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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using System;
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using System.Collections.Generic;
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using System.IO;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Mods.Providers;
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namespace Cthangover.Tools.Services
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{
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/// <summary>
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/// File access shared by the editors: listing a mod's files by folder and
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/// extension, reading them through the mod provider and writing them back.
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/// Reading works for every mod (folder, zip, test-suite subdir), writing only
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/// for folder-backed mods — the only ones with a real directory behind them.
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/// New files are created under the provider's <c>RootPath</c> because
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/// <c>GetFileSystemPath</c> reports <c>null</c> for files that do not exist
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/// yet, and an editor must be able to author a brand-new file.
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/// </summary>
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public static class ModFileService
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{
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/// <summary>IDs of every loaded folder-backed (writable) mod, sorted.</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>True when the mod is folder-backed, i.e. the editors can save into it.</summary>
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public static bool IsWritable(string modId)
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{
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return !string.IsNullOrEmpty(modId)
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&& ModManager.Instance.GetMod(modId)?.FileProvider is FolderModFileProvider;
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}
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/// <summary>
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/// Mod-relative paths of the files under <paramref name="directory"/>
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/// (recursively) ending with <paramref name="extension"/>, sorted.
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/// </summary>
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public static List<string> ListFiles(string modId, string directory, string extension)
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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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Collect(modId, directory, extension, 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 file through the mod provider; <c>null</c> when missing.</summary>
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public static string ReadText(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 file into a folder-backed mod, creating missing directories.
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/// Returns <c>false</c> for zip/virtual mods, unknown mods and empty paths.
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/// </summary>
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public static bool WriteText(string modId, string relativePath, string text)
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{
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var absolute = GetWritablePath(modId, relativePath);
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if (absolute == null)
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return false;
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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>
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/// Absolute path a file of a folder-backed mod has (or would have once
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/// written); <c>null</c> for read-only mods and empty paths.
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/// </summary>
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public static string GetWritablePath(string modId, string relativePath)
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{
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if (string.IsNullOrEmpty(modId) || string.IsNullOrEmpty(relativePath))
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return null;
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if (ModManager.Instance.GetMod(modId)?.FileProvider is not FolderModFileProvider provider
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|| string.IsNullOrEmpty(provider.RootPath))
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return null;
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return Path.GetFullPath(Path.Combine(provider.RootPath, relativePath.Replace('\\', '/')));
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}
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private static void Collect(string modId, string directory, string extension, 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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Collect(modId, entry.TrimEnd('/'), extension, result);
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continue;
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}
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if (entry.EndsWith(extension, 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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