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
45 files changed
+4718 -3463

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@@ -6,82 +6,138 @@ using Godot;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>Left-hand tree of every mod's scenario files, grouped by mod and subdirectory; raises <see cref="FileSelected"/> on picks.</summary>
/// <summary>
/// Left-hand tree of every mod's scenario files, grouped by mod and
/// subdirectory, with a search field that keeps only matching files (and
/// expands their groups). Raises <see cref="FileSelected"/> with the
/// scenario key on picks.
/// <para/>
/// Built from <c>scenario_file_tree_panel.tscn</c>: the tscn builder creates
/// the script node through its constructor before the child nodes exist,
/// so children are looked up lazily (<see cref="Bind"/>) — not in the
/// constructor, which is what used to crash the whole editor on open.
/// </summary>
public partial class ScenarioFileTreePanel : VBoxContainer
{
private Tree _fileTree;
private readonly Dictionary<string, string> _fileItemToKey = new();
private readonly Dictionary<string, TreeItem> _keyToTreeItem = new();
private LineEdit _search;
private List<ModScenarioTree> _mods = new();
private readonly Dictionary<TreeItem, string> _itemToKey = new();
private readonly Dictionary<string, TreeItem> _keyToItem = new();
private bool _isProgrammaticSelection;
private string _selectedKey;
public event Action<string> FileSelected;
public ScenarioFileTreePanel()
/// <summary>Binds child nodes and fills the tree once the panel enters the tree.</summary>
public override void _Ready()
{
Reload();
}
/// <summary>Re-scans the mods' scenario files and rebuilds the tree.</summary>
public void Reload()
{
Bind();
_mods = ScenarioFileService.ScanScenarioFiles();
Populate();
}
private void Bind()
{
if (_fileTree != null)
return;
_fileTree = GetNode<Tree>("FileTree");
_fileTree.CellSelected += OnCellSelected;
Populate();
_search = GetNode<LineEdit>("Search");
_search.PlaceholderText = TranslationServer.Translate("tools/scenario_editor/search_files");
_search.TextChanged += _ => Populate();
}
private void Populate()
{
_fileTree.Clear();
_fileItemToKey.Clear();
_keyToTreeItem.Clear();
_itemToKey.Clear();
_keyToItem.Clear();
var filter = _search.Text.Trim();
var root = _fileTree.CreateItem();
var mods = ScenarioFileService.ScanScenarioFiles();
foreach (var mod in mods)
foreach (var mod in _mods)
{
var modItem = _fileTree.CreateItem(root);
modItem.SetText(0, $"[{mod.ModId}]");
modItem.SetSelectable(0, false);
modItem.SetCustomColor(0, UiTokens.Info);
TreeItem modItem = null;
foreach (var group in mod.Groups)
{
TreeItem parentItem;
if (string.IsNullOrEmpty(group.DirectoryPath))
{
parentItem = modItem;
}
else
{
parentItem = _fileTree.CreateItem(modItem);
parentItem.SetText(0, group.DirectoryPath + "/");
parentItem.SetSelectable(0, false);
}
TreeItem groupItem = null;
foreach (var file in group.Files)
{
var fileItem = _fileTree.CreateItem(parentItem);
if (filter.Length > 0 && file.RelativePath.IndexOf(filter, StringComparison.OrdinalIgnoreCase) < 0)
continue;
if (modItem == null)
{
modItem = _fileTree.CreateItem(root);
modItem.SetText(0, mod.ModId);
modItem.SetSelectable(0, false);
modItem.SetCustomColor(0, UiTokens.AccentBright);
}
if (groupItem == null)
{
if (string.IsNullOrEmpty(group.DirectoryPath))
{
groupItem = modItem;
}
else
{
groupItem = _fileTree.CreateItem(modItem);
groupItem.SetText(0, group.DirectoryPath + "/");
groupItem.SetSelectable(0, false);
groupItem.SetCustomColor(0, UiTokens.Muted);
groupItem.Collapsed = filter.Length == 0;
}
}
var fileItem = _fileTree.CreateItem(groupItem);
fileItem.SetText(0, file.Name);
fileItem.SetMetadata(0, Variant.From("scenario"));
_fileItemToKey[GetItemKey(fileItem)] = file.Key;
_keyToTreeItem[file.Key] = fileItem;
fileItem.SetTooltipText(0, ScenarioFileService.GetDisplayPath(file.ModId, file.RelativePath));
_itemToKey[fileItem] = file.Key;
_keyToItem[file.Key] = fileItem;
}
}
}
if (_selectedKey != null && _keyToItem.TryGetValue(_selectedKey, out var selected))
SelectSilently(selected);
}
private static string GetItemKey(TreeItem item)
{
return item.GetInstanceId().ToString();
}
/// <summary>Programmatically selects the tree row for a scenario key (no selection event).</summary>
/// <summary>Selects the tree row of a scenario key and raises <see cref="FileSelected"/>.</summary>
public void SelectFile(string key)
{
if (!_keyToTreeItem.TryGetValue(key, out var item))
return;
Bind();
_selectedKey = key;
if (!_keyToItem.TryGetValue(key, out var item))
{
_search.Text = string.Empty;
Populate();
if (!_keyToItem.TryGetValue(key, out item))
return;
}
SelectSilently(item);
FileSelected?.Invoke(key);
}
private void SelectSilently(TreeItem item)
{
for (var parent = item.GetParent(); parent != null; parent = parent.GetParent())
parent.Collapsed = false;
_isProgrammaticSelection = true;
item.Select(0);
_fileTree.ScrollToItem(item);
_isProgrammaticSelection = false;
FileSelected?.Invoke(key);
}
private void OnCellSelected()
@@ -90,18 +146,11 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
return;
var item = _fileTree.GetSelected();
if (item == null)
if (item == null || !_itemToKey.TryGetValue(item, out var key))
return;
var meta = item.GetMetadata(0);
if (meta.VariantType != Variant.Type.String || meta.AsString() != "scenario")
return;
var itemKey = GetItemKey(item);
if (!_fileItemToKey.TryGetValue(itemKey, out var fileKey))
return;
FileSelected?.Invoke(fileKey);
_selectedKey = key;
FileSelected?.Invoke(key);
}
}
}