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Workspace and panels

Warp’s editor uses a dock model rather than a fixed single-pane layout. Panels can be split, tabbed, focused, and in many cases torn off into another tool window. The source keeps panel identity separate from panel placement so the layout can be rebuilt without changing panel behavior.

The editor’s core workspace is intentionally useful with no project loaded. Game, Explorer, Project, Code, Output, Problems, Inspector, Hierarchy, and asset panels are catalogued in the editor source. Some panels are only available on particular targets or behind features because they host external processes or native views.

This distinction matters when documenting the product: “the editor has a panel” does not always mean “the panel is a portable runtime feature.” Web, CEF, local model, and native-view integrations are examples of conditional tooling.