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scene-menu-bar

Conventions for adding or editing the SceneMenuBar above a scene's <SceneTitleSection>. Use when adding new menu items, moving items between menus, gating behind feature flags, building a new scene's menubar, or wiring rich inputs (tags, combobox) into the bar.

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34,779
Source
PostHog/posthog
Updated
2026-05-31
Slug
PostHog--posthog--scene-menu-bar
View on GitHubRaw SKILL.md

// install — copy + paste into any project

mkdir -p .claude/skills && curl -fsSL https://raw.githubusercontent.com/PostHog/posthog/HEAD/.agents/skills/scene-menu-bar/SKILL.md -o .claude/skills/scene-menu-bar.md

Drops the SKILL.md into .claude/skills/scene-menu-bar.md. Works with Claude Code, Cursor, and any agent that loads SKILL.md files from .claude/skills/.

SceneMenuBar conventions

PostHog scenes render a Mac-style menu bar above <SceneTitleSection> that consolidates ScenePanel actions into a discoverable, keyboard-navigable surface. This skill documents the taxonomy, the available primitives, and the wiring rules.

The whole bar is gated by the SCENE_MENU_BAR feature flag (see lib/constants.tsx).

Components

All primitives live in frontend/src/layout/scenes/components/SceneMenuBar.tsx.

Component Use for
<SceneMenuBar> Top-level wrapper; renders above <SceneTitleSection>. Includes the universal right cluster (PostHog AI / Docs / Support).
<SceneMenuBarMenu label> Top-level menu (File / Edit / View / Metadata / Staff only).
<SceneMenuBarSubMenu label> Nested sub-menu inside a SceneMenuBarMenu (e.g. Create, Export, Add to notebook). Auto-prepends a blank icon slot to the trigger so the label aligns with icon-bearing siblings — pass withIconBlank={false} to opt out.
<SceneMenuBarItem> Standard menu item (action / navigation).
<SceneMenuBarCheckboxItem> Toggle item — reflects boolean state via checkmark.
<SceneMenuBarRadioGroup> + <SceneMenuBarRadioItem> One-of-many mutually-exclusive options.
<SceneMenuBarSeparator> Horizontal divider between groups.
<SceneMenuBarShortcut> Right-aligned keyboard shortcut hint.
<SceneMenuBarPopover label> Drop-in alternative to SceneMenuBarMenu when content needs rich form controls (text inputs, comboboxes). Uses Popover under the hood — Menu.Popup intercepts keystrokes and blocks inputs. Trigger does NOT participate in CompositeRoot keyboard nav.

Canonical menu set (in order)

Menu Items
File + Create sub-menu (top), ── , project tree items (Open / Move / Star), Copy to another project, Manage with Terraform, scene-specific file ops, Export sub-menu, ──, Delete / Archive / Restore (destructive at the very bottom)
Edit Duplicate, Rename, Edit in SQL editor, scene-specific edits, state mutations (Pause/Resume, Activate/Deactivate), ──, toggle group (checkbox/radio items, separated by <SceneMenuBarSeparator> from regular items)
View (conditional) Cross-resource viewing — View recordings, View metalytics, View related insights, etc. Anything that navigates to see something tangentially related to the current resource. Skip when empty.
Metadata (use SceneMenuBarPopover) Tags, Evaluation contexts, Stage, Activity indicator, External references, Comments, etc.
Staff only (conditional) Debug panels, staff-only toggles. Only render for staff / superpowers / impersonated / non-cloud users.

State lives in Edit. Pause/Resume, Activate/Deactivate, Favorite/Pin toggles and similar state mutations all live inside the Edit menu — usually at the bottom, after a <SceneMenuBarSeparator> if there's a toggle group. Don't create a separate State menu.

Right cluster is fixed and universal: PostHog AI · Docs · Support. Do not add to it.

Rules

Destructive actions (Delete / Archive / Restore)

  • Live at the bottom of File, separated from the file ops above by a <SceneMenuBarSeparator>.
  • Pass variant="destructive" for visual treatment (red text + icon).
  • Do not add opensFloatingUi to destructive items even when they open a confirmation dialog — the destructive variant + clear label are signal enough.
  • Wrap with <AccessControlAction> where the resource has access control levels.

Toggle groups

  • Group all <SceneMenuBarCheckboxItem> and <SceneMenuBarRadioGroup> items together.
  • Separate them from regular action items with <SceneMenuBarSeparator> above and (if more items follow) below.
  • Use stable labels — the checkmark conveys state: Pinned not Pin/Unpin, Show debug panel not Show/Hide debug panel.
  • Radios for mutually-exclusive choices (<SceneMenuBarRadioGroup value onValueChange>).

opensFloatingUi prop

Append to the item label as a Mac-style affordance for items that open additional floating UI:

  • Use for: modal, popover, dialog, side panel openers
  • Skip for: same-page navigations, direct actions, destructive items (the destructive style already signals consequence), toggle items

+ Create cross-sells

  • Nest inside a <SceneMenuBarSubMenu label="Create"> at the top of File.
  • Place a <SceneMenuBarSeparator> between Create and the rest of File.
  • Cross-sells: Cohort, Survey, Dashboard, Notebook, Endpoint, Subscription, Alert, Share or embed.

Empty menus

SceneMenuBarMenu auto-disables its trigger when its children render nothing at compile time — e.g. {false && <Item/>}, {null}, or an empty fragment. The trigger stays visible (greyed out, cursor-not-allowed) so the menu set still communicates the bar's capabilities to the user.

For menus whose children may render null at runtime (the most common case is <SceneMenuBarFileItems>, which returns null when no project-tree entry is registered), the parent cannot detect that the popup will be empty. You must either:

  1. Pass disabled explicitly based on the same value the children depend on, e.g.:

    const { projectTreeRefEntry } = useValues(projectTreeDataLogic)
    const hasFileItems = !!projectTreeRefEntry
    <SceneMenuBarMenu label="File" disabled={!hasFileItems}>
        {hasFileItems && <SceneMenuBarFileItems dataAttrKey="…" />}
    </SceneMenuBarMenu>
    
  2. Gate the whole menu at the parent if it can't render anything useful:

    {
      hasAnyEditItem && <SceneMenuBarMenu label="Edit">…</SceneMenuBarMenu>
    }
    

Prefer (1) when the menu's presence is part of the scene's identity (File should always be visible even if disabled), and (2) when the menu is genuinely optional (View, Staff only).

Tags / Evaluation contexts / other rich inputs

  • Must live inside a <SceneMenuBarPopover>, not a <SceneMenuBarMenu>. Menu popups intercept keystrokes (typeahead, arrow nav) and prevent text inputs from receiving input.
  • Use <TagsCombobox> (lib/components/Scenes/TagsCombobox.tsx) for multi-select chip inputs — selection-only by default; pass allowCustomValues to surface a "Create new {noun} '...'" item at the bottom.
  • Use <SceneTagsCombobox> (lib/components/Scenes/SceneTagsCombobox.tsx) as the ready-made wrapper that swaps in for <SceneTags> under SCENE_MENU_BAR.

Optimistic saves with debounce

When autosaving from menubar inputs (tags, toggles), use a kea listener with:

  1. Optimistic update (setX + updateX) immediately, before the API call.
  2. await breakpoint(250) to debounce rapid changes.
  3. breakpoint() after the API response to bail if a newer call has superseded this one.
  4. Set-equality check before reconciling with server response to avoid re-ordering when the server returns differently-ordered values.
  5. Re-throw error.isBreakpoint so kea swallows it silently.

See saveTagsInline in frontend/src/scenes/feature-flags/featureFlagLogic.ts.

File menu — project tree items

Use <SceneMenuBarFileItems dataAttrKey={RESOURCE_TYPE} /> at the bottom of File (before the destructive separator) to render Open in project tree, Move to folder, Add/Remove starred. It auto-hides when no project-tree entry is registered.

Right cluster

Lives outside the <Menubar> wrapper to keep CompositeRoot keyboard nav working for the actual menus. Do not add items here without UX review.

Layout-aware bleed

<SceneMenuBar> reads sceneLayoutLogic.sceneLayoutConfig.layout and bleeds past the scene container's padding (-mx-4 -mt-4) only when the layout is padded: app, app-container, or app-full-scene-height. For unpadded layouts (app-raw, app-raw-no-header, plain) the negatives would overshoot and visually break the header, so they're skipped. You don't need to do anything in your scene — just register the right SceneConfig.layout and the bar adapts. Sentinel: a data-scene-layout attribute is set on the wrapper for debugging.

Scenes already migrated

  • Feature Flag — frontend/src/scenes/feature-flags/FeatureFlag.tsx
  • Insight — frontend/src/scenes/insights/SidePanel/InsightSceneMenuBar.tsx
  • Dashboard — frontend/src/scenes/dashboard/DashboardSceneMenuBar.tsx

When migrating a new scene, follow the <Scene>SceneMenuBar.tsx pattern (component that reads featureFlagLogic, early-returns null if the flag is off, otherwise renders the bar). Mount it directly above <SceneTitleSection>.

Auditing a scene

When migrating a scene, take its existing ScenePanel and map every item to:

  1. Which menu it belongs to (File / Edit / View / Metadata / Staff only).
  2. Whether it needs variant="destructive" (delete/archive/remove).
  3. Whether it needs opensFloatingUi (opens modal/popover/dialog/side panel).
  4. Whether it's a toggle (use SceneMenuBarCheckboxItem).
  5. What gates apply (saved state, FF, AccessControl, multi-project).

See /Users/adamleithp/Desktop/scene-menu-bar-grouping.md for the running inventory of all ScenePanel items across PostHog and their proposed menu placement.