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3 Commits

Author SHA1 Message Date
Elijah Voigt e159346b89 Loading animations w/ button 2 years ago
Elijah Voigt 434965cdf3 saving my place w/ the editor UI work 2 years ago
Elijah Voigt 563e8c07d2 Fixup ui-wtf for bevy 0.11 2 years ago

@ -31,6 +31,10 @@ path = "bin/debug-info.rs"
name = "audio-inspect"
path = "bin/audio-inspect.rs"
[[bin]]
name = "editor"
path = "bin/editor.rs"
[dependencies]
bevy = "0.11"

@ -11,3 +11,12 @@ In principle (these are just 1s and 0s) we can spawn these all in their own worl
There is [at least one] RFC for Bevy to support a "Universe" with multiple worlds, but nothing implemented.
---
The workaround for this was to change the gltf inspector from loading _all_ assets to just loading assets which are dragged+dropped into the window.
Buuut I think the workaround is to have one camera per scene and update it to either render ot a preview or render to the window.
I kinda wish I could make entities visible to certain cameras, or put them in a different "dimension layer".
The render target I don't think would actually solve the problem since it's still in the same world and therefore can still see the other scenes.

@ -1,8 +1,32 @@
- [x] basic gltf inspector
- [x] with animation previews
- [ ] inspect specific models
- [ ] Use gltf camera
- [x] inspect specific models
- [x] Use gltf camera
- [x] basic text inspector
- [x] with simple text animation
- [ ] audio inspector
- [x] audio inspector
- [x] debug info (FPS)
The Big Kahuna:
> Game editor for creating levels
- [ ] Drag and Drop to import:
- [ ] Gltf scenes
- [ ] Audio assets
- [ ] Scripts (format TBD)
- [ ] UI
- [ ] Navigate GLTFs
- [ ] Scenes
- [ ] Cameras
- [ ] Animations
- [ ] Monologue Scripting
- [ ] Create/edit scripts
- [ ] Model tweaking
- [ ] Toggle multiple GLTF assets
- [ ] Move/Rotate/Resize scene
- [ ] Level creation
- [ ] Import assets 1+ times
- [ ] "Use" imported asset
- [ ] "Delete" imported asset
- [ ] Preview a level
- [ ] Export level
- [ ] Import level

@ -0,0 +1,360 @@
// Monologue Trees Editor
//
// Editor for creating Monologue Trees levels
//
// TODO:
// * Tree Organization: GLTF contains Animations and Scenes
// * Camera can only select one at a time.
// * (easy) Load audios like current GLTFs
// * (easy) Loop audio enable/disable
// * (easy) Better Colorscheme
// * (easy) Interactive buttons (hover/click)
// * (medium) Visual errors for bad GLTFs
// * (medium) Collapsable containers (Gltfs, Animations, Scenes, Audio Clips, Cameras)
// * (medium) Spawn clicked scene
// * (medium) Play clicked animation
// * (idea) Use enum instead of markers for exclusive UI
use bevy::{
asset::{AssetPath, Assets},
gltf::Gltf,
input::{keyboard::KeyboardInput, ButtonState},
prelude::*,
utils::HashSet,
};
use monologue_trees::{debug::*, ui::*};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Monologue Trees Editor".into(),
resolution: (640., 480.).into(),
..default()
}),
..default()
}),
DebugInfoPlugin,
GameUiPlugin,
))
.init_resource::<AssetRegistry>()
.add_systems(Startup, (initialize_ui,))
.add_systems(
Update,
(
// GLTF Systems
load_gltf,
unload_gltf,
manage_gltf_ui,
// Scene Systems
manage_scene_ui,
spawn_scene,
// Animation systems
manage_animation_ui,
// Camera systems
manage_camera_ui,
// Audio Systems
load_audio,
unload_audio,
play_audio,
// Level Import/Export systems
export_level,
import_level,
// Misc/Debug Systems
load_bogus,
),
)
.run();
}
/// A generic referenece used for UI elements to point to assets or entities
#[derive(Debug, Component)]
enum UiRef<T> {
Handle(T),
Entity(T),
}
/// UI:
/// * GLTFs
/// * Scenes
/// * Cameras
/// * Animations
/// * Audios
fn initialize_ui(mut commands: Commands) {
commands.spawn((
Camera2dBundle { ..default() },
UiCameraConfig { show_ui: true },
));
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn((
GameUiList,
Name::new("GLTFs"),
NodeBundle { ..default() },
GltfsUi,
))
.with_children(|parent| {
parent.spawn((
GameUiList,
Name::new("Scenes"),
NodeBundle { ..default() },
ScenesUi,
));
parent.spawn((
GameUiList,
Name::new("Cameras"),
NodeBundle { ..default() },
CamerasUi,
));
parent.spawn((
GameUiList,
Name::new("Animations"),
NodeBundle { ..default() },
AnimationsUi,
));
});
parent.spawn((
GameUiSet,
Name::new("Audio Clips"),
NodeBundle { ..default() },
AudioClipsUi,
));
});
}
fn load_bogus(
mut events: EventReader<KeyboardInput>,
root: Query<Entity, With<AnimationsUi>>,
mut commands: Commands,
) {
events
.iter()
.filter(
|&KeyboardInput {
key_code, state, ..
}| *key_code == Some(KeyCode::Space) && *state == ButtonState::Pressed,
)
.for_each(|_| {
commands
.spawn((GameUiButton, Name::new("bogus"), NodeBundle { ..default() }))
.set_parent(root.single());
})
}
#[derive(Resource, Default, Debug)]
struct AssetRegistry(HashSet<HandleUntyped>);
/// Component marking UI for loaded Gltf assets
#[derive(Component)]
struct GltfsUi;
/// Drag+Drop import GLTF to editor
fn load_gltf(
mut events: EventReader<FileDragAndDrop>,
server: Res<AssetServer>,
mut assets: ResMut<AssetRegistry>,
) {
events
.iter()
.filter_map(|event| match event {
FileDragAndDrop::DroppedFile { path_buf, .. } => Some(path_buf),
_ => None,
})
.for_each(|path_buf| {
let path = path_buf.as_path();
let handle = server.load_untyped(path);
assets.0.insert(handle);
});
}
/// Helper method to extract the stripped filename given a full asset path
fn get_fname(asset_path: AssetPath, suffixes: &[&str]) -> String {
let path = asset_path.path().file_name().expect("Filename");
let path_str = path.to_str().expect("Asset Path to Str");
let name_str = suffixes
.iter()
.rfold(path_str, |acc, &suffix| acc.trim_end_matches(suffix));
String::from(name_str)
}
/// Sync GLTF assets with UI
///
/// TODO: Handle failed load events
/// Options:
/// * Show Error message, do not add to UI
/// * Add to UI with visual indicator
/// This should be a separate async system
fn manage_gltf_ui(
mut events: EventReader<AssetEvent<Gltf>>,
root: Query<Entity, With<GltfsUi>>,
mut commands: Commands,
server: Res<AssetServer>,
) {
events
.iter()
.filter_map(|event| match event {
AssetEvent::Created { handle } => {
let asset_path = server
.get_handle_path(handle.clone())
.expect("Fetch Asset Path");
let name = get_fname(asset_path, &[".gltf", ".glb"]);
Some((handle.clone(), String::from(name)))
}
_ => None,
})
.for_each(|(handle, name)| {
commands
.spawn((
GameUiButton,
Name::new(name),
NodeBundle { ..default() },
GltfsUi,
UiRef::Handle(handle.clone()),
))
.set_parent(root.single());
});
}
/// Remove gltf from editor
fn unload_gltf() {}
/// Component marking UI for Scene assets
#[derive(Component)]
struct ScenesUi;
/// Sync scene assets with UI
fn manage_scene_ui(
mut events: EventReader<AssetEvent<Scene>>,
root: Query<Entity, With<ScenesUi>>,
mut commands: Commands,
gltfs: Res<Assets<Gltf>>,
registry: Res<AssetRegistry>,
) {
events
.iter()
.filter_map(|event| match event {
AssetEvent::Created { handle } => {
let name = registry
.0
.iter()
.find_map(
|gltf_handle| match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
Some(gltf) => {
gltf.named_scenes.iter().find_map(|(name, scene_handle)| {
info!(
"scene_handle({:?}) == handle({:?})",
scene_handle, handle
);
(scene_handle == handle).then_some(name)
})
}
None => None,
},
)
.expect("Find scene name");
Some((handle.clone(), String::from(name)))
}
_ => None,
})
.for_each(|(handle, name)| {
commands
.spawn((
GameUiButton,
Name::new(name),
NodeBundle { ..default() },
ScenesUi,
UiRef::Handle(handle.clone()),
))
.set_parent(root.single());
});
}
/// Component marking UI for Camera assets
#[derive(Component)]
struct CamerasUi;
fn manage_camera_ui() {}
/// Component marking UI for Animation assets
#[derive(Component)]
struct AnimationsUi;
fn manage_animation_ui(
mut events: EventReader<AssetEvent<AnimationClip>>,
root: Query<Entity, With<AnimationsUi>>,
mut commands: Commands,
gltfs: Res<Assets<Gltf>>,
registry: Res<AssetRegistry>,
) {
events
.iter()
.filter_map(|event| match event {
AssetEvent::Created { handle } => {
let name =
registry
.0
.iter()
.find_map(|gltf_handle| {
match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
Some(gltf) => gltf.named_animations.iter().find_map(
|(name, animation_handle)| {
info!(
"animation_handle({:?}) == handle({:?})",
animation_handle, handle
);
(animation_handle == handle).then_some(name)
},
),
None => None,
}
})
.expect("Find animation name");
Some((handle.clone(), String::from(name)))
}
_ => None,
})
.for_each(|(handle, name)| {
commands
.spawn((
GameUiButton,
Name::new(name),
NodeBundle { ..default() },
AnimationsUi,
UiRef::Handle(handle.clone()),
))
.set_parent(root.single());
});
}
/// Component marking UI for Audio Clip assets
#[derive(Component)]
struct AudioClipsUi;
/// Drag+Drop import Audio to editor
fn load_audio() {}
/// Remove audio from editor
fn unload_audio() {}
/// Spawn Scene
fn spawn_scene() {}
/// Play/Loop Audio
fn play_audio() {}
/// Export level
fn export_level() {}
/// Import Level
fn import_level() {}

@ -10,10 +10,8 @@ fn main() {
}),
..default()
}))
// Only run when window is active to reduce cpu cycles
// .insert_resource(WinitSettings::desktop_app())
.add_startup_system(init)
.add_system(scroll)
.add_systems(Startup, (init,))
.add_systems(Update, (scroll,))
.run();
}
@ -30,8 +28,9 @@ fn init(mut commands: Commands) {
background_color: BackgroundColor(Color::WHITE),
style: Style {
justify_content: JustifyContent::Center,
size: Size::all(Val::Percent(90.0)),
overflow: Overflow::Hidden,
width: Val::Percent(90.0),
height: Val::Percent(90.0),
overflow: Overflow::clip(),
..default()
},
..default()
@ -45,8 +44,10 @@ fn init(mut commands: Commands) {
flex_wrap: FlexWrap::Wrap,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceAround,
size: Size::AUTO,
max_size: Size::UNDEFINED,
width: Val::Auto,
height: Val::Auto,
max_width: Val::Auto,
max_height: Val::Auto,
..default()
},
..default()
@ -73,7 +74,8 @@ fn init(mut commands: Commands) {
parent.spawn(NodeBundle {
background_color: BackgroundColor(colors[i]),
style: Style {
size: Size::all(Val::Px(256.0)),
width: Val::Px(256.0),
height: Val::Px(256.0),
padding: UiRect::all(Val::Px(5.0)),
..default()
},
@ -90,7 +92,7 @@ fn scroll(
) {
for ev in scroll_evr.iter() {
for mut s in query.iter_mut() {
s.position.top = match s.position.top {
s.top = match s.top {
Val::Px(current) => Val::Px(current + (ev.y * 5.0)),
_ => Val::Px(0.0),
};

@ -1,3 +1,5 @@
pub mod debug;
pub mod text;
pub mod ui;

@ -0,0 +1,121 @@
use bevy::{prelude::*, window::PrimaryWindow};
pub struct GameUiPlugin;
impl Plugin for GameUiPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
manage_ui_list,
manage_ui_set,
manage_ui_button,
manage_cursor,
),
);
}
}
/// GameUiList for holding ordered collections of objects
#[derive(Debug, Component)]
pub struct GameUiList;
/// Manage UI Lists: lists of UI entities.
fn manage_ui_list(events: Query<(Entity, &Name), Added<GameUiList>>, mut commands: Commands) {
events.iter().for_each(|(entity, name)| {
commands
.entity(entity)
.insert(NodeBundle {
style: Style {
// width: Val::Px(100.0),
margin: UiRect::all(Val::Px(2.0)),
padding: UiRect::all(Val::Px(2.0)),
border: UiRect::all(Val::Px(2.0)),
flex_direction: FlexDirection::Column,
align_items: AlignItems::Stretch,
justify_items: JustifyItems::Center,
align_content: AlignContent::FlexStart,
..default()
},
background_color: BackgroundColor(Color::RED),
border_color: BorderColor(Color::BLACK),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
});
});
}
/// GameUiSet Component for holding collections of objects
#[derive(Debug, Component)]
pub struct GameUiSet;
/// Manage UI Sets: collections of UI entities.
fn manage_ui_set(events: Query<(Entity, &Name), Added<GameUiSet>>, mut commands: Commands) {
events.iter().for_each(|(entity, name)| {
commands
.entity(entity)
.insert(NodeBundle {
style: Style {
// width: Val::Px(100.0),
margin: UiRect::all(Val::Px(2.0)),
padding: UiRect::all(Val::Px(2.0)),
border: UiRect::all(Val::Px(2.0)),
align_items: AlignItems::FlexStart,
align_content: AlignContent::FlexStart,
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
..default()
},
background_color: BackgroundColor(Color::BLUE),
border_color: BorderColor(Color::BLACK),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
});
});
}
/// GameUiButton for interactive elements
#[derive(Debug, Component)]
pub struct GameUiButton;
/// Manage UI Buttons. interactive buttons.
fn manage_ui_button(events: Query<(Entity, &Name), Added<GameUiButton>>, mut commands: Commands) {
events.iter().for_each(|(entity, name)| {
commands
.entity(entity)
.insert(ButtonBundle {
style: Style {
margin: UiRect::all(Val::Px(2.0)),
padding: UiRect::all(Val::Px(2.0)),
border: UiRect::all(Val::Px(2.0)),
justify_content: JustifyContent::Center,
..default()
},
background_color: BackgroundColor(Color::GREEN),
border_color: BorderColor(Color::BLACK),
..default()
})
.with_children(|parent| {
parent.spawn(TextBundle::from_section(name, TextStyle::default()));
});
});
}
/// Manage the cursor icon for better immersion
fn manage_cursor(
mut primary_window: Query<&mut Window, With<PrimaryWindow>>,
events: Query<&Interaction, With<Interaction>>,
) {
events.iter().for_each(|event| {
let mut window = primary_window.single_mut();
window.cursor.icon = match event {
Interaction::Pressed => CursorIcon::Grabbing,
Interaction::Hovered => CursorIcon::Hand,
Interaction::None => CursorIcon::Default,
}
});
}
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