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430 lines
13 KiB
Rust

// 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) Better Colorscheme
// * (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
// * (medium) Add fonts similar to Audios based on inspect-fonts
// * (hard) Add Dialogs (requires text box UI, saving, loading)
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,
manage_audio_ui,
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),
// Event(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>, Without<UiRef<Handle<AnimationClip>>>)>,
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>, Without<UiRef<Handle<Gltf>>>)>,
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)| {
root.iter().for_each(|entity| {
commands.entity(entity).log_components();
});
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>, Without<UiRef<Handle<Scene>>>)>,
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)| {
(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>, Without<UiRef<Handle<AnimationClip>>>)>,
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)| {
(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(
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);
});
}
fn manage_audio_ui(
mut events: EventReader<AssetEvent<AudioSource>>,
root: Query<Entity, (With<AudioClipsUi>, Without<UiRef<Handle<AudioSource>>>)>,
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, &[".ogg"]);
Some((handle.clone(), String::from(name)))
}
_ => None,
})
.for_each(|(handle, name)| {
commands
.spawn((
GameUiButton,
Name::new(name),
NodeBundle { ..default() },
AudioClipsUi,
AudioBundle {
source: handle.clone(),
settings: PlaybackSettings {
mode: bevy::audio::PlaybackMode::Loop,
paused: true,
..default()
},
},
))
.set_parent(root.single());
});
}
/// Play/Loop Audio
fn play_audio(
mut events: Query<
(&Interaction, &AudioSink, &mut UiElementState),
(Changed<Interaction>, With<AudioClipsUi>),
>,
) {
events
.iter_mut()
.for_each(|(interaction, sink, mut state)| match interaction {
Interaction::Pressed => {
sink.toggle();
*state = match *state {
UiElementState::Enabled => UiElementState::Active,
_ => UiElementState::Enabled,
}
}
_ => (),
});
}
/// Remove audio from editor
fn unload_audio() {}
/// Spawn Scene
fn spawn_scene() {}
/// Export level
fn export_level() {}
/// Import Level
fn import_level() {}