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2026-09-16 12:21:39 +00:00

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GDScript

class_name EditorToolbar
extends HBoxContainer
## Tool-mode switcher for the in-game editor (docs/architecture/editor.md
## §7.2 `Toolbar`). Pure UI: it only emits signals: `InGameEditor` decides
## what to do with them (calling into `EditorCore`/`ToolRegistry`).
signal tool_selected(tool_id: String)
signal undo_pressed
signal redo_pressed
const TOOL_CONFIG := {
"brush": {"label": "Brush (B)", "tooltip": "Paint solid ground tiles (drag to paint; 0-9 for tile types)"},
"select": {"label": "Select (V)", "tooltip": "Select and inspect placed objects"},
"object_place": {"label": "Place (P)", "tooltip": "Place objects from the Palette onto the grid"},
"erase": {"label": "Erase (X)", "tooltip": "Erase tiles or objects (drag to erase)"},
}
var _tool_buttons: Dictionary = {}
var _undo_button: Button
var _redo_button: Button
func _init() -> void:
name = "EditorToolbar"
func _ready() -> void:
for tool_id in TOOL_CONFIG:
var btn := Button.new()
var cfg: Dictionary = TOOL_CONFIG[tool_id]
btn.text = cfg["label"]
btn.tooltip_text = cfg["tooltip"]
btn.toggle_mode = true
btn.pressed.connect(_on_tool_button_pressed.bind(tool_id))
add_child(btn)
_tool_buttons[tool_id] = btn
add_child(VSeparator.new())
_undo_button = Button.new()
_undo_button.text = "Undo (Ctrl+Z)"
_undo_button.tooltip_text = "Undo last action"
_undo_button.disabled = true
_undo_button.pressed.connect(func(): undo_pressed.emit())
add_child(_undo_button)
_redo_button = Button.new()
_redo_button.text = "Redo (Ctrl+Y)"
_redo_button.tooltip_text = "Redo last undone action"
_redo_button.disabled = true
_redo_button.pressed.connect(func(): redo_pressed.emit())
add_child(_redo_button)
func _on_tool_button_pressed(tool_id: String) -> void:
set_active_tool(tool_id)
tool_selected.emit(tool_id)
## Reflect the active tool in the button states without re-emitting the signal.
func set_active_tool(tool_id: String) -> void:
for id in _tool_buttons:
var btn: Button = _tool_buttons[id]
var is_active: bool = (str(id) == tool_id)
btn.button_pressed = is_active
if is_active:
btn.add_theme_color_override("font_color", Color(1.0, 0.95, 0.3))
btn.add_theme_color_override("font_pressed_color", Color(1.0, 0.95, 0.3))
else:
btn.remove_theme_color_override("font_color")
btn.remove_theme_color_override("font_pressed_color")
## Reflect whether undo/redo currently have anything to do.
func set_history_state(can_undo: bool, can_redo: bool) -> void:
if _undo_button:
_undo_button.disabled = not can_undo
if _redo_button:
_redo_button.disabled = not can_redo