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ui.rs
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ui.rs
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use std::{collections::hash_map::DefaultHasher, hash::Hasher};
use bevy::{
ecs::system::{SystemParam, SystemState},
prelude::*,
utils::{HashMap, HashSet},
window::WindowId,
};
use bevy_egui::{egui, EguiContext, EguiInput, EguiPlugin, EguiSettings, EguiSystem};
use iyes_loopless::prelude::*;
use leafwing_input_manager::{plugin::InputManagerSystem, prelude::ActionState};
use self::input::MenuAction;
use crate::{assets::EguiFont, camera::GameCamera, metadata::GameMeta};
pub mod input;
pub mod widgets;
pub mod debug_tools;
pub mod editor;
pub mod main_menu;
pub mod pause_menu;
pub struct UiPlugin;
impl Plugin for UiPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(EguiPlugin)
.add_plugin(input::UiInputPlugin)
.add_plugin(main_menu::MainMenuPlugin)
.add_plugin(editor::EditorPlugin)
.add_plugin(debug_tools::DebugToolsPlugin)
.add_plugin(pause_menu::PausePlugin)
.init_resource::<WidgetAdjacencies>()
.init_resource::<DisableMenuInput>()
.add_system_to_stage(
CoreStage::PreUpdate,
handle_menu_input
.run_if_resource_exists::<GameMeta>()
.after(InputManagerSystem::Update)
.after(EguiSystem::ProcessInput)
.before(EguiSystem::BeginFrame),
)
.add_system(update_egui_fonts)
.add_system(update_ui_scale.run_if_resource_exists::<GameMeta>());
}
}
/// Awesome widget system shared by @aevyrie:
/// <https://github.com/bevyengine/bevy/discussions/5522>
pub trait WidgetSystem: SystemParam {
type Args;
fn system(
world: &mut World,
state: &mut SystemState<Self>,
ui: &mut egui::Ui,
id: WidgetId,
args: Self::Args,
);
}
pub fn widget<S: 'static + WidgetSystem>(
world: &mut World,
ui: &mut egui::Ui,
id: WidgetId,
args: S::Args,
) {
// We need to cache `SystemState` to allow for a system's locally tracked state
if !world.contains_resource::<StateInstances<S>>() {
// Note, this message should only appear once! If you see it twice in the logs, the function
// may have been called recursively, and will panic.
trace!("Init widget system state {}", std::any::type_name::<S>());
world.insert_resource(StateInstances::<S> {
instances: HashMap::new(),
});
}
world.resource_scope(|world, mut states: Mut<StateInstances<S>>| {
if !states.instances.contains_key(&id) {
trace!(
"Registering widget system state for widget {id:?} of type {}",
std::any::type_name::<S>()
);
states.instances.insert(id, SystemState::new(world));
}
let cached_state = states.instances.get_mut(&id).unwrap();
S::system(world, cached_state, ui, id, args);
cached_state.apply(world);
});
}
/// A UI widget may have multiple instances. We need to ensure the local state of these instances is
/// not shared. This hashmap allows us to dynamically store instance states.
#[derive(Default)]
struct StateInstances<S: WidgetSystem> {
instances: HashMap<WidgetId, SystemState<S>>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct WidgetId(pub u64);
impl WidgetId {
pub fn new(name: &str) -> Self {
let bytes = name.as_bytes();
// TODO: Use a faster, non-crypto hasher
let mut hasher = DefaultHasher::default();
hasher.write(bytes);
WidgetId(hasher.finish())
}
pub fn with(&self, name: &str) -> WidgetId {
Self::new(&format!("{}{name}", self.0))
}
}
impl From<&str> for WidgetId {
fn from(s: &str) -> Self {
Self::new(s)
}
}
/// Resource that stores which ui widgets are adjacent to which other widgets.
///
/// This is used to figure out which widget to focus on next when you press a direction on the
/// gamepad, for instance.
#[derive(Debug, Clone, Default)]
pub struct WidgetAdjacencies {
pub map: HashMap<egui::Id, WidgetAdjacency>,
/// These widgets will have the focus change when pressing directional inputs
pub text_boxes: HashSet<egui::Id>,
}
/// The list of widgets in each direction from another widget
#[derive(Debug, Clone, Default)]
pub struct WidgetAdjacency {
pub up: Option<egui::Id>,
pub down: Option<egui::Id>,
pub left: Option<egui::Id>,
pub right: Option<egui::Id>,
}
impl WidgetAdjacencies {
pub fn widget(&mut self, resp: &egui::Response) -> WidgetAdjacencyEntry {
WidgetAdjacencyEntry {
id: resp.id,
adjacencies: self,
}
}
}
pub struct WidgetAdjacencyEntry<'a> {
id: egui::Id,
adjacencies: &'a mut WidgetAdjacencies,
}
#[allow(clippy::wrong_self_convention)]
impl<'a> WidgetAdjacencyEntry<'a> {
pub fn to_left_of(self, resp: &egui::Response) -> Self {
let other_id = resp.id;
self.adjacencies.map.entry(self.id).or_default().right = Some(other_id);
self.adjacencies.map.entry(other_id).or_default().left = Some(self.id);
self
}
pub fn to_right_of(self, resp: &egui::Response) -> Self {
let other_id = resp.id;
self.adjacencies.map.entry(self.id).or_default().left = Some(other_id);
self.adjacencies.map.entry(other_id).or_default().right = Some(self.id);
self
}
pub fn above(self, resp: &egui::Response) -> Self {
let other_id = resp.id;
self.adjacencies.map.entry(self.id).or_default().down = Some(other_id);
self.adjacencies.map.entry(other_id).or_default().up = Some(self.id);
self
}
pub fn below(self, resp: &egui::Response) -> Self {
let other_id = resp.id;
self.adjacencies.map.entry(self.id).or_default().up = Some(other_id);
self.adjacencies.map.entry(other_id).or_default().down = Some(self.id);
self
}
}
#[derive(Default, Deref, DerefMut)]
pub struct DisableMenuInput(pub bool);
fn handle_menu_input(
disable_menu_input: Res<DisableMenuInput>,
mut windows: ResMut<Windows>,
input: Query<&ActionState<MenuAction>>,
keyboard: Res<Input<KeyCode>>,
mut egui_inputs: ResMut<HashMap<WindowId, EguiInput>>,
adjacencies: Res<WidgetAdjacencies>,
mut egui_ctx: ResMut<EguiContext>,
) {
use bevy::window::WindowMode;
let input = input.single();
// Handle fullscreen toggling
if input.just_pressed(MenuAction::ToggleFullscreen) {
if let Some(window) = windows.get_primary_mut() {
window.set_mode(match window.mode() {
WindowMode::BorderlessFullscreen => WindowMode::Windowed,
_ => WindowMode::BorderlessFullscreen,
});
}
}
let events = &mut egui_inputs
.get_mut(&WindowId::primary())
.unwrap()
.raw_input
.events;
if **disable_menu_input {
events.retain(|event| match event {
egui::Event::Key { key, .. } => key == &egui::Key::Escape,
_ => true,
});
return;
}
if input.just_pressed(MenuAction::Confirm) {
events.push(egui::Event::Key {
key: egui::Key::Enter,
pressed: true,
modifiers: egui::Modifiers::NONE,
});
}
// Helper to fall back on using tab order instead of adjacency map to determine next focused
// widget.
let mut tab_fallback = || {
if input.just_pressed(MenuAction::Up) || input.just_pressed(MenuAction::Left) {
events.push(egui::Event::Key {
key: egui::Key::Tab,
pressed: true,
modifiers: egui::Modifiers::SHIFT,
});
} else if input.just_pressed(MenuAction::Down) || input.just_pressed(MenuAction::Right) {
events.push(egui::Event::Key {
key: egui::Key::Tab,
pressed: true,
modifiers: egui::Modifiers::NONE,
});
}
};
let mut memory = egui_ctx.ctx_mut().memory();
let focused = memory.focus();
let is_text_box = focused
.map(|id| adjacencies.text_boxes.contains(&id))
.unwrap_or(false);
if !(is_text_box
&& (keyboard.pressed(KeyCode::Up)
|| keyboard.pressed(KeyCode::Down)
|| keyboard.pressed(KeyCode::Left)
|| keyboard.pressed(KeyCode::Right)))
{
if let Some(adjacency) = memory.focus().and_then(|id| adjacencies.map.get(&id)) {
if input.just_pressed(MenuAction::Up) {
if let Some(adjacent) = adjacency.up {
memory.request_focus(adjacent);
} else {
tab_fallback()
}
} else if input.just_pressed(MenuAction::Down) {
if let Some(adjacent) = adjacency.down {
memory.request_focus(adjacent);
} else {
tab_fallback()
}
} else if input.just_pressed(MenuAction::Left) {
if let Some(adjacent) = adjacency.left {
memory.request_focus(adjacent);
} else {
tab_fallback()
}
} else if input.just_pressed(MenuAction::Right) {
if let Some(adjacent) = adjacency.right {
memory.request_focus(adjacent);
} else {
tab_fallback()
}
}
} else {
tab_fallback();
}
}
}
/// Watches for asset events for [`EguiFont`] assets and updates the corresponding fonts from the
/// [`GameMeta`], inserting the font data into the egui context.
fn update_egui_fonts(
mut font_queue: Local<Vec<Handle<EguiFont>>>,
mut egui_ctx: ResMut<EguiContext>,
egui_font_definitions: Option<ResMut<egui::FontDefinitions>>,
game: Option<Res<GameMeta>>,
mut events: EventReader<AssetEvent<EguiFont>>,
assets: Res<Assets<EguiFont>>,
) {
// Add any newly updated/created fonts to the queue
for event in events.iter() {
if let AssetEvent::Created { handle } | AssetEvent::Modified { handle } = event {
font_queue.push(handle.clone_weak());
}
}
// Update queued fonts if the game is ready
if let Some((game, mut egui_font_definitions)) = game.zip(egui_font_definitions) {
for handle in font_queue.drain(..) {
// Get the game font name associated to this handle
let name = game
.ui_theme
.font_handles
.iter()
.find_map(|(font_name, font_handle)| {
if font_handle.inner == handle {
Some(font_name.clone())
} else {
None
}
});
// If we were able to find the font handle in our game fonts
if let Some(font_name) = name {
// Get the font asset
if let Some(font) = assets.get(&handle) {
// And insert it into the Egui font definitions
let ctx = egui_ctx.ctx_mut();
egui_font_definitions
.font_data
.insert(font_name.clone(), font.0.clone());
egui_font_definitions
.families
.get_mut(&egui::FontFamily::Name(font_name.clone().into()))
.unwrap()
.push(font_name);
ctx.set_fonts(egui_font_definitions.clone());
}
}
}
}
}
/// This system makes sure that the UI scale of Egui matches our game scale so that a pixel in egui
/// will be the same size as a pixel in our sprites.
fn update_ui_scale(
game_meta: Res<GameMeta>,
mut egui_settings: ResMut<EguiSettings>,
windows: Res<Windows>,
projection: Query<&OrthographicProjection, With<GameCamera>>,
) {
if let Some(window) = windows.get_primary() {
if let Ok(projection) = projection.get_single() {
match projection.scaling_mode {
bevy::render::camera::ScalingMode::FixedVertical(height) => {
let window_height = window.height();
let scale = window_height / height;
egui_settings.scale_factor = (scale * game_meta.ui_theme.scale) as f64;
}
bevy::render::camera::ScalingMode::FixedHorizontal(width) => {
let window_width = window.width();
let scale = window_width / width;
egui_settings.scale_factor = (scale * game_meta.ui_theme.scale) as f64;
}
bevy::render::camera::ScalingMode::Auto { .. } => (),
bevy::render::camera::ScalingMode::None => (),
bevy::render::camera::ScalingMode::WindowSize => (),
}
}
}
}