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feat(editor): auto-load objects/NPCs, mode buttons, number key shortcuts
- Loading an ADT now auto-loads objects.json and creatures.json from the output directory if they exist (full session persistence) - Toolbar buttons now highlight active mode in blue (clearer visual) - Number keys 1-5 switch modes: 1=Sculpt 2=Paint 3=Objects 4=Water 5=NPCs - Toast shows loaded object/NPC count on zone open
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e18c2cf009
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2 changed files with 37 additions and 15 deletions
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@ -206,6 +206,14 @@ void EditorApp::processEvents() {
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auto sc = event.key.keysym.scancode;
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if (sc == SDL_SCANCODE_F3) setWireframe(!isWireframe());
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if (sc == SDL_SCANCODE_F5) saveBookmark("");
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// Number keys switch modes (when not typing in ImGui)
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if (!io.WantCaptureKeyboard) {
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if (sc == SDL_SCANCODE_1) setMode(EditorMode::Sculpt);
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if (sc == SDL_SCANCODE_2) setMode(EditorMode::Paint);
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if (sc == SDL_SCANCODE_3) setMode(EditorMode::PlaceObject);
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if (sc == SDL_SCANCODE_4) setMode(EditorMode::Water);
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if (sc == SDL_SCANCODE_5) setMode(EditorMode::NPC);
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}
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// F1 handled by UI (showHelp_ toggle)
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// Transform shortcuts (Blender-style)
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if (objectPlacer_.getSelected()) {
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@ -542,6 +550,15 @@ void EditorApp::loadADT(const std::string& mapName, int tileX, int tileY) {
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camera_.setYawPitch(0.0f, -45.0f);
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LOG_INFO("ADT loaded: ", mapName, " [", tileX, ",", tileY, "]");
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// Try loading objects/NPCs from output directory if they exist
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std::string outBase = "output/" + mapName;
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if (objectPlacer_.loadFromFile(outBase + "/objects.json"))
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showToast("Loaded " + std::to_string(objectPlacer_.objectCount()) + " objects");
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if (npcSpawner_.loadFromFile(outBase + "/creatures.json"))
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showToast("Loaded " + std::to_string(npcSpawner_.spawnCount()) + " NPCs");
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if (objectPlacer_.objectCount() > 0 || npcSpawner_.spawnCount() > 0)
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objectsDirty_ = true;
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}
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void EditorApp::createNewTerrain(const std::string& mapName, int tileX, int tileY, float baseHeight, Biome biome) {
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