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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@@ -20,7 +20,8 @@ namespace Cthangover.Tools.Services
{
/// <summary>
/// Returns all unique background IDs (filenames without extension) from
/// the <c>"backgrounds"</c> file collection across all installed mods.
/// the <c>"backgrounds"</c> file collection across all installed mods,
/// sorted, without the <c>_albedo</c>/<c>_depth</c> lighting masks.
/// </summary>
public static List<string> GetBackgroundIds()
{
@@ -35,11 +36,13 @@ namespace Cthangover.Tools.Services
if (!string.IsNullOrWhiteSpace(id) && exts.Contains(ext.ToLower()))
{
var cleanId = id.Substring(0, id.LastIndexOf('.'));
if (!cleanId.EndsWith("_albedo") && !cleanId.EndsWith("_depth"))
var bare = cleanId.TrimEnd('_');
if (!bare.EndsWith("_albedo") && !bare.EndsWith("_depth"))
ids.Add(cleanId);
}
}
ids.Sort(StringComparer.OrdinalIgnoreCase);
return ids;
}
@@ -76,6 +79,29 @@ namespace Cthangover.Tools.Services
return ids;
}
/// <summary>
/// Texture IDs that make sense as small icons (map markers): every
/// texture except backgrounds and their <c>_depth</c>/<c>_albedo</c>
/// masks. Textures are keyed by file name, so backgrounds are excluded
/// by the file-name part of their IDs.
/// </summary>
public static List<string> GetIconIds()
{
var backgrounds = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
foreach (var id in GetBackgroundIds())
backgrounds.Add(id.Substring(id.LastIndexOf('/') + 1));
var result = new List<string>();
foreach (var id in GetTextureIds())
{
if (backgrounds.Contains(id) || id.EndsWith("_depth", StringComparison.OrdinalIgnoreCase)
|| id.EndsWith("_albedo", StringComparison.OrdinalIgnoreCase))
continue;
result.Add(id);
}
return result;
}
/// <summary>
/// Loads a background texture by ID via <see cref="BackgroundFactory.Instance.Get"/>.
/// Returns <c>null</c> on any error (missing resource, load failure).