Adds randomize button in case of level with no thangs

This commit is contained in:
Jayant Jain 2014-07-26 01:51:10 +05:30
parent df554360fe
commit 69713f5603
3 changed files with 21 additions and 0 deletions
app
styles/editor/level
templates/editor/level
views/editor/level/thangs

View file

@ -210,6 +210,21 @@ $mobile: 1050px
#canvas-wrapper
width: 100%
position: relative
#canvas-overlay
position: absolute
width: 100%
height: 100%
background: white
opacity: 0.5
text-align: center
#randomize-button
position: absolute
top: 45%
height: 40px
// Below snatched from play/level.sass; should refactor?

View file

@ -23,6 +23,8 @@ button.navbar-toggle.toggle.btn-primary#thangs-palette-toggle(type="button", dat
.world-container.thangs-column
h3(data-i18n="editor.level_tab_thangs_conditions") Starting Conditions
#canvas-wrapper
#canvas-overlay
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
ul.dropdown-menu#contextmenu
li#delete
a(data-i18n="editor.delete") Delete

View file

@ -116,6 +116,8 @@ module.exports = class ThangsTabView extends CocoView
$(window).resize @onWindowResize
@addThangsView = @insertSubView new AddThangsView world: @world, supermodel: @supermodel
@buildInterface() # refactor to not have this trigger when this view re-renders?
if @thangsTreema.data.length
@$el.find('#canvas-overlay').css('display', 'none')
onFilterExtantThangs: (e) ->
@$el.find('#extant-thangs-filter button.active').button('toggle')
@ -233,6 +235,8 @@ module.exports = class ThangsTabView extends CocoView
@addThang @addThangType, thang.pos, true
@batchInsert()
@selectAddThangType null
@$el.find('#canvas-overlay').css('display', 'none')
# 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
onExtantThangSelected: (e) ->