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...
e159346b89
| Author | SHA1 | Date |
|---|---|---|
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e159346b89 | 2 years ago |
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434965cdf3 | 2 years ago |
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563e8c07d2 | 2 years ago |
@ -1,8 +1,32 @@
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- [x] basic gltf inspector
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- [x] with animation previews
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- [ ] inspect specific models
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- [ ] Use gltf camera
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- [x] inspect specific models
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- [x] Use gltf camera
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- [x] basic text inspector
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- [x] with simple text animation
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- [ ] audio inspector
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- [x] audio inspector
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- [x] debug info (FPS)
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The Big Kahuna:
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> Game editor for creating levels
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- [ ] Drag and Drop to import:
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- [ ] Gltf scenes
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- [ ] Audio assets
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- [ ] Scripts (format TBD)
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- [ ] UI
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- [ ] Navigate GLTFs
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- [ ] Scenes
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- [ ] Cameras
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- [ ] Animations
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- [ ] Monologue Scripting
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- [ ] Create/edit scripts
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- [ ] Model tweaking
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- [ ] Toggle multiple GLTF assets
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- [ ] Move/Rotate/Resize scene
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- [ ] Level creation
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- [ ] Import assets 1+ times
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- [ ] "Use" imported asset
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- [ ] "Delete" imported asset
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- [ ] Preview a level
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- [ ] Export level
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- [ ] Import level
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@ -0,0 +1,360 @@
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// Monologue Trees Editor
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//
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// Editor for creating Monologue Trees levels
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//
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// TODO:
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// * Tree Organization: GLTF contains Animations and Scenes
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// * Camera can only select one at a time.
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// * (easy) Load audios like current GLTFs
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// * (easy) Loop audio enable/disable
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// * (easy) Better Colorscheme
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// * (easy) Interactive buttons (hover/click)
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// * (medium) Visual errors for bad GLTFs
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// * (medium) Collapsable containers (Gltfs, Animations, Scenes, Audio Clips, Cameras)
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// * (medium) Spawn clicked scene
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// * (medium) Play clicked animation
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// * (idea) Use enum instead of markers for exclusive UI
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use bevy::{
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asset::{AssetPath, Assets},
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gltf::Gltf,
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input::{keyboard::KeyboardInput, ButtonState},
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prelude::*,
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utils::HashSet,
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};
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use monologue_trees::{debug::*, ui::*};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Monologue Trees Editor".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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}),
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DebugInfoPlugin,
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GameUiPlugin,
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))
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.init_resource::<AssetRegistry>()
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.add_systems(Startup, (initialize_ui,))
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.add_systems(
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Update,
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(
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// GLTF Systems
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load_gltf,
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unload_gltf,
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manage_gltf_ui,
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// Scene Systems
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manage_scene_ui,
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spawn_scene,
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// Animation systems
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manage_animation_ui,
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// Camera systems
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manage_camera_ui,
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// Audio Systems
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load_audio,
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unload_audio,
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play_audio,
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// Level Import/Export systems
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export_level,
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import_level,
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// Misc/Debug Systems
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load_bogus,
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),
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)
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.run();
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}
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/// A generic referenece used for UI elements to point to assets or entities
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#[derive(Debug, Component)]
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enum UiRef<T> {
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Handle(T),
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Entity(T),
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}
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/// UI:
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/// * GLTFs
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/// * Scenes
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/// * Cameras
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/// * Animations
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/// * Audios
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fn initialize_ui(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle { ..default() },
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UiCameraConfig { show_ui: true },
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));
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn((
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GameUiList,
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Name::new("GLTFs"),
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NodeBundle { ..default() },
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GltfsUi,
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))
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.with_children(|parent| {
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parent.spawn((
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GameUiList,
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Name::new("Scenes"),
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NodeBundle { ..default() },
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ScenesUi,
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));
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parent.spawn((
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GameUiList,
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Name::new("Cameras"),
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NodeBundle { ..default() },
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CamerasUi,
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));
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parent.spawn((
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GameUiList,
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Name::new("Animations"),
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NodeBundle { ..default() },
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AnimationsUi,
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));
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});
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parent.spawn((
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GameUiSet,
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Name::new("Audio Clips"),
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NodeBundle { ..default() },
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AudioClipsUi,
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));
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});
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}
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fn load_bogus(
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mut events: EventReader<KeyboardInput>,
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root: Query<Entity, With<AnimationsUi>>,
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mut commands: Commands,
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) {
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events
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.iter()
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.filter(
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|&KeyboardInput {
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key_code, state, ..
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}| *key_code == Some(KeyCode::Space) && *state == ButtonState::Pressed,
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)
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.for_each(|_| {
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commands
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.spawn((GameUiButton, Name::new("bogus"), NodeBundle { ..default() }))
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.set_parent(root.single());
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})
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}
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#[derive(Resource, Default, Debug)]
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struct AssetRegistry(HashSet<HandleUntyped>);
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/// Component marking UI for loaded Gltf assets
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#[derive(Component)]
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struct GltfsUi;
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/// Drag+Drop import GLTF to editor
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fn load_gltf(
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mut events: EventReader<FileDragAndDrop>,
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server: Res<AssetServer>,
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mut assets: ResMut<AssetRegistry>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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FileDragAndDrop::DroppedFile { path_buf, .. } => Some(path_buf),
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_ => None,
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})
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.for_each(|path_buf| {
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let path = path_buf.as_path();
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let handle = server.load_untyped(path);
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assets.0.insert(handle);
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});
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}
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/// Helper method to extract the stripped filename given a full asset path
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fn get_fname(asset_path: AssetPath, suffixes: &[&str]) -> String {
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let path = asset_path.path().file_name().expect("Filename");
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let path_str = path.to_str().expect("Asset Path to Str");
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let name_str = suffixes
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.iter()
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.rfold(path_str, |acc, &suffix| acc.trim_end_matches(suffix));
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String::from(name_str)
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}
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/// Sync GLTF assets with UI
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///
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/// TODO: Handle failed load events
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/// Options:
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/// * Show Error message, do not add to UI
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/// * Add to UI with visual indicator
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/// This should be a separate async system
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fn manage_gltf_ui(
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mut events: EventReader<AssetEvent<Gltf>>,
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root: Query<Entity, With<GltfsUi>>,
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mut commands: Commands,
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server: Res<AssetServer>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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AssetEvent::Created { handle } => {
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let asset_path = server
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.get_handle_path(handle.clone())
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.expect("Fetch Asset Path");
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let name = get_fname(asset_path, &[".gltf", ".glb"]);
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Some((handle.clone(), String::from(name)))
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}
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_ => None,
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})
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.for_each(|(handle, name)| {
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commands
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.spawn((
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GameUiButton,
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Name::new(name),
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NodeBundle { ..default() },
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GltfsUi,
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UiRef::Handle(handle.clone()),
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))
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.set_parent(root.single());
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});
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}
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/// Remove gltf from editor
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fn unload_gltf() {}
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/// Component marking UI for Scene assets
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#[derive(Component)]
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struct ScenesUi;
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/// Sync scene assets with UI
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fn manage_scene_ui(
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mut events: EventReader<AssetEvent<Scene>>,
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root: Query<Entity, With<ScenesUi>>,
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mut commands: Commands,
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gltfs: Res<Assets<Gltf>>,
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registry: Res<AssetRegistry>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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AssetEvent::Created { handle } => {
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let name = registry
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.0
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.iter()
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.find_map(
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|gltf_handle| match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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Some(gltf) => {
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gltf.named_scenes.iter().find_map(|(name, scene_handle)| {
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info!(
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"scene_handle({:?}) == handle({:?})",
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scene_handle, handle
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);
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(scene_handle == handle).then_some(name)
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})
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}
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None => None,
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},
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)
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.expect("Find scene name");
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Some((handle.clone(), String::from(name)))
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}
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_ => None,
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})
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.for_each(|(handle, name)| {
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commands
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.spawn((
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GameUiButton,
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Name::new(name),
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NodeBundle { ..default() },
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ScenesUi,
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UiRef::Handle(handle.clone()),
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))
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.set_parent(root.single());
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});
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}
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/// Component marking UI for Camera assets
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#[derive(Component)]
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struct CamerasUi;
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fn manage_camera_ui() {}
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/// Component marking UI for Animation assets
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#[derive(Component)]
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struct AnimationsUi;
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fn manage_animation_ui(
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mut events: EventReader<AssetEvent<AnimationClip>>,
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root: Query<Entity, With<AnimationsUi>>,
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mut commands: Commands,
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gltfs: Res<Assets<Gltf>>,
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registry: Res<AssetRegistry>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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AssetEvent::Created { handle } => {
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let name =
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registry
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.0
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.iter()
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.find_map(|gltf_handle| {
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match gltfs.get(&gltf_handle.clone().typed::<Gltf>()) {
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Some(gltf) => gltf.named_animations.iter().find_map(
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|(name, animation_handle)| {
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info!(
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"animation_handle({:?}) == handle({:?})",
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animation_handle, handle
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);
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(animation_handle == handle).then_some(name)
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},
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),
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None => None,
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}
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})
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.expect("Find animation name");
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Some((handle.clone(), String::from(name)))
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}
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_ => None,
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})
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.for_each(|(handle, name)| {
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commands
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.spawn((
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GameUiButton,
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Name::new(name),
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NodeBundle { ..default() },
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AnimationsUi,
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UiRef::Handle(handle.clone()),
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))
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.set_parent(root.single());
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});
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}
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/// Component marking UI for Audio Clip assets
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#[derive(Component)]
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struct AudioClipsUi;
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/// Drag+Drop import Audio to editor
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fn load_audio() {}
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/// Remove audio from editor
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fn unload_audio() {}
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/// Spawn Scene
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fn spawn_scene() {}
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/// Play/Loop Audio
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fn play_audio() {}
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/// Export level
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fn export_level() {}
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/// Import Level
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fn import_level() {}
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@ -1,3 +1,5 @@
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pub mod debug;
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pub mod text;
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pub mod ui;
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@ -0,0 +1,121 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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pub struct GameUiPlugin;
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impl Plugin for GameUiPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Update,
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(
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manage_ui_list,
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manage_ui_set,
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manage_ui_button,
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manage_cursor,
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),
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);
|
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}
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}
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/// GameUiList for holding ordered collections of objects
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#[derive(Debug, Component)]
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pub struct GameUiList;
|
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|
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/// Manage UI Lists: lists of UI entities.
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fn manage_ui_list(events: Query<(Entity, &Name), Added<GameUiList>>, mut commands: Commands) {
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events.iter().for_each(|(entity, name)| {
|
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commands
|
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.entity(entity)
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.insert(NodeBundle {
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style: Style {
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// width: Val::Px(100.0),
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margin: UiRect::all(Val::Px(2.0)),
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padding: UiRect::all(Val::Px(2.0)),
|
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border: UiRect::all(Val::Px(2.0)),
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Stretch,
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justify_items: JustifyItems::Center,
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align_content: AlignContent::FlexStart,
|
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..default()
|
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},
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background_color: BackgroundColor(Color::RED),
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border_color: BorderColor(Color::BLACK),
|
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..default()
|
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})
|
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.with_children(|parent| {
|
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parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
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/// GameUiSet Component for holding collections of objects
|
||||
#[derive(Debug, Component)]
|
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pub struct GameUiSet;
|
||||
|
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/// Manage UI Sets: collections of UI entities.
|
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fn manage_ui_set(events: Query<(Entity, &Name), Added<GameUiSet>>, mut commands: Commands) {
|
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events.iter().for_each(|(entity, name)| {
|
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commands
|
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.entity(entity)
|
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.insert(NodeBundle {
|
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style: Style {
|
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// width: Val::Px(100.0),
|
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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,
|
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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,
|
||||
}
|
||||
});
|
||||
}
|
||||
Loading…
Reference in New Issue