Tried to use egui::dock but ended up just using a manual egui

This commit is contained in:
Franklin 2023-11-08 00:11:12 -04:00
parent 83bc4f1073
commit 2683d75462
5 changed files with 88 additions and 8 deletions

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@ -1,9 +1,9 @@
use bevy::prelude::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
use bevy_inspector_egui::{DefaultInspectorConfigPlugin, bevy_egui::{self}};
use bevy_rapier3d::prelude::*;
use logic::core::{guns::player_firing::PlayerFiringInfo, player::player_values_state::PlayerValuesState};
use scenes::scene1;
use ui::game::plugin::MainGameUIPlugin;
use ui::{game::plugin::MainGameUIPlugin, editor::plugin::MainEditorUiPlugin};
mod comps;
mod constants;
@ -26,9 +26,12 @@ fn main() {
fn setup_plugins(application: &mut App) {
application
.add_plugins(DefaultPlugins)
.add_plugins(DefaultInspectorConfigPlugin)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugins(WorldInspectorPlugin::new())
.add_plugins(bevy_egui::EguiPlugin)
//.add_plugins(WorldInspectorPlugin::new())
.add_plugins(MainGameUIPlugin)
.add_plugins(MainEditorUiPlugin)
.register_type::<PlayerFiringInfo>()
.register_type::<PlayerValuesState>();
}

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@ -1,2 +1,4 @@
//! Editor UI means everything that won't be in the actual game
pub mod plugin;
pub mod panels;
pub mod state;

58
src/ui/editor/panels.rs Normal file
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@ -0,0 +1,58 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_inspector_egui::{bevy_inspector::hierarchy::SelectedEntities, bevy_egui::EguiContext, egui};
use crate::ui::game::settings::SettingsScreenUIConfiguration;
pub fn editor_ui(
world: &mut World,
mut selected_entities: Local<SelectedEntities>,
) {
if !world.resource::<SettingsScreenUIConfiguration>().settings_menu_shown {
return
}
let mut egui_context = world
.query_filtered::<&mut EguiContext, With<PrimaryWindow>>()
.single(world)
.clone();
egui::SidePanel::left("hierarchy")
.default_width(250.0)
.show(egui_context.get_mut(), |ui| {
egui::ScrollArea::vertical().show(ui, |ui| {
ui.heading("Components Hierarchy");
bevy_inspector_egui::bevy_inspector::hierarchy::hierarchy_ui(
world,
ui,
&mut selected_entities,
);
ui.separator();
ui.heading("All Resources");
bevy_inspector_egui::bevy_inspector::ui_for_resources(world, ui);
ui.allocate_rect(ui.available_rect_before_wrap(), egui::Sense::hover());
ui.allocate_space(ui.available_size());
});
});
egui::SidePanel::right("inspector")
.default_width(250.0)
.show(egui_context.get_mut(), |ui| {
egui::ScrollArea::vertical().show(ui, |ui| {
ui.heading("Inspector");
match selected_entities.as_slice() {
&[entity] => {
bevy_inspector_egui::bevy_inspector::ui_for_entity(world, entity, ui);
}
entities => {
bevy_inspector_egui::bevy_inspector::ui_for_entities_shared_components(
world, entities, ui,
);
}
}
ui.allocate_space(ui.available_size());
});
});
}

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@ -1,10 +1,12 @@
use bevy::prelude::*;
pub struct MainEditorUIPlugin;
use super::{panels::editor_ui, state::EditorUiState};
#[allow(unused)]
impl Plugin for MainEditorUIPlugin {
pub struct MainEditorUiPlugin;
impl Plugin for MainEditorUiPlugin {
fn build(&self, app: &mut App) {
todo!()
app.insert_resource(EditorUiState::new());
app.add_systems(Update, editor_ui);
}
}

15
src/ui/editor/state.rs Normal file
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@ -0,0 +1,15 @@
use bevy::prelude::*;
use bevy_inspector_egui::egui;
#[derive(Resource)]
pub struct EditorUiState {
pub viewport_rect: egui::Rect,
}
impl EditorUiState {
pub fn new() -> Self {
Self {
viewport_rect: egui::Rect::NOTHING,
}
}
}