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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@@ -24,7 +24,32 @@ using ImGui::TableNextRow;
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using ImGui::TableSetupColumn;
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using ImGui::Text;
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void SpriteEditor::Initialize() {}
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void SpriteEditor::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 = "sprite.vanilla_editor",
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.display_name = "Vanilla Sprites",
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.icon = ICON_MD_SMART_TOY,
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.category = "Sprite",
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.shortcut_hint = "Alt+Shift+1",
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.visibility_flag = &show_vanilla_editor_,
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.priority = 10
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});
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card_manager.RegisterCard({
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.card_id = "sprite.custom_editor",
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.display_name = "Custom Sprites",
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.icon = ICON_MD_ADD_CIRCLE,
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.category = "Sprite",
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.shortcut_hint = "Alt+Shift+2",
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.visibility_flag = &show_custom_editor_,
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.priority = 20
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});
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printf("[SpriteEditor] Registered 2 cards with EditorCardManager\n");
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}
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absl::Status SpriteEditor::Load() {
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gfx::ScopedTimer timer("SpriteEditor::Load");
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