Scene editor for logical scenes; scenario editor Save refreshes the running game; novel_flow itest; mod cover

This commit is contained in:
cthangover committed 2026-10-22 17:09:38 +02:00
1 parent 2b8eaa5452
commit 972df5ccff
17 files changed
+1692 -3

No files matched your search

+743
View File
@@ -0,0 +1,743 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Cthangover.Core.Audio;
using Cthangover.Core.Mods;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.UI.Tool.ScenarioEditor;
using Cthangover.Mods.Dialog;
using Cthangover.Mods.Interface.Theming;
using Cthangover.Mods.Interface.Tool;
using Cthangover.Tools.Common;
using Cthangover.Tools.Services;
using Godot;
namespace Cthangover.Tools.SceneEditor
{
/// <summary>
/// Editor of logical scenes — the places of a novel: which backgrounds a scene shows
/// (one of them at random on every entry), its ambient sound, the scenario played
/// when nothing else starts, and the scenarios that happen there. Left: every scene
/// of the loaded mods; centre: the background preview, the scene's backgrounds and a
/// searchable list of all backgrounds to add; right: properties and the scene's
/// scenarios (open one in the scenario editor, or start a new one).
/// <para/>
/// A scene is the merge of the <c>scenes/&lt;name&gt;.json</c> files of all mods
/// (backgrounds add up, a later ambient or default scenario wins). Scenarios are optional:
/// a place may hold only interactives, so a new scene starts without any. The editor writes
/// one of them — the file of the mod chosen in "Save to": the scene's own file when
/// that mod defines it, otherwise a new file that adds to a foreign scene without
/// touching the foreign mod. Backgrounds of the other files are shown locked, with
/// their mod. After saving the game re-reads scenes (<see cref="SceneFileService.RefreshGame"/>),
/// so a new scene can be entered at once with "Go to scene".
/// </summary>
public partial class SceneEditorWindow : ToolWindow
{
private const int ThumbWidth = 160;
private const int ThumbHeight = 90;
private readonly List<SceneFileEntry> _files = new();
private readonly List<string> _writableMods = new();
private readonly List<string> _sounds = new();
private readonly List<string> _scenarioKeys = new();
private readonly List<string> _defaultChoices = new();
private string _sceneName;
private bool _isNew;
private SceneFileEntry _target;
private string _preview;
private bool _suppress;
private bool _ambientPlaying;
private string _pendingMod;
private string _pendingScene;
private FilteredList _sceneList;
private TextureRect _previewRect;
private Label _previewCaption;
private HFlowContainer _backgroundRow;
private FilteredList _picker;
private Button _addBackgroundBtn;
private LineEdit _nameEdit;
private OptionButton _modSelect;
private Label _modHint;
private OptionButton _ambientSelect;
private Button _ambientPlayBtn;
private Label _ambientHint;
private OptionButton _defaultSelect;
private Label _defaultHint;
private ItemList _scenarioList;
private Button _openScenarioBtn;
private Button _newScenarioBtn;
private Button _deleteBtn;
private Button _goBtn;
public SceneEditorWindow() : base("tools/scene_editor/title")
{
CthangoverTheme.Apply(this);
BuildUI();
LoadSources();
SetHint(ToolUi.Tr("tools/scene_editor/hint"));
RefreshAll();
}
// ── UI construction ────────────────────────────────────────
private void BuildUI()
{
var outer = CreateFillContainer();
AddChild(outer);
var toolbar = CreateToolbar();
outer.AddChild(toolbar);
toolbar.AddChild(ToolUi.Button("tools/common/save", Save, ButtonKind.Primary, "tools/scene_editor/save_tip"));
toolbar.AddChild(ToolUi.Button("tools/scene_editor/new_scene", NewScene, ButtonKind.Secondary, "tools/scene_editor/new_scene_tip"));
_deleteBtn = ToolUi.Button("tools/scene_editor/delete", AskDelete, ButtonKind.Danger, "tools/scene_editor/delete_tip");
toolbar.AddChild(_deleteBtn);
toolbar.AddChild(ToolUi.Divider());
_goBtn = ToolUi.Button("tools/scene_editor/go", GoToScene, ButtonKind.Secondary, "tools/scene_editor/go_tip");
toolbar.AddChild(_goBtn);
toolbar.AddChild(UiKit.Spacer());
toolbar.AddChild(ToolUi.Button("tools/scenario_editor/rescan", Rescan, ButtonKind.Secondary, "tools/scene_editor/rescan_tip"));
var main = new HSplitContainer
{
SizeFlagsHorizontal = Control.SizeFlags.ExpandFill,
SizeFlagsVertical = Control.SizeFlags.ExpandFill
};
outer.AddChild(main);
var left = new VBoxContainer();
main.AddChild(CreateSidebar(left, 260));
left.AddChild(ToolUi.Section("tools/scene_editor/scenes"));
_sceneList = new FilteredList(200);
_sceneList.SizeFlagsVertical = Control.SizeFlags.ExpandFill;
_sceneList.Chosen += OnScenePicked;
left.AddChild(_sceneList);
var rest = new HSplitContainer
{
SizeFlagsHorizontal = Control.SizeFlags.ExpandFill,
SizeFlagsVertical = Control.SizeFlags.ExpandFill
};
main.AddChild(rest);
rest.AddChild(BuildCentre());
var right = new VBoxContainer();
right.AddThemeConstantOverride("separation", UiTokens.Space2);
rest.AddChild(CreateSidebar(right, 340));
BuildProperties(right);
}
private Control BuildCentre()
{
var column = new VBoxContainer
{
SizeFlagsHorizontal = Control.SizeFlags.ExpandFill,
SizeFlagsVertical = Control.SizeFlags.ExpandFill
};
column.AddThemeConstantOverride("separation", UiTokens.Space2);
var frame = new PanelContainer
{
SizeFlagsHorizontal = Control.SizeFlags.ExpandFill,
SizeFlagsVertical = Control.SizeFlags.ExpandFill,
CustomMinimumSize = new Vector2(0, 260)
};
frame.AddThemeStyleboxOverride("panel", UiKit.Frame(UiTokens.RadiusMd, UiTokens.Well, UiTokens.Line));
column.AddChild(frame);
_previewRect = new TextureRect
{
ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
StretchMode = TextureRect.StretchModeEnum.KeepAspectCentered,
MouseFilter = Control.MouseFilterEnum.Ignore
};
frame.AddChild(_previewRect);
_previewCaption = ToolUi.Hint(string.Empty);
column.AddChild(_previewCaption);
column.AddChild(ToolUi.Section("tools/scene_editor/backgrounds"));
_backgroundRow = new HFlowContainer();
_backgroundRow.AddThemeConstantOverride("h_separation", UiTokens.Space2);
_backgroundRow.AddThemeConstantOverride("v_separation", UiTokens.Space2);
column.AddChild(_backgroundRow);
column.AddChild(ToolUi.Section("tools/scene_editor/all_backgrounds"));
_picker = new FilteredList(120);
_picker.Chosen += ShowPreview;
_picker.Activated += AddBackground;
column.AddChild(_picker);
_addBackgroundBtn = ToolUi.Button("tools/scene_editor/add_background", AddPreviewed, ButtonKind.Secondary, "tools/scene_editor/add_background_tip");
column.AddChild(_addBackgroundBtn);
return column;
}
private void BuildProperties(VBoxContainer column)
{
column.AddChild(ToolUi.Section("tools/scene_editor/properties"));
_nameEdit = ToolUi.Field(column, "tools/scene_editor/name", ToolUi.Text("my_scene", OnNameChanged), "tools/scene_editor/name_tip");
_modSelect = ToolUi.Field(column, "tools/scene_editor/mod", new OptionButton(), "tools/scene_editor/mod_tip");
_modSelect.ItemSelected += OnModPicked;
_modHint = ToolUi.Hint(string.Empty);
column.AddChild(_modHint);
var ambientRow = new HBoxContainer();
ambientRow.AddThemeConstantOverride("separation", UiTokens.Space1);
_ambientSelect = new OptionButton { SizeFlagsHorizontal = Control.SizeFlags.ExpandFill, FitToLongestItem = false };
_ambientSelect.ItemSelected += OnAmbientPicked;
ambientRow.AddChild(_ambientSelect);
_ambientPlayBtn = ToolUi.Button("tools/scene_editor/listen", ToggleAmbientPreview, ButtonKind.Secondary, "tools/scene_editor/listen_tip");
ambientRow.AddChild(_ambientPlayBtn);
ToolUi.Field(column, "tools/scene_editor/ambient", ambientRow, "tools/scene_editor/ambient_tip");
_ambientHint = ToolUi.Hint(string.Empty);
column.AddChild(_ambientHint);
_defaultSelect = ToolUi.Field(column, "tools/scene_editor/default_scenario",
new OptionButton { FitToLongestItem = false }, "tools/scene_editor/default_scenario_tip");
_defaultSelect.ItemSelected += OnDefaultPicked;
_defaultHint = ToolUi.Hint(string.Empty);
column.AddChild(_defaultHint);
column.AddChild(ToolUi.Section("tools/scene_editor/scenarios"));
_scenarioList = new ItemList { CustomMinimumSize = new Vector2(0, 140), SizeFlagsVertical = Control.SizeFlags.ExpandFill };
_scenarioList.ItemActivated += OnScenarioActivated;
column.AddChild(_scenarioList);
var row = new HBoxContainer();
row.AddThemeConstantOverride("separation", UiTokens.Space1);
column.AddChild(row);
_openScenarioBtn = ToolUi.Button("tools/scene_editor/open_scenario", OpenSelectedScenario, ButtonKind.Secondary, "tools/scene_editor/open_scenario_tip");
_openScenarioBtn.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
row.AddChild(_openScenarioBtn);
_newScenarioBtn = ToolUi.Button("tools/scene_editor/new_scenario", NewScenario, ButtonKind.Secondary, "tools/scene_editor/new_scenario_tip");
_newScenarioBtn.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
row.AddChild(_newScenarioBtn);
}
// ── loading ────────────────────────────────────────────────
private void LoadSources()
{
_files.Clear();
_files.AddRange(SceneFileService.Scan());
_writableMods.Clear();
_writableMods.AddRange(ModFileService.ListWritableMods());
_sounds.Clear();
_sounds.AddRange(ModResourceService.GetSoundIds());
_picker.SetItems(ModResourceService.GetBackgroundIds());
_modSelect.Clear();
foreach (var mod in _writableMods)
_modSelect.AddItem(mod);
_ambientSelect.Clear();
_ambientSelect.AddItem(ToolUi.Tr("tools/scene_editor/none"));
foreach (var sound in _sounds)
_ambientSelect.AddItem(sound);
RebuildSceneList();
}
private void RebuildSceneList()
{
var items = new List<(string Id, string Text, Texture2D Icon)>();
foreach (var group in _files.GroupBy(f => f.Name).OrderBy(g => g.Key, StringComparer.OrdinalIgnoreCase))
items.Add((group.Key, group.Key + " · " + string.Join(", ", group.Select(f => f.ModId).Distinct()), null));
_sceneList.SetItems(items);
_sceneList.Select(_isNew ? null : _sceneName);
}
private void OnScenePicked(string name)
{
if (name == _sceneName && !_isNew)
return;
_pendingScene = name;
RunDiscardingChanges(OpenPendingScene, KeepSceneSelection);
}
private void OpenPendingScene() => OpenScene(_pendingScene);
private void KeepSceneSelection() => _sceneList.Select(_isNew ? null : _sceneName);
private void OpenScene(string name)
{
_sceneName = name;
_isNew = false;
var target = FilesOf(name).LastOrDefault(f => _writableMods.Contains(f.ModId))?.ModId
?? _writableMods.FirstOrDefault();
LoadTarget(target);
_preview = Merged().FirstOrDefault().Background;
MarkClean();
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/opened"), name));
RefreshAll();
}
/// <summary>Takes the chosen mod's file of the current scene as the edited one (a copy), or a new empty file.</summary>
private void LoadTarget(string modId)
{
if (modId == null)
{
_target = null;
return;
}
var own = FilesOf(_sceneName).FirstOrDefault(f => f.ModId == modId);
_target = new SceneFileEntry
{
ModId = modId,
RelativePath = own?.RelativePath ?? SceneFileEntry.PathFor(_sceneName ?? string.Empty),
Name = _sceneName,
Backgrounds = new List<string>(own?.Backgrounds ?? new List<string>()),
Ambient = own?.Ambient ?? string.Empty,
DefaultScenario = own?.DefaultScenario ?? string.Empty,
};
}
private IEnumerable<SceneFileEntry> FilesOf(string name) => _files.Where(f => f.Name == name);
/// <summary>
/// The scene as the game will merge it after saving: the other mods' files in load
/// order with the edited file at its mod's place. Yields each background with the
/// file it comes from.
/// </summary>
private IEnumerable<(string Background, SceneFileEntry File)> Merged()
{
foreach (var file in MergedFiles())
{
foreach (var background in file.Backgrounds)
yield return (background, file);
}
}
private List<SceneFileEntry> MergedFiles()
{
var order = ModRegistry.Instance.GetOrderedModIds();
var result = FilesOf(_sceneName).Where(f => _target == null || f.ModId != _target.ModId).ToList();
if (_target != null)
result.Add(_target);
return result.OrderBy(f => Rank(order, f.ModId)).ToList();
}
private static int Rank(IReadOnlyList<string> order, string modId)
{
for (var i = 0; i < order.Count; i++)
{
if (order[i] == modId)
return i;
}
return order.Count;
}
// ── editing ────────────────────────────────────────────────
private void NewScene()
{
RunDiscardingChanges(StartNewScene);
}
private void StartNewScene()
{
_sceneName = string.Empty;
_isNew = true;
LoadTarget(_writableMods.FirstOrDefault());
_preview = null;
_sceneList.Select(null);
SetDirty();
SetStatus(ToolUi.Tr("tools/scene_editor/new_started"));
RefreshAll();
_nameEdit.GrabFocus();
}
private void OnNameChanged(string text)
{
if (_suppress || !_isNew || _target == null)
return;
_sceneName = SceneFileService.ValidName(text) ?? string.Empty;
_target.Name = _sceneName;
_target.RelativePath = SceneFileEntry.PathFor(_sceneName);
SetDirty();
}
private void OnModPicked(long index)
{
if (_suppress)
return;
var mod = index >= 0 && index < _writableMods.Count ? _writableMods[(int)index] : null;
if (_isNew)
{
if (_target != null)
_target.ModId = mod;
RefreshAll();
return;
}
_pendingMod = mod;
RunDiscardingChanges(SwitchTargetMod, RefreshAll);
}
private void SwitchTargetMod()
{
LoadTarget(_pendingMod);
MarkClean();
RefreshAll();
}
private void OnAmbientPicked(long index)
{
if (_suppress || _target == null)
return;
_target.Ambient = index > 0 ? _sounds[(int)index - 1] : string.Empty;
StopAmbientPreview();
SetDirty();
RefreshAll();
}
private void OnDefaultPicked(long index)
{
if (_suppress || _target == null)
return;
_target.DefaultScenario = index > 0 ? _defaultChoices[(int)index - 1] : string.Empty;
SetDirty();
RefreshAll();
}
private void ShowPreview(string background)
{
_preview = background;
RefreshPreview();
}
private void AddPreviewed() => AddBackground(_preview);
private void AddBackground(string background)
{
if (_target == null || string.IsNullOrEmpty(background))
return;
if (Merged().Any(m => m.Background == background))
{
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/already_there"), background));
return;
}
_target.Backgrounds.Add(background);
_preview = background;
SetDirty();
RefreshAll();
}
private void RemoveBackground(string background)
{
if (_target == null || !_target.Backgrounds.Remove(background))
return;
if (_preview == background)
_preview = Merged().FirstOrDefault().Background;
SetDirty();
RefreshAll();
}
// ── saving, deleting, going ────────────────────────────────
/// <summary>Ctrl+S.</summary>
protected override void OnSaveShortcut() => Save();
private void Save()
{
if (_target == null || !ModFileService.IsWritable(_target.ModId))
{
SetStatus(ToolUi.Tr("tools/scene_editor/no_writable_mod"), ToolStatusKind.Error);
return;
}
if (string.IsNullOrEmpty(_sceneName))
{
SetStatus(ToolUi.Tr("tools/scene_editor/bad_name"), ToolStatusKind.Error);
return;
}
if (_isNew && _files.Any(f => f.Name == _sceneName))
{
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/name_taken"), _sceneName), ToolStatusKind.Error);
return;
}
if (!Merged().Any())
{
SetStatus(ToolUi.Tr("tools/scene_editor/need_background"), ToolStatusKind.Error);
return;
}
if (!SceneFileService.Write(_target))
{
SetStatus(ToolUi.Tr("tools/common/readonly"), ToolStatusKind.Error);
return;
}
var created = _isNew;
SceneFileService.RefreshGame();
var name = _sceneName;
var mod = _target.ModId;
LoadSources();
_sceneName = name;
_isNew = false;
LoadTarget(mod);
MarkClean();
_sceneList.Select(name);
RefreshAll();
SetStatus(string.Format(ToolUi.Tr(created ? "tools/scene_editor/created" : "tools/common/saved"),
created ? name : mod + "/" + _target.RelativePath), ToolStatusKind.Ok);
}
private void AskDelete()
{
if (_target == null || _isNew || !FilesOf(_sceneName).Any(f => f.ModId == _target.ModId))
return;
ShowConfirm("tools/scene_editor/delete", "tools/scene_editor/delete_confirm", Delete);
}
private void Delete()
{
if (!SceneFileService.Delete(_target))
{
SetStatus(ToolUi.Tr("tools/common/readonly"), ToolStatusKind.Error);
return;
}
var path = _target.ModId + "/" + _target.RelativePath;
SceneFileService.RefreshGame();
LoadSources();
if (FilesOf(_sceneName).Any())
{
OpenScene(_sceneName);
}
else
{
_sceneName = null;
_target = null;
MarkClean();
RefreshAll();
}
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/deleted"), path), ToolStatusKind.Ok);
}
private void GoToScene()
{
if (_isNew || string.IsNullOrEmpty(_sceneName))
return;
var manager = GetTree().Root.GetNodeOrNull<SceneManager>("SceneManager");
if (manager == null || !manager.HasScene(_sceneName))
{
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/go_failed"), _sceneName), ToolStatusKind.Error);
return;
}
StopAmbientPreview();
// Like the studio's teleport: a dialog left running would keep the box, and the
// entered scene's own scenario would wait behind it (or the old one would go on).
SceneContextNode.FindNode<DialogBox>("DialogBox")?.Abort();
manager.SwitchScene(_sceneName);
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/went"), _sceneName), ToolStatusKind.Ok);
}
private void Rescan()
{
RunDiscardingChanges(RescanNow);
}
private void RescanNow()
{
var name = _isNew ? null : _sceneName;
LoadSources();
if (name != null && FilesOf(name).Any())
OpenScene(name);
else
RefreshAll();
SetStatus(ToolUi.Tr("tools/scene_editor/rescanned"));
}
// ── scenarios ──────────────────────────────────────────────
private void NewScenario()
{
if (_target == null || _isNew || string.IsNullOrEmpty(_sceneName))
return;
var key = ScenarioFileService.CreateForScene(_target.ModId, _sceneName, NewLine());
if (key == null)
{
SetStatus(ToolUi.Tr("tools/common/readonly"), ToolStatusKind.Error);
return;
}
SceneFileService.RefreshGame();
RefreshAll();
OpenScenarioEditor(key);
SetStatus(string.Format(ToolUi.Tr("tools/scene_editor/scenario_created"), key), ToolStatusKind.Ok);
}
private void OnScenarioActivated(long index) => OpenSelectedScenario();
private void OpenSelectedScenario()
{
var selected = _scenarioList.GetSelectedItems();
if (selected.Length == 0 || selected[0] >= _scenarioKeys.Count)
return;
OpenScenarioEditor(_scenarioKeys[selected[0]]);
}
private static void OpenScenarioEditor(string key)
{
var window = new ScenarioEditorWindow();
window.OpenScenario(key);
ShowWindow(window);
}
private static string NewLine() => "text \"" + ToolUi.Tr("tools/scene_editor/new_line_text").Replace("\"", "\\\"") + "\"";
// ── ambient preview ────────────────────────────────────────
private void ToggleAmbientPreview()
{
if (_ambientPlaying)
{
StopAmbientPreview();
RefreshAll();
return;
}
var ambient = EffectiveAmbient().Ambient;
var audio = GetTree().Root.GetNodeOrNull<Node>("AudioService") as IAudioService;
if (audio == null || string.IsNullOrEmpty(ambient))
return;
audio.PlayAmbient(ambient);
_ambientPlaying = true;
RefreshAll();
}
private void StopAmbientPreview()
{
if (!_ambientPlaying)
return;
_ambientPlaying = false;
(GetTree()?.Root.GetNodeOrNull<Node>("AudioService") as IAudioService)?.StopAmbient();
}
/// <summary>Stops a playing ambient preview when the window closes.</summary>
protected override void Cleanup() => StopAmbientPreview();
// ── refresh ────────────────────────────────────────────────
/// <summary>The ambient the game will play: the last non-empty one in load order, and the mod it comes from.</summary>
private (string Ambient, string ModId) EffectiveAmbient()
{
var file = MergedFiles().LastOrDefault(f => !string.IsNullOrEmpty(f.Ambient));
return (file?.Ambient ?? string.Empty, file?.ModId);
}
private (string Scenario, string ModId) EffectiveDefault()
{
var file = MergedFiles().LastOrDefault(f => !string.IsNullOrEmpty(f.DefaultScenario));
return (file?.DefaultScenario ?? string.Empty, file?.ModId);
}
private void RefreshAll()
{
_suppress = true;
var hasScene = _target != null && (_isNew || !string.IsNullOrEmpty(_sceneName));
_nameEdit.Text = _sceneName ?? string.Empty;
_nameEdit.Editable = _isNew;
_modSelect.Disabled = !hasScene;
_modSelect.Select(_target == null ? -1 : _writableMods.IndexOf(_target.ModId));
_modHint.Text = ModHint();
_ambientSelect.Disabled = !hasScene;
_ambientSelect.Select(_target == null ? 0 : _sounds.IndexOf(_target.Ambient) + 1);
var ambient = EffectiveAmbient();
_ambientHint.Text = ambient.ModId != null && ambient.ModId != _target?.ModId
? string.Format(ToolUi.Tr("tools/scene_editor/effective"), ambient.Ambient, ambient.ModId)
: string.Empty;
_ambientPlayBtn.Text = ToolUi.Tr(_ambientPlaying ? "tools/scene_editor/stop" : "tools/scene_editor/listen");
_ambientPlayBtn.Disabled = string.IsNullOrEmpty(ambient.Ambient) && !_ambientPlaying;
RefreshScenarios(hasScene);
RefreshBackgrounds();
RefreshPreview();
_deleteBtn.Disabled = _target == null || _isNew || !FilesOf(_sceneName).Any(f => f.ModId == _target.ModId);
_goBtn.Disabled = _isNew || string.IsNullOrEmpty(_sceneName);
_suppress = false;
}
private string ModHint()
{
if (_writableMods.Count == 0)
return ToolUi.Tr("tools/scene_editor/no_writable_mod");
if (_target == null || _isNew)
return string.Empty;
var others = FilesOf(_sceneName).Select(f => f.ModId).Where(m => m != _target.ModId).Distinct().ToList();
var own = FilesOf(_sceneName).Any(f => f.ModId == _target.ModId);
if (!own)
return string.Format(ToolUi.Tr("tools/scene_editor/adds_to"), string.Join(", ", others));
return others.Count > 0 ? string.Format(ToolUi.Tr("tools/scene_editor/also_in"), string.Join(", ", others)) : string.Empty;
}
private void RefreshScenarios(bool hasScene)
{
_scenarioKeys.Clear();
_defaultChoices.Clear();
_scenarioList.Clear();
if (hasScene && !_isNew)
{
foreach (var file in ScenarioFileService.ScanScenarioFiles().SelectMany(m => m.Groups).SelectMany(g => g.Files))
{
var text = ScenarioFileService.ReadAllText(file.ModId, file.RelativePath);
if (text == null || ScenarioFileService.ParseMetadata(text).Scene != _sceneName)
continue;
_scenarioKeys.Add(file.Key);
_scenarioList.AddItem(file.ModId + ": " + file.RelativePath);
if (!_defaultChoices.Contains(file.RelativePath))
_defaultChoices.Add(file.RelativePath);
}
}
if (_target != null && !string.IsNullOrEmpty(_target.DefaultScenario) && !_defaultChoices.Contains(_target.DefaultScenario))
_defaultChoices.Add(_target.DefaultScenario);
_defaultSelect.Clear();
_defaultSelect.AddItem(ToolUi.Tr("tools/scene_editor/none"));
foreach (var path in _defaultChoices)
_defaultSelect.AddItem(path);
_defaultSelect.Select(_target == null ? 0 : _defaultChoices.IndexOf(_target.DefaultScenario) + 1);
_defaultSelect.Disabled = !hasScene || _isNew;
var effective = EffectiveDefault();
_defaultHint.Text = effective.ModId != null && effective.ModId != _target?.ModId
? string.Format(ToolUi.Tr("tools/scene_editor/effective"), effective.Scenario, effective.ModId)
: string.Empty;
if (hasScene && !_isNew && _scenarioKeys.Count == 0)
_scenarioList.AddItem(ToolUi.Tr("tools/scene_editor/no_scenarios"), null, false);
_openScenarioBtn.Disabled = _scenarioKeys.Count == 0;
_newScenarioBtn.Disabled = !hasScene || _isNew || !ModFileService.IsWritable(_target?.ModId);
}
private void RefreshBackgrounds()
{
foreach (var child in _backgroundRow.GetChildren())
{
_backgroundRow.RemoveChild(child);
child.QueueFree();
}
var any = false;
foreach (var (background, file) in Merged())
{
any = true;
_backgroundRow.AddChild(new SceneBackgroundTile(background, file.ModId, file == _target, background == _preview,
ShowPreview, RemoveBackground));
}
if (!any)
_backgroundRow.AddChild(ToolUi.Hint(ToolUi.Tr(_target == null ? "tools/scene_editor/pick_scene" : "tools/scene_editor/no_backgrounds")));
}
private void RefreshPreview()
{
_previewRect.Texture = string.IsNullOrEmpty(_preview) ? null : ModResourceService.LoadBackgroundTexture(_preview);
_previewCaption.Text = string.IsNullOrEmpty(_preview)
? ToolUi.Tr("tools/scene_editor/preview_hint")
: _preview + (Merged().Any(m => m.Background == _preview) ? string.Empty : " " + ToolUi.Tr("tools/scene_editor/not_in_scene"));
if (_addBackgroundBtn != null)
_addBackgroundBtn.Disabled = _target == null || string.IsNullOrEmpty(_preview) || Merged().Any(m => m.Background == _preview);
}
internal static Vector2 ThumbSize => new(ThumbWidth, ThumbHeight);
}
}