyToolTab" xml:space="preserve">
  <value>My Tool Tab</value>
</data>

<!-- src/Beutl.Language/Strings.ja.resx -->
<data name="MyToolTab" xml:space="preserve">
  <value>マイツールタブ</value>
</data>

Extension-implementation pattern

Step 1: Subclass ToolTabExtension

using System.ComponentModel.DataAnnotations;
using System.Diagnostics.CodeAnalysis;
using Avalonia.Controls;
using Beutl.Extensibility;

namespace MyExtension;

[Export]  // Extensions use the [Export] attribute
[Display(Name = nameof(Strings.MyToolTab), ResourceType = typeof(Strings))]
public sealed class MyToolTabExtension : ToolTabExtension
{
    // No singleton (omit it)

    public override bool CanMultiple => false;

    public override string? Header => Strings.MyToolTab;

    // Default docking position: None / Left / Right / Bottom / Player
    public override DockAnchor DefaultAnchor => DockAnchor.Right;

    public override bool TryCreateContent(
        IEditorContext editorContext,
        [NotNullWhen(true)] out Control? control)
    {
        control = new MyToolTabView();
        return true;
    }

    public override bool TryCreateContext(
        IEditorContext editorContext,
        [NotNullWhen(true)] out IToolContext? context)
    {
        // Inject the Extension instance (this) via the constructor
        context = new MyToolTabViewModel(this, editorContext);
        return true;
    }
}

Step 2: ViewModel implementing IToolContext (extension)

using System.Text.Json.Nodes;
using Beutl.Extensibility;
using Reactive.Bindings;

namespace MyExtension;

public sealed class MyToolTabViewModel : IToolContext
{
    private readonly IEditorContext _editorContext;
    private readonly CompositeDisposable _disposables = [];

    // Accept the Extension in the constructor
    public MyToolTabViewModel(ToolTabExtension extension, IEditorContext editorContext)
    {
        Extension = extension;
        _editorContext = editorContext;
    }

    // Return the instance injected in the constructor
    public ToolTabExtension Extension { get; }

    public IReactiveProperty<bool> IsSelected { get; } = new ReactivePropertySlim<bool>();

    public string Header => Strings.MyToolTab;

    public void Dispose() => _disposables.Dispose();

    public void ReadFromJson(JsonObject json) { }
    public void WriteToJson(JsonObject json) { }

    public object? GetService(Type serviceType)
        => _editorContext.GetService(serviceType);
}

Step 3: Create string resources

Add Strings.resx and Strings.ja.resx inside the extension project, generated via ResXFileCodeGenerator.


Create the View

<!-- MyToolTabView.axaml -->
<UserControl xmlns="https://github.com/avaloniaui"
             xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
             x:Class="MyExtension.MyToolTabView">
    <TextBlock Text="Hello from My Tool Tab!"
               VerticalAlignment="Center"
               HorizontalAlignment="Center"/>
</UserControl>

DockAnchor options

ToolTabExtension.DefaultAnchor returns a DockAnchor (see src/Beutl.Extensibility/DockAnchor.cs). It is the default docking position when the tab is first opened; the user can re-dock afterwards.

Value Meaning
None No fixed anchor — falls back to the first available tool dock
Left Left sidebar
Right Right sidebar
Bottom Bottom panel
Player The player's own dock area (reserved; don't use for ordinary tabs)

Services available from IEditorContext

Service Description
IEditorSelection Observe the currently selected object
IEditorClock Observe the playback clock
IPreviewPlayer Control preview playback
IElementAdder Add elements
IPropertyEditorFactory Build property editors
IPropertiesEditorFactory Build property-list editors
HistoryManager Undo/redo history
Scene Current scene

Required NuGet packages

  • Beutl.Extensibility
  • Beutl.Editor
  • Reactive.Bindings
  • FluentAvalonia (for icons)

Reference

For detailed implementation patterns, see references/implementation-patterns.md.

Install via CLI
npx skills add https://github.com/b-editor/beutl --skill beutl-tooltab-extension
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