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".
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@@ -1,102 +1,21 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.Json;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Mods.Providers;
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using Cthangover.Mods.Map;
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using Cthangover.Core.Utils;
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namespace Cthangover.Tools.Services
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{
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/// <summary>
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/// Static service for discovering, reading and writing world map zone files
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/// (<c>mods/<mod>/map/*.json</c>) from the map editor. Follows
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/// <see cref="ScenarioFileService"/>: reading goes through the mod file
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/// provider abstraction so zip mods are visible, writing is deliberately
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/// limited to folder-backed mods because zip archives are read-only.
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/// <para/>
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/// New files are created through the provider's <c>RootPath</c> rather than
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/// <c>GetFileSystemPath</c>, which reports <c>null</c> for files that do not
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/// exist yet — the editor must be able to author a brand-new map file, not
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/// only overwrite an existing one.
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/// (De)serialisation of world map zone files (<c>mods/<mod>/map/*.json</c>)
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/// for the map editor. File access itself goes through
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/// <see cref="ModFileService"/>.
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/// </summary>
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public static class MapFileService
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{
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private const string MapDir = "map";
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private const string JsonExtension = ".json";
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/// <summary>
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/// IDs of every loaded mod that can be written to (folder-backed).
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/// Zip mods are skipped silently: they appear in the game but the editor
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/// cannot save into them.
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/// </summary>
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public static List<string> ListWritableMods()
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{
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var result = new List<string>();
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var manager = ModManager.Instance;
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if (manager?.Mods == null)
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return result;
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foreach (var pair in manager.Mods)
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{
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if (pair.Value?.FileProvider is FolderModFileProvider)
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result.Add(pair.Key);
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}
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result.Sort(StringComparer.OrdinalIgnoreCase);
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return result;
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}
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/// <summary>
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/// Mod-relative paths of all <c>.json</c> files under the mod's
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/// <c>map/</c> directory, including nested subdirectories. Returns an
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/// empty list for unknown mods.
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/// </summary>
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public static List<string> ListMapFiles(string modId)
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{
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var result = new List<string>();
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if (string.IsNullOrEmpty(modId))
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return result;
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CollectJsonFiles(modId, MapDir, result);
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result.Sort(StringComparer.OrdinalIgnoreCase);
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return result;
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}
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/// <summary>Reads a map file through the mod provider; <c>null</c> when missing.</summary>
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public static string ReadFile(string modId, string relativePath)
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{
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return ModManager.Instance.ReadFileText(modId, relativePath);
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}
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/// <summary>
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/// Writes a map file into a folder-backed mod, creating the
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/// <c>map/</c> directory and any missing parents. Returns <c>false</c>
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/// for zip mods, unknown mods and empty paths.
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/// </summary>
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public static bool WriteFile(string modId, string relativePath, string text)
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{
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if (string.IsNullOrEmpty(modId) || string.IsNullOrEmpty(relativePath))
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return false;
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var mod = ModManager.Instance.GetMod(modId);
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if (mod?.FileProvider is not FolderModFileProvider provider)
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return false;
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var root = provider.RootPath;
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if (string.IsNullOrEmpty(root))
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return false;
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var absolute = Path.GetFullPath(Path.Combine(root, relativePath.Replace('\\', '/')));
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var directory = Path.GetDirectoryName(absolute);
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if (!string.IsNullOrEmpty(directory))
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Directory.CreateDirectory(directory);
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File.WriteAllText(absolute, text);
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return true;
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}
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/// <summary>Folder of map zone files inside a mod.</summary>
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public const string MapDir = "map";
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/// <summary>
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/// Parses the standard <c>{"Items": [...]}</c> envelope into zones.
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@@ -122,20 +41,5 @@ namespace Cthangover.Tools.Services
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var data = new FileData<MapZone> { Items = zones?.ToList() ?? new List<MapZone>() };
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return JsonSerializer.Serialize(data, JsonOptionsProvider.WriteIndentedIgnoreNullOptions);
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}
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private static void CollectJsonFiles(string modId, string directory, List<string> result)
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{
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foreach (var entry in ModManager.Instance.ListFiles(modId, directory))
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{
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if (entry.EndsWith("/"))
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{
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CollectJsonFiles(modId, entry.TrimEnd('/'), result);
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continue;
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}
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if (entry.EndsWith(JsonExtension, StringComparison.OrdinalIgnoreCase))
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result.Add(entry.Replace('\\', '/'));
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}
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}
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}
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}
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