feat: Introduce card management system for dungeon editor
- Added EditorCardManager to handle registration, visibility, and management of editor cards. - Integrated card shortcuts and dynamic menu sections for improved user experience in the dungeon editor. - Registered multiple dungeon-related cards with associated shortcuts for quick access. - Enhanced DungeonEditorV2 to utilize the new card management system, allowing independent control of editor cards. - Updated UI components to support card-based editors, improving layout and usability.
This commit is contained in:
@@ -755,36 +755,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
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}
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// TEMPORARY: Render all objects as primitives until proper rendering is fixed
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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// Render regular objects with primitive fallback
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for (const auto& object : room.GetTileObjects()) {
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renderer_.RenderObjectInCanvas(object, room_palette);
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}
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// Test manual rendering for debugging
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if (room.GetTileObjects().size() > 0) {
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const auto& test_object = room.GetTileObjects()[0];
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int canvas_x = test_object.x_ * 8;
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int canvas_y = test_object.y_ * 8;
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printf("[DungeonEditor] Testing manual render for object 0x%04X at (%d,%d)\n",
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test_object.id_, canvas_x, canvas_y);
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printf("[DungeonEditor] Object tiles count: %zu\n", test_object.tiles().size());
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manual_renderer_.RenderSimpleBlock(test_object.id_, canvas_x, canvas_y, room_palette);
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// Debug graphics sheets
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manual_renderer_.DebugGraphicsSheet(0);
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manual_renderer_.DebugGraphicsSheet(1);
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}
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// Test palette rendering
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manual_renderer_.TestPaletteRendering(400, 100);
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}
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// Render sprites as simple 16x16 squares with labels
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// (Sprites are not part of the background buffers)
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renderer_.RenderSprites(rooms_[room_id]);
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@@ -35,7 +35,6 @@
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#include "dungeon_renderer.h"
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#include "dungeon_room_loader.h"
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#include "dungeon_usage_tracker.h"
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#include "manual_object_renderer.h"
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namespace yaze {
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namespace editor {
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@@ -201,7 +200,6 @@ class DungeonEditor : public Editor {
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DungeonRenderer renderer_;
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DungeonRoomLoader room_loader_;
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DungeonUsageTracker usage_tracker_;
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ManualObjectRenderer manual_renderer_;
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absl::Status status_;
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@@ -72,6 +72,81 @@ absl::Status DungeonEditorV2::Load() {
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&canvas_viewer_.canvas(), rom_);
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printf("[DungeonEditorV2] Manual renderer initialized for debugging\n");
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// Register all cards with the card manager for unified control
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auto& card_manager = gui::EditorCardManager::Get();
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card_manager.RegisterCard({
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.card_id = "dungeon.control_panel",
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.display_name = "Dungeon Controls",
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.icon = ICON_MD_CASTLE,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+D",
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.visibility_flag = &show_control_panel_,
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.priority = 10
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.room_selector",
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.display_name = "Room Selector",
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.icon = ICON_MD_LIST,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+R",
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.visibility_flag = &show_room_selector_,
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.priority = 20
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.room_matrix",
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.display_name = "Room Matrix",
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.icon = ICON_MD_GRID_VIEW,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+M",
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.visibility_flag = &show_room_matrix_,
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.priority = 30
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.entrances",
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.display_name = "Entrances",
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.icon = ICON_MD_DOOR_FRONT,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+E",
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.visibility_flag = &show_entrances_list_,
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.priority = 40
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.room_graphics",
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.display_name = "Room Graphics",
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.icon = ICON_MD_IMAGE,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+G",
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.visibility_flag = &show_room_graphics_,
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.priority = 50
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.object_editor",
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.display_name = "Object Editor",
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.icon = ICON_MD_CONSTRUCTION,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+O",
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.visibility_flag = &show_object_editor_,
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.priority = 60
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});
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card_manager.RegisterCard({
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.card_id = "dungeon.palette_editor",
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.display_name = "Palette Editor",
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.icon = ICON_MD_PALETTE,
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.category = "Dungeon",
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.shortcut_hint = "Ctrl+Shift+P",
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.visibility_flag = &show_palette_editor_,
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.priority = 70
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});
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printf("[DungeonEditorV2] Registered 7 cards with EditorCardManager\n");
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// Wire palette changes to trigger room re-renders
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palette_editor_.SetOnPaletteChanged([this](int /*palette_id*/) {
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// Re-render all active rooms when palette changes
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@@ -89,25 +164,46 @@ absl::Status DungeonEditorV2::Load() {
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absl::Status DungeonEditorV2::Update() {
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if (!is_loaded_) {
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// Show minimal loading message in parent window
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Dungeon Editor Loading...");
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ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
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// CARD-BASED EDITOR: Create a minimal loading card
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gui::EditorCard loading_card("Dungeon Editor Loading", ICON_MD_CASTLE);
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loading_card.SetDefaultSize(400, 200);
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if (loading_card.Begin()) {
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Loading dungeon data...");
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ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
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}
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loading_card.End();
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return absl::OkStatus();
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}
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// Minimize parent window content - just show a toolbar
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DrawToolset();
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// CARD-BASED EDITOR: All windows are independent top-level cards
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// No parent wrapper - this allows closing control panel without affecting rooms
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f),
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"Editor cards are independent windows - dock them anywhere!");
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ImGui::TextWrapped(
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"Room Selector, Object Selector, and Room cards can be freely arranged. "
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"This parent window can be minimized or closed.");
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// Optional control panel (can be hidden/minimized)
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if (show_control_panel_) {
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DrawControlPanel();
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} else if (control_panel_minimized_) {
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// Draw floating icon button to reopen
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ImGui::SetNextWindowPos(ImVec2(10, 100));
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ImGui::SetNextWindowSize(ImVec2(50, 50));
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ImGuiWindowFlags icon_flags = ImGuiWindowFlags_NoTitleBar |
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ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoScrollbar |
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ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoDocking;
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if (ImGui::Begin("##DungeonControlIcon", nullptr, icon_flags)) {
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if (ImGui::Button(ICON_MD_CASTLE, ImVec2(40, 40))) {
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show_control_panel_ = true;
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control_panel_minimized_ = false;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Open Dungeon Controls");
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}
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}
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ImGui::End();
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}
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// Render all independent cards (these create their own top-level windows)
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// NOTE: Emulator preview is now integrated into ObjectEditorCard
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// object_emulator_preview_.Render(); // Removed - causing performance issues
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// Render all independent cards (these are ALL top-level windows now)
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DrawLayout();
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return absl::OkStatus();
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@@ -169,35 +265,94 @@ void DungeonEditorV2::DrawToolset() {
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toolbar.End();
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}
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void DungeonEditorV2::DrawControlPanel() {
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// Small, collapsible control panel for dungeon editor
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ImGui::SetNextWindowSize(ImVec2(250, 200), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(10, 100), ImGuiCond_FirstUseEver);
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ImGuiWindowFlags flags = ImGuiWindowFlags_None;
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if (ImGui::Begin(ICON_MD_CASTLE " Dungeon Controls", &show_control_panel_, flags)) {
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DrawToolset();
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ImGui::Separator();
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ImGui::Text("Quick Toggles:");
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// Checkbox grid for quick toggles
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if (ImGui::BeginTable("##QuickToggles", 2, ImGuiTableFlags_SizingStretchSame)) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Checkbox("Rooms", &show_room_selector_);
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ImGui::TableNextColumn();
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ImGui::Checkbox("Matrix", &show_room_matrix_);
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Checkbox("Entrances", &show_entrances_list_);
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ImGui::TableNextColumn();
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ImGui::Checkbox("Graphics", &show_room_graphics_);
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Checkbox("Objects", &show_object_editor_);
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ImGui::TableNextColumn();
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ImGui::Checkbox("Palette", &show_palette_editor_);
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ImGui::EndTable();
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}
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ImGui::Separator();
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// Minimize button
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if (ImGui::SmallButton(ICON_MD_MINIMIZE " Minimize to Icon")) {
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control_panel_minimized_ = true;
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show_control_panel_ = false;
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}
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Collapse to floating icon. Rooms stay open.");
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}
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}
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ImGui::End();
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}
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void DungeonEditorV2::DrawLayout() {
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// NO TABLE LAYOUT - All independent dockable EditorCards
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// All cards check their visibility flags and can be closed with X button
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// 1. Room Selector Card (independent, dockable)
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if (show_room_selector_) {
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DrawRoomsListCard();
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// Card handles its own closing via &show_room_selector_ in constructor
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}
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// 2. Room Matrix Card (visual navigation)
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if (show_room_matrix_) {
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DrawRoomMatrixCard();
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// Card handles its own closing via &show_room_matrix_ in constructor
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}
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// 3. Entrances List Card
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if (show_entrances_list_) {
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DrawEntrancesListCard();
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// Card handles its own closing via &show_entrances_list_ in constructor
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}
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// 3b. Room Graphics Card
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// 4. Room Graphics Card
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if (show_room_graphics_) {
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DrawRoomGraphicsCard();
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// Card handles its own closing via &show_room_graphics_ in constructor
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}
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// 4. Unified Object Editor Card
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// 5. Unified Object Editor Card
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if (show_object_editor_ && object_editor_card_) {
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object_editor_card_->Draw(&show_object_editor_);
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// ObjectEditorCard handles closing via p_open parameter
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}
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// 5. Palette Editor Card (independent, dockable)
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// 6. Palette Editor Card (independent, dockable)
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if (show_palette_editor_) {
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gui::EditorCard palette_card(
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MakeCardTitle("Palette Editor").c_str(),
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@@ -206,6 +361,7 @@ void DungeonEditorV2::DrawLayout() {
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palette_editor_.Draw();
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}
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palette_card.End();
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// Card handles its own closing via &show_palette_editor_ in constructor
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}
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// 6. Active Room Cards (independent, dockable, tracked for jump-to)
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@@ -238,9 +394,11 @@ void DungeonEditorV2::DrawLayout() {
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auto& room_card = room_cards_[room_id];
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// CRITICAL: Use docking class BEFORE Begin() to make rooms tab together
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// CRITICAL: Use docking class BEFORE Begin() to make rooms dock together
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// This creates a separate docking space for all room cards
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ImGui::SetNextWindowClass(&room_window_class_);
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// Make room cards fully dockable and independent
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if (room_card->Begin(&open)) {
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DrawRoomTab(room_id);
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}
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@@ -15,6 +15,7 @@
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#include "dungeon_room_loader.h"
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#include "object_editor_card.h"
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#include "manual_object_renderer.h"
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#include "app/gui/editor_card_manager.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_entrance.h"
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#include "app/gui/editor_layout.h"
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@@ -97,6 +98,7 @@ class DungeonEditorV2 : public Editor {
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void DrawRoomsListCard();
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void DrawEntrancesListCard();
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void DrawRoomGraphicsCard();
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void DrawControlPanel();
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// Texture processing (critical for rendering)
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void ProcessDeferredTextures();
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@@ -125,6 +127,8 @@ class DungeonEditorV2 : public Editor {
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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 control_panel_minimized_ = false;
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// Palette management
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gfx::SnesPalette current_palette_;
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@@ -610,6 +610,34 @@ void EditorManager::Initialize(gfx::IRenderer* renderer, const std::string& file
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context_.shortcut_manager.RegisterShortcut(
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"Editor Selection", {ImGuiKey_E, ImGuiMod_Ctrl},
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[this]() { show_editor_selection_ = true; });
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// Card Browser shortcut
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context_.shortcut_manager.RegisterShortcut(
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"Card Browser", {ImGuiKey_B, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[this]() { show_card_browser_ = true; });
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// Dungeon Card shortcuts
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Dungeon Controls", {ImGuiKey_D, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.control_panel"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Room Selector", {ImGuiKey_R, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_selector"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Room Matrix", {ImGuiKey_M, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_matrix"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Dungeon Entrances", {ImGuiKey_E, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.entrances"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Room Graphics", {ImGuiKey_G, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.room_graphics"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Object Editor", {ImGuiKey_O, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.object_editor"); });
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context_.shortcut_manager.RegisterShortcut(
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"Toggle Dungeon Palette", {ImGuiKey_P, ImGuiMod_Ctrl, ImGuiMod_Shift},
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[]() { gui::EditorCardManager::Get().ToggleCard("dungeon.palette_editor"); });
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#ifdef YAZE_WITH_GRPC
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// Agent Editor shortcut
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@@ -672,6 +700,11 @@ absl::Status EditorManager::Update() {
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if (show_editor_selection_) {
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editor_selection_dialog_.Show(&show_editor_selection_);
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}
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// Draw card browser
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if (show_card_browser_) {
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gui::EditorCardManager::Get().DrawCardBrowser(&show_card_browser_);
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}
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#ifdef YAZE_WITH_GRPC
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// Update agent editor dashboard
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@@ -771,20 +804,13 @@ absl::Status EditorManager::Update() {
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}
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}
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// Generate unique window titles and IDs for multi-session support
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std::string window_title =
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GenerateUniqueEditorTitle(editor->type(), session_idx);
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// CARD-BASED EDITORS: Don't wrap in Begin/End, they manage own windows
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bool is_card_based_editor = (editor->type() == EditorType::kDungeon);
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// TODO: Add EditorType::kGraphics, EditorType::kPalette when converted
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// Note: PushID removed - window title provides sufficient uniqueness
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// and PushID was causing ID stack corruption issues
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// Set window to maximize on first open (use FirstUseEver instead of IsWindowAppearing check)
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ImGui::SetNextWindowSize(ImGui::GetMainViewport()->WorkSize, ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImGui::GetMainViewport()->WorkPos, ImGuiCond_FirstUseEver);
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if (ImGui::Begin(window_title.c_str(), editor->active(),
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ImGuiWindowFlags_None)) { // Allow full docking
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// Temporarily switch context for this editor's update
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if (is_card_based_editor) {
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// Card-based editors create their own top-level windows
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// No parent wrapper needed - this allows independent docking
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Rom* prev_rom = current_rom_;
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EditorSet* prev_editor_set = current_editor_set_;
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size_t prev_session_id = context_.session_id;
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@@ -792,29 +818,13 @@ absl::Status EditorManager::Update() {
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current_rom_ = &session.rom;
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current_editor_set_ = &session.editors;
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current_editor_ = editor;
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context_.session_id = session_idx; // Set session ID for child panels
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context_.session_id = session_idx;
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status_ = editor->Update();
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// Route editor errors to toast manager
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if (!status_.ok()) {
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std::string editor_name =
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"Editor"; // Get actual editor name if available
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if (editor == &session.editors.overworld_editor_)
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editor_name = "Overworld Editor";
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else if (editor == &session.editors.dungeon_editor_)
|
||||
editor_name = "Dungeon Editor";
|
||||
else if (editor == &session.editors.sprite_editor_)
|
||||
editor_name = "Sprite Editor";
|
||||
else if (editor == &session.editors.graphics_editor_)
|
||||
editor_name = "Graphics Editor";
|
||||
else if (editor == &session.editors.music_editor_)
|
||||
editor_name = "Music Editor";
|
||||
else if (editor == &session.editors.palette_editor_)
|
||||
editor_name = "Palette Editor";
|
||||
else if (editor == &session.editors.screen_editor_)
|
||||
editor_name = "Screen Editor";
|
||||
|
||||
std::string editor_name = GetEditorName(editor->type());
|
||||
toast_manager_.Show(
|
||||
absl::StrFormat("%s Error: %s", editor_name, status_.message()),
|
||||
editor::ToastType::kError, 8.0f);
|
||||
@@ -823,10 +833,46 @@ absl::Status EditorManager::Update() {
|
||||
// Restore context
|
||||
current_rom_ = prev_rom;
|
||||
current_editor_set_ = prev_editor_set;
|
||||
context_.session_id = prev_session_id; // Restore previous session ID
|
||||
context_.session_id = prev_session_id;
|
||||
|
||||
} else {
|
||||
// TRADITIONAL EDITORS: Wrap in Begin/End
|
||||
std::string window_title =
|
||||
GenerateUniqueEditorTitle(editor->type(), session_idx);
|
||||
|
||||
// Set window to maximize on first open
|
||||
ImGui::SetNextWindowSize(ImGui::GetMainViewport()->WorkSize, ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->WorkPos, ImGuiCond_FirstUseEver);
|
||||
|
||||
if (ImGui::Begin(window_title.c_str(), editor->active(),
|
||||
ImGuiWindowFlags_None)) { // Allow full docking
|
||||
// Temporarily switch context for this editor's update
|
||||
Rom* prev_rom = current_rom_;
|
||||
EditorSet* prev_editor_set = current_editor_set_;
|
||||
size_t prev_session_id = context_.session_id;
|
||||
|
||||
current_rom_ = &session.rom;
|
||||
current_editor_set_ = &session.editors;
|
||||
current_editor_ = editor;
|
||||
context_.session_id = session_idx;
|
||||
|
||||
status_ = editor->Update();
|
||||
|
||||
// Route editor errors to toast manager
|
||||
if (!status_.ok()) {
|
||||
std::string editor_name = GetEditorName(editor->type());
|
||||
toast_manager_.Show(
|
||||
absl::StrFormat("%s Error: %s", editor_name, status_.message()),
|
||||
editor::ToastType::kError, 8.0f);
|
||||
}
|
||||
|
||||
// Restore context
|
||||
current_rom_ = prev_rom;
|
||||
current_editor_set_ = prev_editor_set;
|
||||
context_.session_id = prev_session_id;
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
ImGui::End();
|
||||
// PopID removed to match PushID removal above
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -962,7 +1008,7 @@ void EditorManager::BuildModernMenu() {
|
||||
[this]() { show_global_search_ = true; }, "Ctrl+Shift+F")
|
||||
.EndMenu();
|
||||
|
||||
// View Menu - editors only
|
||||
// View Menu - editors and cards
|
||||
menu_builder_.BeginMenu("View")
|
||||
.Item("Editor Selection", ICON_MD_DASHBOARD,
|
||||
[this]() { show_editor_selection_ = true; }, "Ctrl+E")
|
||||
@@ -993,6 +1039,16 @@ void EditorManager::BuildModernMenu() {
|
||||
.Item("Proposal Drawer", ICON_MD_PREVIEW,
|
||||
[this]() { proposal_drawer_.Toggle(); }, "Ctrl+P")
|
||||
#endif
|
||||
.Separator();
|
||||
|
||||
// Dynamic card menu sections (from EditorCardManager)
|
||||
auto& card_manager = gui::EditorCardManager::Get();
|
||||
card_manager.DrawViewMenuAll();
|
||||
|
||||
menu_builder_
|
||||
.Separator()
|
||||
.Item("Card Browser", ICON_MD_DASHBOARD,
|
||||
[this]() { show_card_browser_ = true; }, "Ctrl+Shift+B")
|
||||
.Separator()
|
||||
.Item("Welcome Screen", ICON_MD_HOME,
|
||||
[this]() { show_welcome_screen_ = true; })
|
||||
|
||||
@@ -189,6 +189,7 @@ class EditorManager {
|
||||
bool show_session_rename_dialog_ = false;
|
||||
bool show_welcome_screen_ = false;
|
||||
bool welcome_screen_manually_closed_ = false;
|
||||
bool show_card_browser_ = false;
|
||||
size_t session_to_rename_ = 0;
|
||||
char session_rename_buffer_[256] = {};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user