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.
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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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