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