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feat(editor): status bar shows active biome
Adds a public EditorApp::getActiveBiome() accessor and renders the biome name in the status bar between the tile coords and the dirty marker. So the bar reads, e.g., "[Sculpt] mymap [32,32] Forest *" — at a glance the user knows what biome the painting/ auto-paint passes will use. Useful especially after creating a new terrain: the biome selection previously only mattered at create time + during "Generate Complete Zone", with no visible feedback that it was remembered.
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2 changed files with 5 additions and 1 deletions
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@ -207,6 +207,9 @@ private:
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// reads this so subsequent generations honor the active biome instead of
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// reapplying the same hardcoded heightband textures every time.
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Biome activeBiome_ = Biome::Grassland;
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public:
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Biome getActiveBiome() const { return activeBiome_; }
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private:
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// "Click on terrain to place crater" mode. The Crater button arms this
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// with the user's chosen radius/depth/rim; the next left-click on
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@ -3119,8 +3119,9 @@ void EditorUI::renderStatusBar(EditorApp& app) {
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if (app.hasTerrainLoaded()) {
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bool dirty = app.getTerrainEditor().hasUnsavedChanges() ||
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app.hasUnsavedNonTerrainChanges();
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ImGui::Text("[%s] %s [%d,%d]%s", m, app.getLoadedMap().c_str(),
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ImGui::Text("[%s] %s [%d,%d] %s%s", m, app.getLoadedMap().c_str(),
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app.getLoadedTileX(), app.getLoadedTileY(),
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getBiomeName(app.getActiveBiome()),
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dirty ? " *" : "");
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ImGui::SameLine(vp->Size.x * 0.35f);
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ImGui::Text("Obj:%zu NPC:%zu Q:%zu",
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