Files
modbison/scripts/editor/ui/editor_toolbar.gd
T
daddy 7c37a0dc2f Add in-game editor MVP: EditorCore + 2D tile/object editing
Implements the in-game editor's shared, data-native core and a
Control-based UI on top of it, per docs/architecture/editor.md §7.1/§7.2,
scoped to 2D per §8's own risk mitigation (the default world is flat,
CHUNK_SIZE_Z=1 -- no 3D gizmos here).

EditorCore (scripts/editor/):
- ChunkEditorModel wraps a ChunkDataDecoder.ChunkPayload directly (no
  parallel data model) and adds a TileLayerData.set_tile() mutator
  alongside the existing get_tile().
- EditorUndoRedoStack wraps Godot's built-in UndoRedo (game-usable, not
  the editor-only EditorUndoRedoManager) so every mutation is a real,
  revertible do/undo Callable pair over ChunkEditorModel's raw setters.
- SelectionManager tracks the selected object id as UI state, deliberately
  outside the undo/redo stack.
- ToolRegistry + 5 tools (BrushTool, ObjectPlaceTool, SelectTool,
  EraseTool, TransformTool -- the 5th covers move/rotate/scale, which the
  doc's tool list doesn't literally name but the task requires) is the
  single choke point every mutation goes through.
- EditorObjectCatalog (assets/editor/object_catalog.json) is a new,
  small "placeable object" catalog -- AvatarCatalog and SpawnCatalog were
  checked first and are both scoped to other concerns, so this mirrors
  their loading convention rather than reusing either.

InGameEditor UI (scripts/editor/ui/): EditorViewport (2D top-down tile
grid + object dots), EditorToolbar, PalettePanel, InspectorPanel, wired
together in InGameEditor. Built from Control nodes in code (matching
game.gd's existing dynamic-UI convention) rather than a hand-authored
.tscn.

Entry point: game.gd gates build mode behind a new toggle_build_mode
input action (F2), freezing the player and opening a fresh empty
ChunkEditorModel. Loading a *real* chunk from the backend for editing,
and saving edits back, are explicitly out of scope -- a sibling task
owns the batch-PUT/conflict-handling save path
(world_persistence_impl.md).

Verification: scripts/smoke_test_editor_core.gd decodes a real backend
fixture (backend/tests/fixtures/chunks/simple_tile_chunk.bin), drives
place/move/rotate/scale/delete/paint/erase entirely through
EditorCore.use_tool()/ToolRegistry (never touching ChunkEditorModel's
raw setters directly), undoes and redoes every step, and round-trips the
result through encode_binary()/decode_binary() to prove the edited model
stays a valid, byte-compatible ChunkPayload. 69/69 assertions pass. Full
existing Godot smoke suite (16 other scripts/smoke_test_*.gd, backend +
dedicated-server-dependent ones included) still passes with no
regressions.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:18:45 +00:00

66 lines
1.7 KiB
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_LABELS := {
"select": "Select",
"brush": "Brush",
"object_place": "Place",
"erase": "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_LABELS:
var btn := Button.new()
btn.text = TOOL_LABELS[tool_id]
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"
_undo_button.pressed.connect(func(): undo_pressed.emit())
add_child(_undo_button)
_redo_button = Button.new()
_redo_button.text = "Redo"
_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:
_tool_buttons[id].button_pressed = (id == tool_id)
## 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