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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@@ -29,7 +29,62 @@ namespace editor {
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constexpr uint32_t kRedPen = 0xFF0000FF;
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void ScreenEditor::Initialize() {}
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void ScreenEditor::Initialize() {
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// Register cards with EditorCardManager during initialization (once)
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auto& card_manager = gui::EditorCardManager::Get();
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card_manager.RegisterCard({
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.card_id = "screen.dungeon_maps",
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.display_name = "Dungeon Maps",
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.icon = ICON_MD_MAP,
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.category = "Screen",
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.shortcut_hint = "Alt+1",
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.visibility_flag = &show_dungeon_maps_,
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.priority = 10
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});
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card_manager.RegisterCard({
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.card_id = "screen.inventory_menu",
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.display_name = "Inventory Menu",
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.icon = ICON_MD_INVENTORY,
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.category = "Screen",
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.shortcut_hint = "Alt+2",
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.visibility_flag = &show_inventory_menu_,
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.priority = 20
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});
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card_manager.RegisterCard({
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.card_id = "screen.overworld_map",
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.display_name = "Overworld Map",
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.icon = ICON_MD_PUBLIC,
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.category = "Screen",
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.shortcut_hint = "Alt+3",
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.visibility_flag = &show_overworld_map_,
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.priority = 30
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});
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card_manager.RegisterCard({
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.card_id = "screen.title_screen",
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.display_name = "Title Screen",
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.icon = ICON_MD_TITLE,
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.category = "Screen",
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.shortcut_hint = "Alt+4",
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.visibility_flag = &show_title_screen_,
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.priority = 40
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});
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card_manager.RegisterCard({
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.card_id = "screen.naming_screen",
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.display_name = "Naming Screen",
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.icon = ICON_MD_EDIT,
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.category = "Screen",
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.shortcut_hint = "Alt+5",
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.visibility_flag = &show_naming_screen_,
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.priority = 50
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});
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printf("[ScreenEditor] Registered 5 cards with EditorCardManager\n");
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}
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absl::Status ScreenEditor::Load() {
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gfx::ScopedTimer timer("ScreenEditor::Load");
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