Tried to use egui::dock but ended up just using a manual egui
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83bc4f1073
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2683d75462
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@ -1,9 +1,9 @@
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use bevy::prelude::*;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_inspector_egui::{DefaultInspectorConfigPlugin, bevy_egui::{self}};
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use bevy_rapier3d::prelude::*;
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use logic::core::{guns::player_firing::PlayerFiringInfo, player::player_values_state::PlayerValuesState};
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use scenes::scene1;
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use ui::game::plugin::MainGameUIPlugin;
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use ui::{game::plugin::MainGameUIPlugin, editor::plugin::MainEditorUiPlugin};
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mod comps;
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mod constants;
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@ -26,9 +26,12 @@ fn main() {
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fn setup_plugins(application: &mut App) {
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application
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultInspectorConfigPlugin)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(bevy_egui::EguiPlugin)
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//.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(MainGameUIPlugin)
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.add_plugins(MainEditorUiPlugin)
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.register_type::<PlayerFiringInfo>()
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.register_type::<PlayerValuesState>();
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}
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@ -1,2 +1,4 @@
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//! Editor UI means everything that won't be in the actual game
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pub mod plugin;
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pub mod panels;
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pub mod state;
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@ -0,0 +1,58 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_inspector_egui::{bevy_inspector::hierarchy::SelectedEntities, bevy_egui::EguiContext, egui};
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use crate::ui::game::settings::SettingsScreenUIConfiguration;
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pub fn editor_ui(
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world: &mut World,
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mut selected_entities: Local<SelectedEntities>,
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) {
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if !world.resource::<SettingsScreenUIConfiguration>().settings_menu_shown {
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return
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}
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let mut egui_context = world
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.query_filtered::<&mut EguiContext, With<PrimaryWindow>>()
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.single(world)
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.clone();
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egui::SidePanel::left("hierarchy")
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.default_width(250.0)
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.show(egui_context.get_mut(), |ui| {
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egui::ScrollArea::vertical().show(ui, |ui| {
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ui.heading("Components Hierarchy");
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bevy_inspector_egui::bevy_inspector::hierarchy::hierarchy_ui(
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world,
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ui,
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&mut selected_entities,
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);
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ui.separator();
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ui.heading("All Resources");
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bevy_inspector_egui::bevy_inspector::ui_for_resources(world, ui);
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ui.allocate_rect(ui.available_rect_before_wrap(), egui::Sense::hover());
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ui.allocate_space(ui.available_size());
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});
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});
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egui::SidePanel::right("inspector")
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.default_width(250.0)
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.show(egui_context.get_mut(), |ui| {
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egui::ScrollArea::vertical().show(ui, |ui| {
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ui.heading("Inspector");
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match selected_entities.as_slice() {
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&[entity] => {
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bevy_inspector_egui::bevy_inspector::ui_for_entity(world, entity, ui);
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}
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entities => {
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bevy_inspector_egui::bevy_inspector::ui_for_entities_shared_components(
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world, entities, ui,
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);
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}
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}
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ui.allocate_space(ui.available_size());
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});
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});
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}
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@ -1,10 +1,12 @@
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use bevy::prelude::*;
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pub struct MainEditorUIPlugin;
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use super::{panels::editor_ui, state::EditorUiState};
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#[allow(unused)]
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impl Plugin for MainEditorUIPlugin {
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pub struct MainEditorUiPlugin;
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impl Plugin for MainEditorUiPlugin {
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fn build(&self, app: &mut App) {
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todo!()
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app.insert_resource(EditorUiState::new());
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app.add_systems(Update, editor_ui);
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}
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}
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@ -0,0 +1,15 @@
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use bevy::prelude::*;
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use bevy_inspector_egui::egui;
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#[derive(Resource)]
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pub struct EditorUiState {
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pub viewport_rect: egui::Rect,
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}
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impl EditorUiState {
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pub fn new() -> Self {
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Self {
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viewport_rect: egui::Rect::NOTHING,
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}
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}
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}
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