Compare commits
No commits in common. 'e159346b8946e9bfa095dbe6a897218a7e516b68' and 'b9dc61dad1c171fc040845b2799172926a318f8f' have entirely different histories.
e159346b89
...
b9dc61dad1
@ -1,360 +0,0 @@
|
|||||||
// 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() {}
|
|
||||||
@ -1,121 +0,0 @@
|
|||||||
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,
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
Loading…
Reference in New Issue