Aaaaand... Back to inspector
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28765e173a
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f5d92d89f2
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@ -1,5 +1,4 @@
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use bevy::prelude::*;
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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 scenes::scene1;
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use ui::{game::plugin::MainGameUIPlugin, editor::plugin::MainEditorUiPlugin};
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@ -25,9 +24,9 @@ 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(DefaultInspectorConfigPlugin)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(bevy_egui::EguiPlugin)
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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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@ -1,31 +0,0 @@
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use bevy::{prelude::*, window::PrimaryWindow, render::camera::Viewport};
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use bevy_inspector_egui::bevy_egui;
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use crate::comps::core::markers::camera::MainCamera;
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pub fn set_camera_viewport(
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primary_window: Query<&mut Window, With<PrimaryWindow>>,
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egui_settings: Res<bevy_egui::EguiSettings>,
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mut cameras: Query<&mut Camera, With<MainCamera>>,
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) {
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let Ok(mut cam) = cameras.get_single_mut() else {
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return;
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};
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let Ok(window) = primary_window.get_single() else {
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return;
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};
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println!("{}, {}", window.width(), window.height());
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let scale_factor = window.scale_factor() * egui_settings.scale_factor;
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/*let viewport_pos = ui_state.viewport_rect.left_top().to_vec2() * scale_factor as f32;
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let viewport_size = ui_state.viewport_rect.size() * scale_factor as f32;
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cam.viewport = Some(Viewport {
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physical_position: UVec2::new(viewport_pos.x as u32, viewport_pos.y as u32),
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physical_size: UVec2::new(viewport_size.x as u32, viewport_size.y as u32),
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depth: 0.0..1.0,
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});*/
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}
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@ -0,0 +1,17 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_inspector_egui::{egui, bevy_egui::EguiContext, bevy_inspector};
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pub fn inspector_ui(world: &mut World) {
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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::Window::new("World")
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.show(egui_context.get_mut(), |ui| {
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egui::ScrollArea::vertical()
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.show(ui, |ui| {
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bevy_inspector::ui_for_world(world, ui);
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});
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});
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}
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@ -1,5 +1,8 @@
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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 inspector;
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/*
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pub mod panels;
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pub mod state;
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pub mod camera;
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pub mod camera;
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*/
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@ -1,55 +0,0 @@
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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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println!("{:#?}", ui.clip_rect());
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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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@ -1,8 +1,11 @@
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use bevy::prelude::*;
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use bevy_inspector_egui::bevy_egui::EguiPlugin;
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use crate::{logic::core::{guns::{player_firing::PlayerFiringInfo, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern}, player::{player_values_state::PlayerValuesState, camera_player_sync::MouseMovementSettings, player_movement::{PlayerLinearYState, PlayerLinearXZState, PlayerMovementInput}}}, comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::{HoldableObjectData, InPlayerHands}, player::{PlayerData, Player, PlayerHand}}, scenes::scene1::skybox::Cubemap, setup::{animations::{AllFirearmAnimations, FirearmAnimations}, assets::{GltfAssetType, GltfAssets}, equipment::Equipment, load_state::GameLoadState}};
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use super::{panels::editor_ui, state::EditorUiState, camera::set_camera_viewport};
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use super::inspector::inspector_ui;
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//use super::{panels::editor_ui, state::EditorUiState, camera::set_camera_viewport};
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pub struct MainEditorUiPlugin;
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@ -31,9 +34,12 @@ impl Plugin for MainEditorUiPlugin {
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.register_type::<GltfAssetType>()
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.register_type::<GltfAssets>()
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.register_type::<Equipment>()
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.register_type::<GameLoadState>();
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app.insert_resource(EditorUiState::new());
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app.add_systems(Update, editor_ui);
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app.add_systems(PostUpdate, set_camera_viewport);
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.register_type::<GameLoadState>()
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.add_plugins(EguiPlugin)
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.add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s
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.add_systems(Update, inspector_ui);
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//app.insert_resource(EditorUiState::new());
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//app.add_systems(Update, editor_ui);
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//app.add_systems(PostUpdate, set_camera_viewport);
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}
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}
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@ -1,15 +0,0 @@
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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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