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402 lines
12 KiB
Rust

use std::collections::VecDeque;
use super::*;
/// Debugging systems, resources, events, etc.
pub struct DebuggingPlugin;
impl Plugin for DebuggingPlugin {
fn build(&self, app: &mut App) {
app.init_state::<DebuggingState>()
.init_resource::<ToolTip>()
.init_resource::<Fps>()
.init_resource::<EntityCount>()
.init_resource::<Notice>()
.add_plugins(RapierDebugRenderPlugin::default().disabled())
// Added by Rapier
// .add_plugins(AabbGizmoPlugin)
// .add_plugins(LightGizmoPlugin)
.add_systems(Startup, init_debug_ui)
.add_systems(
Update,
(
(toggle_state_visibility::<DebuggingState>,)
.run_if(state_changed::<DebuggingState>),
toggle_debug_state.run_if(on_keyboard_press(KeyCode::F12)),
(toggle_light_gizmo, toggle_aabb_gizmo).run_if(state_changed::<DebuggingState>),
(
(hover_mesh, hover_ui)
.run_if(on_event::<Pointer<Over>>.or(on_event::<Pointer<Out>>)),
tooltip_follow.run_if(any_component_changed::<Window>),
sync_resource_to_ui::<ToolTip>.run_if(resource_changed::<ToolTip>),
track_fps,
sync_resource_to_ui::<Fps>.run_if(resource_changed::<Fps>),
track_entity_count,
sync_resource_to_ui::<EntityCount>.run_if(resource_changed::<EntityCount>),
sync_resource_to_ui::<Notice>.run_if(resource_changed::<Notice>),
)
.run_if(in_state(DebuggingState::On)),
),
);
// WebGL2-incompatible systems
#[cfg(not(target_arch = "wasm32"))]
{
app.add_plugins(WireframePlugin::default())
.insert_resource(WireframeConfig {
global: false,
default_color: MAGENTA.into(),
})
.add_systems(
Update,
toggle_rapier_debug_render.run_if(state_changed::<DebuggingState>),
)
.add_systems(OnEnter(DebuggingState::On), enable_wireframe)
.add_systems(OnExit(DebuggingState::On), disable_wireframe);
}
}
}
/// Tracks if the debugger is on or off for other games systems to hook into
///
/// The Debugging state may add it's own global debugging information, but is mostly a shell
#[derive(States, Component, Default, Debug, Clone, Hash, Eq, PartialEq)]
pub enum DebuggingState {
#[default]
Off,
On,
}
/// Create the Debugging UI
fn init_debug_ui(mut commands: Commands) {
// Version string for troubleshooting
commands.spawn((
DebuggingState::On,
Name::new("Version #"),
children![Text::new(VERSION),],
GlobalZIndex(i32::MAX - 1),
Node {
max_width: Val::Percent(50.0),
align_self: AlignSelf::End,
justify_self: JustifySelf::End,
..default()
},
));
commands.spawn((
DebuggingState::On,
Name::new("Notice"),
children![(
Text::new(""),
SyncResource::<Notice>::default(),
)],
GlobalZIndex(i32::MAX - 1),
Node {
max_width: Val::Percent(50.0),
align_self: AlignSelf::End,
justify_self: JustifySelf::Start,
..default()
},
)).observe(close_on_click);
// "Turn on Debugging" button
commands
.spawn((
Node {
align_self: AlignSelf::Start,
justify_self: JustifySelf::End,
flex_direction: FlexDirection::Column,
..default()
},
DebuggingState::Off,
Name::new("Debug Indicator"),
GlobalZIndex(i32::MAX - 1),
children![Text("Debug: OFF".into()),],
Button,
))
.observe(toggle_debug);
commands
.spawn((
DebuggingState::On,
Node {
align_self: AlignSelf::Start,
justify_self: JustifySelf::End,
flex_direction: FlexDirection::Column,
..default()
},
))
.with_children(|parent| {
parent
.spawn((
// Debug is active & button to toggle
DebuggingState::On,
Name::new("Debug Indicator"),
GlobalZIndex(i32::MAX - 1),
children![Text("Debug: ON".into()),],
Button,
))
.observe(toggle_debug);
parent.spawn((
// FPS Counter for troubleshooting
DebuggingState::On,
Name::new("FPS"),
GlobalZIndex(i32::MAX - 1),
Text::new("FPS: ##.#"),
SyncResource::<Fps>::default(),
));
parent.spawn((
// Entity count
DebuggingState::On,
Name::new("Entity Count"),
GlobalZIndex(i32::MAX - 1),
Text::new("Entities: ###"),
SyncResource::<EntityCount>::default(),
));
});
// Tooltip
commands
.spawn((
DebuggingState::On,
SyncResource::<ToolTip>::default(),
Pickable::IGNORE,
GlobalZIndex(i32::MAX),
Node {
position_type: PositionType::Absolute,
margin: UiRect {
left: Val::Px(20.0),
..default()
},
align_content: AlignContent::Center,
justify_content: JustifyContent::Center,
..default()
},
))
.with_children(|parent| {
parent.spawn((
Text("Tooltip Placeholder".into()),
SyncResource::<ToolTip>::default(),
));
});
}
/// Toggles the debug state from off -> on // off -> on when triggered
fn toggle_debug_state(
mut next: ResMut<NextState<DebuggingState>>,
curr: Res<State<DebuggingState>>,
) {
use DebuggingState::*;
next.set(match curr.get() {
On => Off,
Off => On,
});
info!("Toggling debug state: {:?} -> {:?}", curr, next);
}
/// Simple system that enables/disables rapier debug visuals when the debugging state changes
#[cfg(not(target_arch = "wasm32"))]
fn toggle_rapier_debug_render(
state: Res<State<DebuggingState>>,
mut context: ResMut<DebugRenderContext>,
) {
context.enabled = *state.get() == DebuggingState::On;
}
#[derive(Default, Resource)]
pub struct Notice(pub String);
impl Display for Notice {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
writeln!(f, "{}", self.0)
}
}
/// Add a generic Tooltip that follows the mouse in debug mode
#[derive(Default, Resource)]
pub struct ToolTip(HashMap<String, String>);
impl ToolTip {
pub fn insert(&mut self, k: &str, v: String) {
self.0.insert(k.into(), v);
}
pub fn remove(&mut self, k: &str) {
self.0.remove(k);
}
}
impl Display for ToolTip {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
for (k, v) in self.0.iter() {
writeln!(f, "{k}: {v}")?
}
Ok(())
}
}
fn tooltip_follow(
mut tooltip: Single<(&mut Node, &mut Visibility), (With<SyncResource<ToolTip>>, Without<Text>)>,
window: Single<&Window>,
) {
if let Some(Vec2 { x, y }) = window.cursor_position() {
*tooltip.1 = Visibility::Inherited;
tooltip.0.left = Val::Px(x);
tooltip.0.top = Val::Px(y);
} else {
*tooltip.1 = Visibility::Hidden;
}
}
/// When you hover over a mesh, update the tooltip with some info
fn hover_mesh(
mut over_events: EventReader<Pointer<Over>>,
mut out_events: EventReader<Pointer<Out>>,
mut tooltip: ResMut<ToolTip>,
meshes: Query<(&Transform, Option<&Name>), With<Mesh3d>>,
) {
out_events
.read()
.filter_map(|Pointer { target, .. }| meshes.contains(*target).then_some(*target))
.for_each(|_| {
tooltip.remove("ID");
tooltip.remove("Pos");
tooltip.remove("Name");
});
over_events
.read()
.filter_map(|Pointer { target, .. }| meshes.contains(*target).then_some(*target))
.for_each(|e| {
if let Ok((t, n)) = meshes.get(e) {
let pos = (t.translation.x, t.translation.y, t.translation.z);
let name = match n {
Some(x) => x,
None => "N/A",
};
tooltip.insert("ID", format!("{e}"));
tooltip.insert("Pos", format!("{pos:.3?}"));
tooltip.insert("Name", name.into());
} else {
warn!("Failed to query data");
}
});
}
fn hover_ui(
mut over_events: EventReader<Pointer<Over>>,
mut out_events: EventReader<Pointer<Out>>,
mut tooltip: ResMut<ToolTip>,
nodes: Query<Option<&Name>, With<Node>>,
) {
out_events
.read()
.filter_map(|Pointer { target, .. }| nodes.contains(*target).then_some(*target))
.for_each(|_| {
tooltip.remove("ID");
tooltip.remove("Name");
});
over_events
.read()
.filter_map(|Pointer { target, .. }| nodes.contains(*target).then_some(*target))
.for_each(|e| {
if let Ok(n) = nodes.get(e) {
let name = match n {
Some(x) => x,
None => "N/A",
};
tooltip.insert("ID", format!("{e}"));
tooltip.insert("Name", name.into());
} else {
warn!("Failed to query data");
}
});
}
#[cfg(not(target_arch = "wasm32"))]
fn enable_wireframe(mut wireframe_config: ResMut<WireframeConfig>) {
wireframe_config.global = true;
}
#[cfg(not(target_arch = "wasm32"))]
fn disable_wireframe(mut wireframe_config: ResMut<WireframeConfig>) {
wireframe_config.global = false;
}
// Toggle the light gizmo config group
fn toggle_light_gizmo(
state: Res<State<DebuggingState>>,
mut config_store: ResMut<GizmoConfigStore>,
) {
let (_, light_group) = config_store.config_mut::<LightGizmoConfigGroup>();
light_group.draw_all = *state.get() == DebuggingState::On;
}
// Toggle the aabb gizmo config group
fn toggle_aabb_gizmo(
state: Res<State<DebuggingState>>,
mut config_store: ResMut<GizmoConfigStore>,
) {
let (_, aabb_group) = config_store.config_mut::<AabbGizmoConfigGroup>();
aabb_group.draw_all = *state.get() == DebuggingState::On;
}
#[derive(Resource, Default, Debug)]
struct Fps(f32);
impl Display for Fps {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
writeln!(f, "FPS: {:0.1}", self.0)
}
}
fn track_fps(time: Res<Time>, mut fps: ResMut<Fps>, mut history: Local<VecDeque<f32>>) {
// Get the time to render the last frame
let d = time.delta_secs();
// Add the latest delta to the list
history.push_back(d);
// Ensure the vecdeque doesn't get too long
if history.len() > 64 {
history.pop_front();
}
// Set FPS to 1/averageDeltaTime
fps.0 = 1.0 / (history.iter().fold(0.0, |acc, e| acc + e) / history.len() as f32);
}
#[derive(Resource, Default, Debug)]
struct EntityCount(usize);
impl Display for EntityCount {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
writeln!(f, "Entities: {}", self.0)
}
}
fn track_entity_count(query: Query<Entity>, mut count: ResMut<EntityCount>) {
count.0 = query.iter().len();
}
/// Toggle the debug state when a button is clicked
fn toggle_debug(
_trigger: Trigger<Pointer<Click>>,
curr: Res<State<DebuggingState>>,
mut next: ResMut<NextState<DebuggingState>>,
) {
next.set(match curr.get() {
DebuggingState::On => DebuggingState::Off,
DebuggingState::Off => DebuggingState::On,
});
}
fn close_on_click(
trigger: Trigger<Pointer<Click>>,
mut query: Query<&mut Visibility>,
) {
if let Ok(mut v) = query.get_mut(trigger.target()) {
*v = Visibility::Hidden;
}
}