Tool windows redesign and the Novel Editor workspace

Tool windows:
- Every editor (scenario, scene builder, map, interactive objects,
  lighting, catalog export) is rebuilt on the interface ToolWindow chrome
  and the denser ToolTheme: header with title/close, status bar, Ctrl+S,
  dirty-state confirmation.
- Shared building blocks in src/Common: ToolUi (rows, buttons, sections),
  CollapsibleSection, FilteredList, ModFileSelector, DragHandle and
  BackgroundCanvas (scene background with pan/zoom).
- The map, interactive and light editors draw on canvases
  (MapEditorCanvas, InteractiveEditorCanvas, LightEditorCanvas) instead of
  one Control "handle" node per object; the *Handle classes are removed.
- Scenario editor: tab data model (TabData), automatic graph layout
  (ScenarioGraphLayout), file tree/info/thumbnail panel updates.
- Services: ModFileService (mod file listing and writing),
  SceneBackgroundService; MapFileService/ModResourceService follow.
- Catalog export: per-language name/description editing.
- Locale (en/ru) regrouped under tools/*; unused keys removed.

Novel Editor:
- collections/novel_editor.json: a "game" whose entry scene is an
  authoring workspace over the novel engine and the story content.
- NovelEditorHub (scenes/novel_editor_hub.tscn) lists every installed
  tool through IToolProvider.AddMenuButton; ToolsInitializer registers it
  as the logical scene "novel_editor".
This commit is contained in:
cthangover committed 2026-10-17 14:29:14 +00:00
1 parent 578ba7c5d5
commit 8742aa3da5
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using Cthangover.Core.UI.Theming;
using Godot;
namespace Cthangover.Tools.Common
{
/// <summary>
/// Sidebar section with a clickable uppercase caption (style guide
/// <c>.ct-section-title</c> plus a ▸/▾ marker) that shows or hides its
/// <see cref="Body"/>. Editors expand the sections relevant to the selected
/// object and collapse the rest, so a long property panel stays readable
/// without losing access to rarely used fields.
/// </summary>
public partial class CollapsibleSection : VBoxContainer
{
private readonly Button _header;
private readonly string _title;
/// <summary>Container for the section's controls.</summary>
public VBoxContainer Body { get; }
/// <summary>Whether the body is shown.</summary>
public bool Expanded
{
get => Body.Visible;
set
{
Body.Visible = value;
_header.Text = (value ? "▾ " : "▸ ") + _title;
}
}
/// <summary>Creates a section titled by <paramref name="titleKey"/>.</summary>
public CollapsibleSection(string titleKey, bool expanded = true)
{
_title = ToolUi.Tr(titleKey).ToUpperInvariant();
AddThemeConstantOverride("separation", UiTokens.Space2);
_header = new Button
{
Flat = true,
Alignment = HorizontalAlignment.Left,
FocusMode = FocusModeEnum.None,
MouseDefaultCursorShape = CursorShape.PointingHand
};
_header.AddThemeFontSizeOverride("font_size", UiTokens.FontSmall);
_header.AddThemeColorOverride("font_color", UiTokens.Muted);
_header.AddThemeColorOverride("font_hover_color", UiTokens.AccentBright);
_header.AddThemeColorOverride("font_pressed_color", UiTokens.Muted);
_header.AddThemeStyleboxOverride("normal", new StyleBoxEmpty());
_header.AddThemeStyleboxOverride("hover", new StyleBoxEmpty());
_header.AddThemeStyleboxOverride("pressed", new StyleBoxEmpty());
_header.Pressed += () => Expanded = !Expanded;
AddChild(_header);
Body = new VBoxContainer();
Body.AddThemeConstantOverride("separation", UiTokens.Space2);
AddChild(Body);
Expanded = expanded;
}
}
}