Refactor editor UI components: streamline button handling in graphics and music editors, remove unused macros, and improve table setup in assembly editor.

This commit is contained in:
scawful
2025-03-08 00:58:47 -05:00
parent f31143f239
commit 9919677e43
5 changed files with 46 additions and 31 deletions

View File

@@ -499,16 +499,15 @@ absl::Status GraphicsEditor::UpdateScadView() {
absl::Status GraphicsEditor::DrawToolset() {
static constexpr absl::string_view kGfxToolsetColumnNames[] = {
"#memoryEditor",
"##separator_gfx1",
};
if (ImGui::BeginTable("GraphicsToolset", 2, ImGuiTableFlags_SizingFixedFit,
if (ImGui::BeginTable("GraphicsToolset", 1, ImGuiTableFlags_SizingFixedFit,
ImVec2(0, 0))) {
for (const auto& name : kGfxToolsetColumnNames)
ImGui::TableSetupColumn(name.data());
TableNextColumn();
if (Button(ICON_MD_MEMORY)) {
if (Button(absl::StrCat(ICON_MD_MEMORY, "Open Memory Editor").c_str())) {
if (!open_memory_editor_) {
open_memory_editor_ = true;
} else {
@@ -516,8 +515,6 @@ absl::Status GraphicsEditor::DrawToolset() {
}
}
TEXT_COLUMN("Open Memory Editor") // Separator
ImGui::EndTable();
}
return absl::OkStatus();

View File

@@ -98,14 +98,34 @@ void ScreenEditor::DrawInventoryToolset() {
ImGui::TableSetupColumn("#bg3Tool");
ImGui::TableSetupColumn("#itemTool");
BUTTON_COLUMN(ICON_MD_UNDO)
BUTTON_COLUMN(ICON_MD_REDO)
TEXT_COLUMN(ICON_MD_MORE_VERT)
BUTTON_COLUMN(ICON_MD_ZOOM_OUT)
BUTTON_COLUMN(ICON_MD_ZOOM_IN)
TEXT_COLUMN(ICON_MD_MORE_VERT)
BUTTON_COLUMN(ICON_MD_DRAW)
BUTTON_COLUMN(ICON_MD_BUILD)
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_UNDO)) {
// status_ = inventory_.Undo();
}
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_REDO)) {
// status_ = inventory_.Redo();
}
ImGui::TableNextColumn();
ImGui::Text(ICON_MD_MORE_VERT);
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_ZOOM_OUT)) {
screen_canvas_.ZoomOut();
}
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_ZOOM_IN)) {
screen_canvas_.ZoomIn();
}
ImGui::TableNextColumn();
ImGui::Text(ICON_MD_MORE_VERT);
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_DRAW)) {
current_mode_ = EditingMode::DRAW;
}
ImGui::TableNextColumn();
if (ImGui::Button(ICON_MD_BUILD)) {
// current_mode_ = EditingMode::BUILD;
}
ImGui::EndTable();
}