upd: sync local changes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iisaevandClaude Opus 5.5 committed 2026-10-16 16:18:22 +00:00
1 parent 03ee4dbc8f
commit e9b9205514
39 files changed
+84 -12

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@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.CatalogExport
{
/// <summary>
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@@ -8,6 +8,7 @@ using Cthangover.Core.UI.Tool;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.CatalogExport
{
/// <summary>
@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Tools.InteractiveEditor
{
/// <summary>
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using Cthangover.Core.Interactive;
using Cthangover.Core.Mods;
@@ -10,8 +10,15 @@ using Cthangover.Core.Utils;
using Cthangover.Tools.Services;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Tools.InteractiveEditor
{
/// <summary>
/// Tool window for creating and editing interactive object definitions:
/// renders the selected background with draggable collider handles
/// (rect, circle, polygon), edits the definition's fields, and writes the
/// resulting JSON back into a mod directory.
/// </summary>
public partial class InteractiveEditorWindow : ToolWindow
{
private static readonly Color _rectColor = UiTokens.Alpha(UiTokens.Success, 0.6f);
+1 -1
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using System.Text.Json;
using Cthangover.Core.Mods;
using Cthangover.Core.Mods.Resolvers;
using Cthangover.Core.UI.Lights;
using Cthangover.Mods.Time;
using Cthangover.Core.UI.Theming;
using Godot;
+1 -1
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@@ -1,4 +1,4 @@
using Cthangover.Core.UI.Lights;
using Cthangover.Mods.Time;
using Godot;
namespace Cthangover.Core.UI.Tool.LightEditor
@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.LightEditor
{
/// <summary>Registers the light editor as a tool window. Creates <see cref="LightEditorWindow"/> instances.</summary>
+2 -1
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@@ -2,12 +2,13 @@ using System;
using System.Collections.Generic;
using System.Text.Json;
using Cthangover.Core.Factories.Impls;
using Cthangover.Core.UI.Lights;
using Cthangover.Mods.Time;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Cthangover.Tools.Services;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.LightEditor
{
/// <summary>
+1 -1
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@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using Cthangover.Core.Mods.Resolvers;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.UI.Tool;
using Cthangover.Mods.Map;
using Godot;
namespace Cthangover.Tools.MapEditor
+1 -1
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@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using Cthangover.Core.UI.Tool;
using Cthangover.Mods.Map;
using Cthangover.Tools.Services;
using Godot;
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@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Tools.MapEditor
{
/// <summary>
+2
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@@ -8,11 +8,13 @@ using Cthangover.Core.Scenes;
using Cthangover.Core.Settings;
using Cthangover.Core.UI;
using Cthangover.Core.UI.Theming;
using Cthangover.Mods.Map;
using Cthangover.Core.UI.Tool;
using Cthangover.Core.Utils;
using Cthangover.Tools.Services;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Tools.MapEditor
{
/// <summary>
+12
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@@ -8,6 +8,7 @@ using Godot;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>State of one open scenario file tab: identity, saved text and dirty flag.</summary>
public sealed class TabData
{
public string Key;
@@ -18,6 +19,11 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
public bool IsDirty;
}
/// <summary>
/// Tabbed editor area of the scenario editor: a permanent graph tab plus
/// one text tab per opened .scenario file, with dirty tracking and a
/// monospace syntax-highlighted code editor.
/// </summary>
public partial class ScenarioEditTabs : VBoxContainer
{
private const int GraphTabIndex = 0;
@@ -79,6 +85,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
AddChild(_graphView);
}
/// <summary>Opens the scenario in a new tab, or just activates its existing tab.</summary>
public void OpenFile(string key)
{
for (int i = 0; i < _tabs.Count; i++)
@@ -123,6 +130,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
}
}
/// <summary>Marks the active tab clean, remembering the editor text as the saved baseline.</summary>
public void SaveCurrentFile()
{
if (_activeTabIndex < 0 || _activeTabIndex >= _tabs.Count)
@@ -138,6 +146,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
}
}
/// <summary>Replaces the editor text without firing the text-changed handler.</summary>
public void SetTextSilent(string text)
{
_suppressTextChanged = true;
@@ -145,6 +154,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
_suppressTextChanged = false;
}
/// <summary>Switches to the graph tab when no file tabs are open.</summary>
public void SetViewToGraph()
{
if (_tabs.Count > 0)
@@ -156,6 +166,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
GraphTabSelected?.Invoke();
}
/// <summary>Rebuilds the graph from the current scenario files, if the graph tab is visible.</summary>
public void RefreshGraph()
{
if (_graphView.Visible)
@@ -165,6 +176,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
}
}
/// <summary>Returns false when any tab still has unsaved changes.</summary>
public bool ConfirmCloseAll()
{
for (int i = _tabs.Count - 1; i >= 0; i--)
@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>Registers the scenario editor as a tool window. Creates <see cref="ScenarioEditorWindow"/> instances.</summary>
+9 -1
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@@ -1,12 +1,18 @@
using System;
using System;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Cthangover.Tools.Services;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>
/// Tool window hosting the scenario editor: a file tree of every mod's
/// .scenario files, tabbed text/graph editors, metadata and thumbnail
/// panels, plus a play-test mode that runs the current scenario in-game.
/// </summary>
public partial class ScenarioEditorWindow : ToolWindow
{
private Control _editLayout;
@@ -32,6 +38,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
BuildUI();
}
/// <summary>Opens with the graph view so the editor starts on the cross-scene map.</summary>
public override void _Ready()
{
_editTabs.SetViewToGraph();
@@ -41,6 +48,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
}
/// <summary>Returns from play-test mode as soon as the in-game test play ends.</summary>
public override void _Process(double delta)
{
if (_playActive && !SceneManager.IsTestPlayActive)
@@ -6,6 +6,7 @@ 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>
public partial class ScenarioFileTreePanel : VBoxContainer
{
private Tree _fileTree;
@@ -70,6 +71,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
return item.GetInstanceId().ToString();
}
/// <summary>Programmatically selects the tree row for a scenario key (no selection event).</summary>
public void SelectFile(string key)
{
if (!_keyToTreeItem.TryGetValue(key, out var item))
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@@ -5,8 +5,10 @@ using Cthangover.Core.UI.Theming;
using Cthangover.Tools.Services;
using Godot;
using Cthangover.Mods.Interface.Theming;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>Cross-scene graph of all scenario files: a GraphEdit of scene nodes linked by switch targets, with a detail panel for the selected scenario.</summary>
public partial class ScenarioGraphView : HSplitContainer
{
private GraphEdit _graph;
@@ -60,6 +62,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
panel.AddChild(_infoLabel);
}
/// <summary>Rebuilds the graph nodes and edges, preserving the nodes' saved canvas positions.</summary>
public void Populate(SceneGraphData data)
{
var savedPositions = SaveNodePositions();
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@@ -4,6 +4,7 @@ using Godot;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>Read-only metadata panel for the scenario in the active text tab: scene, priority, condition, switch targets, locale keys and quest references.</summary>
public partial class ScenarioInfoPanel : VBoxContainer
{
private Label _infoScene;
@@ -30,6 +31,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
_infoQuestRefs = GetNode<Label>("Scroll/VBox/InfoQuestRefs");
}
/// <summary>Parses the given scenario text and refreshes every metadata row.</summary>
public void Update(string text)
{
if (string.IsNullOrEmpty(text))
@@ -49,6 +51,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
_infoQuestRefs.Text = refs.QuestRefs.Count > 0 ? string.Join(", ", refs.QuestRefs.Distinct()) : "-";
}
/// <summary>Resets every metadata row to the "-" placeholder.</summary>
public void Clear()
{
_infoScene.Text = "-";
@@ -4,6 +4,7 @@ using Godot;
namespace Cthangover.Core.UI.Tool.ScenarioEditor
{
/// <summary>Row of background thumbnails referenced by the scenario in the active text tab.</summary>
public partial class ScenarioThumbnailPanel : ScrollContainer
{
private HBoxContainer _thumbContainer;
@@ -13,6 +14,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
_thumbContainer = GetNode<HBoxContainer>("ThumbContainer");
}
/// <summary>Loads the background thumbnails referenced by the given scenario text (missing ones render as placeholders).</summary>
public void Load(string text)
{
Clear();
@@ -57,6 +59,7 @@ namespace Cthangover.Core.UI.Tool.ScenarioEditor
}
}
/// <summary>Removes every thumbnail from the row.</summary>
public new void Clear()
{
foreach (var c in _thumbContainer.GetChildren())
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@@ -10,6 +10,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private string _key;
/// <summary>Binds the checkbox to the property key and seeds it with the current value.</summary>
public void Setup(InspectableProperty property, bool value)
{
_key = property.Key;
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@@ -10,6 +10,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private string _key;
/// <summary>Binds the picker to the property key and seeds it with the current color.</summary>
public void Setup(InspectableProperty property, Color value)
{
_key = property.Key;
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@@ -15,6 +15,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private InspectableProperty _property;
/// <summary>Populates the dropdown from the property's enum labels and selects the current value, if known.</summary>
public void Setup(InspectableProperty property, long currentValue)
{
_property = property;
@@ -17,6 +17,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private string _key;
private bool _integer;
/// <summary>Applies the property's min/max/step and integer mode, then seeds the initial (clamped) value.</summary>
public void Setup(InspectableProperty property, double initialValue)
{
_key = property.Key;
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@@ -4,6 +4,7 @@ using Cthangover.Core.UI;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Cthangover.Core.UI.Tool.SceneBuilder
{
/// <summary>
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@@ -10,6 +10,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private string _key;
/// <summary>Binds the line edit to the property key and seeds it with the current text.</summary>
public void Setup(InspectableProperty property, string value)
{
_key = property.Key;
@@ -16,6 +16,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
private SpinBox _x;
private SpinBox _y;
/// <summary>Builds the x/y spin pair bound to the property key and seeds both axes.</summary>
public void Setup(InspectableProperty property, Vector2 initialValue)
{
_key = property.Key;
@@ -341,6 +341,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
}
}
/// <summary>Hierarchy tree item for a live node; null when unmapped.</summary>
public TreeItem GetItemForNode(Node node)
{
_nodeToItem.TryGetValue(node, out var item);
@@ -392,6 +393,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
return string.Join("/", segments);
}
/// <summary>Topmost loaded-scene node whose visual rect contains the viewport position; null when nothing matches.</summary>
public Node FindNodeAtPosition(Vector2 position)
{
if (_loadedRoot == null)
@@ -1,6 +1,7 @@
using Cthangover.Core.UI.Tool;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.SceneBuilder
{
/// <summary>Registers the scene builder as a tool window. Creates <see cref="SceneBuilderWindow"/> instances.</summary>
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@@ -5,6 +5,7 @@ using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Mods.Interface.Tool;
namespace Cthangover.Core.UI.Tool.SceneBuilder
{
/// <summary>
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@@ -4,6 +4,7 @@ using Cthangover.Core.UI;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Mods.Interface.Base.Lists;
namespace Cthangover.Core.UI.Tool.SceneBuilder
{
/// <summary>
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@@ -13,6 +13,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
/// </summary>
public static class TscnLiteralReader
{
/// <summary>Parses a bare .tscn float literal; constructors and references return false.</summary>
public static bool TryReadFloat(string raw, out double value)
{
value = 0d;
@@ -21,6 +22,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
return double.TryParse(raw.Trim(), NumberStyles.Float, CultureInfo.InvariantCulture, out value);
}
/// <summary>Parses a bare .tscn integer literal; floats and constructors return false.</summary>
public static bool TryReadLong(string raw, out long value)
{
value = 0;
@@ -29,6 +31,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
return long.TryParse(raw.Trim(), NumberStyles.Integer, CultureInfo.InvariantCulture, out value);
}
/// <summary>Parses a .tscn boolean literal (true/false).</summary>
public static bool TryReadBool(string raw, out bool value)
{
var t = raw?.Trim();
@@ -56,6 +59,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
.Replace("\\\\", "\\");
}
/// <summary>Parses a <c>Vector2(x, y)</c> constructor literal.</summary>
public static bool TryReadVector2(string raw, out Vector2 value)
{
value = Vector2.Zero;
@@ -68,6 +72,7 @@ namespace Cthangover.Core.UI.Tool.SceneBuilder
return true;
}
/// <summary>Parses a <c>Color(r, g, b[, a])</c> constructor literal.</summary>
public static bool TryReadColor(string raw, out Color value)
{
value = Colors.White;
+1 -1
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@@ -5,7 +5,7 @@ using System.Linq;
using System.Text.Json;
using Cthangover.Core.Mods;
using Cthangover.Core.Mods.Providers;
using Cthangover.Core.UI.Tool;
using Cthangover.Mods.Map;
using Cthangover.Core.Utils;
namespace Cthangover.Tools.Services
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@@ -1,4 +1,5 @@
using System;
using Cthangover.Mods.Dialog.Scenarios;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -288,6 +289,7 @@ namespace Cthangover.Tools.Services
return "mods/" + modId + "/" + relativePath;
}
/// <summary>Scans every mod's scenarios and builds the cross-scene graph (nodes per scene, edges per switch target).</summary>
public static SceneGraphData BuildSceneGraph()
{
var data = new SceneGraphData();
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@@ -2,6 +2,7 @@ using System.Collections.Generic;
namespace Cthangover.Tools.Services
{
/// <summary>One scenario attached to a scene node (shown on the graph node and in its detail links).</summary>
public sealed class ScenarioGraphLink
{
public string Name { get; set; }
@@ -9,6 +10,7 @@ namespace Cthangover.Tools.Services
public string Key { get; set; }
}
/// <summary>One scene of the cross-scenario graph: owning mod, background list, start-scene flag and its scenarios.</summary>
public sealed class SceneGraphNode
{
public string SceneName { get; set; }
@@ -20,12 +22,14 @@ namespace Cthangover.Tools.Services
public bool HasErrors { get; set; }
}
/// <summary>Directed switch-target link between two scenes of the graph.</summary>
public sealed class SceneGraphEdge
{
public string FromScene { get; set; }
public string ToScene { get; set; }
}
/// <summary>Complete graph model consumed by <c>ScenarioGraphView</c>.</summary>
public sealed class SceneGraphData
{
public List<SceneGraphNode> Nodes { get; set; } = new();
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@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Cthangover.Mods.Dialog.Scenarios;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Factories.Impls;
using Cthangover.Core.UI.Theming;