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Adds randomize button in case of level with no thangs
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3 changed files with 21 additions and 0 deletions
app
styles/editor/level
templates/editor/level
views/editor/level/thangs
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@ -210,6 +210,21 @@ $mobile: 1050px
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#canvas-wrapper
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width: 100%
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position: relative
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#canvas-overlay
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position: absolute
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width: 100%
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height: 100%
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background: white
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opacity: 0.5
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text-align: center
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#randomize-button
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position: absolute
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top: 45%
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height: 40px
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// Below snatched from play/level.sass; should refactor?
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@ -23,6 +23,8 @@ button.navbar-toggle.toggle.btn-primary#thangs-palette-toggle(type="button", dat
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.world-container.thangs-column
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h3(data-i18n="editor.level_tab_thangs_conditions") Starting Conditions
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#canvas-wrapper
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#canvas-overlay
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button.btn.btn-primary(id="randomize-button", data-toggle="coco-modal", data-target="editor/level/modals/TerrainRandomizeModal", data-i18n="editor.randomize", title="Randomize Terrain") Randomize
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ul.dropdown-menu#contextmenu
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li#delete
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a(data-i18n="editor.delete") Delete
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@ -116,6 +116,8 @@ module.exports = class ThangsTabView extends CocoView
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$(window).resize @onWindowResize
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@addThangsView = @insertSubView new AddThangsView world: @world, supermodel: @supermodel
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@buildInterface() # refactor to not have this trigger when this view re-renders?
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if @thangsTreema.data.length
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@$el.find('#canvas-overlay').css('display', 'none')
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onFilterExtantThangs: (e) ->
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@$el.find('#extant-thangs-filter button.active').button('toggle')
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@ -233,6 +235,8 @@ module.exports = class ThangsTabView extends CocoView
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@addThang @addThangType, thang.pos, true
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@batchInsert()
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@selectAddThangType null
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@$el.find('#canvas-overlay').css('display', 'none')
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# TODO: figure out a good way to have all Surface clicks and Treema clicks just proxy in one direction, so we can maintain only one way of handling selection and deletion
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onExtantThangSelected: (e) ->
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