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fix(editor): Clear All, New Terrain reset, right-click menu, gizmo drag
- Clear All now actually removes all objects and NPCs (was only clearing selections before). Uses new ObjectPlacer::clearAll() method. - New Terrain clears all objects/NPCs and resets viewport before creating fresh terrain. Fixes stale state from previous session. - Right-click context menu works on both objects AND NPCs with appropriate options for each (Move/Rotate/Scale for objects, Fly To/Duplicate for NPCs) - Gizmo drag: left-click now confirms the transform (ends drag) instead of requiring mouse-up. Right-click cancels. Camera no longer steals mouse events while gizmo is active. - Right-click on unselected area passes through to camera correctly
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3 changed files with 64 additions and 30 deletions
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@ -281,26 +281,32 @@ void EditorApp::processEvents() {
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}
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if ((event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) && !io.WantCaptureMouse) {
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// Right-click context menu on selected objects
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// Right-click on selected objects = context menu
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if (event.button.button == SDL_BUTTON_RIGHT && event.type == SDL_MOUSEBUTTONDOWN) {
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auto& giz = viewport_.getGizmo();
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if (giz.isDragging()) {
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giz.endDrag();
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giz.setMode(TransformMode::None);
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} else if (objectPlacer_.getSelected()) {
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} else if (objectPlacer_.getSelected() || npcSpawner_.getSelected()) {
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openContextMenu_ = true;
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} else {
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camera_.processMouseButton(event.button);
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}
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} else if (event.button.button == SDL_BUTTON_RIGHT && event.type == SDL_MOUSEBUTTONUP) {
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if (!objectPlacer_.getSelected() && !npcSpawner_.getSelected())
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camera_.processMouseButton(event.button);
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} else {
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camera_.processMouseButton(event.button);
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// Only pass to camera if gizmo not active
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auto& giz = viewport_.getGizmo();
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if (!giz.isDragging())
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camera_.processMouseButton(event.button);
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}
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// Left click
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if (event.button.button == SDL_BUTTON_LEFT && terrain_.isLoaded()) {
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// End gizmo drag on click release
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auto& giz = viewport_.getGizmo();
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if (giz.isDragging() && event.type == SDL_MOUSEBUTTONUP) {
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// End gizmo drag on left click
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if (giz.isDragging() && event.type == SDL_MOUSEBUTTONDOWN) {
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giz.endDrag();
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giz.setMode(TransformMode::None);
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} else if (event.type == SDL_MOUSEBUTTONDOWN) {
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@ -540,6 +546,12 @@ void EditorApp::loadADT(const std::string& mapName, int tileX, int tileY) {
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void EditorApp::createNewTerrain(const std::string& mapName, int tileX, int tileY, float baseHeight, Biome biome) {
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terrain_ = TerrainEditor::createBlankTerrain(tileX, tileY, baseHeight, biome);
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// Clear previous state
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objectPlacer_.clearAll();
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npcSpawner_.clearSelection();
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npcSpawner_.getSpawns().clear();
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viewport_.clearObjects();
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terrainEditor_.setTerrain(&terrain_);
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terrainEditor_.history().clear();
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texturePainter_.setTerrain(&terrain_);
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@ -552,6 +564,8 @@ void EditorApp::createNewTerrain(const std::string& mapName, int tileX, int tile
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loadedMap_ = mapName;
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loadedTileX_ = tileX;
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loadedTileY_ = tileY;
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lastObjectCount_ = 0;
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objectsDirty_ = false;
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float centerX = (32.0f - tileY) * 533.33333f - 8.0f * 533.33333f / 16.0f;
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float centerY = (32.0f - tileX) * 533.33333f - 8.0f * 533.33333f / 16.0f;
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