feat: Enhance editor card management and shortcut functionality

- Introduced new shortcut categories for graphics, screen, and sprite editors, improving accessibility and organization.
- Updated DungeonEditorV2 and other editor classes to register cards with the EditorCardManager, allowing for better control and visibility management.
- Refactored shortcut registration for dungeon, graphics, screen, and sprite editors, ensuring consistent user experience across the application.
- Improved initialization processes to handle dynamic card visibility and shortcuts effectively.
This commit is contained in:
scawful
2025-10-09 09:46:29 -04:00
parent 9465195956
commit 219406901d
15 changed files with 315 additions and 86 deletions

View File

@@ -120,14 +120,16 @@ class DungeonEditorV2 : public Editor {
std::unordered_map<int, std::shared_ptr<gui::EditorCard>> room_cards_;
int current_room_id_ = 0;
// Card visibility flags
bool show_room_selector_ = true;
// Card visibility flags - Start with only control panel visible
// Other cards hidden by default to prevent crash on ROM load
// User can open them via View menu or shortcuts
bool show_room_selector_ = false;
bool show_room_matrix_ = false;
bool show_entrances_list_ = false;
bool show_room_graphics_ = false; // Room graphics card
bool show_object_editor_ = true; // Unified object editor card
bool show_palette_editor_ = true;
bool show_control_panel_ = true; // Optional control panel
bool show_room_graphics_ = false;
bool show_object_editor_ = false;
bool show_palette_editor_ = false;
bool show_control_panel_ = true; // Only control panel visible on start
bool control_panel_minimized_ = false;
// Palette management