1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
use std::ops::RangeInclusive; use crate::{Context, Inspectable}; use bevy::math::{DVec4, IVec4, UVec4, Vec2, Vec3, Vec4}; use bevy_egui::egui::{self, containers, Rect}; use egui::{Pos2, Sense, Widget}; use super::NumberAttributes; #[derive(Debug, Default, Clone)] pub struct Vec2dAttributes { pub visual: bool, pub min: Option<Vec2>, pub max: Option<Vec2>, pub speed: f32, } impl Vec2dAttributes { pub(crate) fn integer() -> Self { Vec2dAttributes { speed: 1.0, ..Default::default() } } } impl Inspectable for Vec2 { type Attributes = Vec2dAttributes; fn ui( &mut self, ui: &mut bevy_egui::egui::Ui, options: Self::Attributes, context: &Context, ) -> bool { if options.visual { point_select(self, ui, options) } else { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(2, |ui| { let x_attrs = NumberAttributes { min: options.min.map(|vec| vec.x), max: options.max.map(|vec| vec.x), speed: options.speed, ..Default::default() }; let y_attrs = NumberAttributes { min: options.min.map(|vec| vec.y), max: options.max.map(|vec| vec.y), speed: options.speed, ..Default::default() }; changed |= self.x.ui(&mut ui[0], x_attrs, context); changed |= self.y.ui(&mut ui[1], y_attrs, context); }); }); changed } } } fn point_select(value: &mut Vec2, ui: &mut egui::Ui, options: Vec2dAttributes) -> bool { let range = match (options.min, options.max) { (Some(min), Some(max)) => min..=max, (Some(min), None) => min..=Vec2::splat(0.0), (None, Some(max)) => Vec2::splat(0.0)..=max, (None, None) => Vec2::splat(-100.0)..=Vec2::splat(100.0), }; let mut frame = containers::Frame::dark_canvas(&ui.style()); frame.margin = egui::Vec2::ZERO; frame .show(ui, |ui| { let widget = PointSelect::new(value, range, 80.0); ui.add(widget).changed() }) .inner } struct PointSelect<'a> { size: egui::Vec2, circle_radius: f32, range: RangeInclusive<Vec2>, value: &'a mut Vec2, } impl<'a> PointSelect<'a> { fn new(value: &'a mut Vec2, range: RangeInclusive<Vec2>, size: f32) -> Self { PointSelect { value, range, circle_radius: 4.0, size: egui::Vec2::new(size, size), } } fn x_range(&self) -> RangeInclusive<f32> { self.range.start().x..=self.range.end().x } fn y_range(&self) -> RangeInclusive<f32> { self.range.end().y..=self.range.start().y } fn value_to_ui_pos(&self, rect: &Rect) -> Pos2 { let x = egui::remap_clamp(self.value.x, self.x_range(), rect.x_range()); let y = egui::remap_clamp(self.value.y, self.y_range(), rect.y_range()); Pos2::new(x, y) } fn ui_pos_to_value(&self, rect: &Rect, pos: Pos2) -> Vec2 { let x = egui::remap_clamp(pos.x, rect.x_range(), self.x_range()); let y = egui::remap_clamp(pos.y, rect.y_range(), self.y_range()); Vec2::new(x, y) } } impl Widget for PointSelect<'_> { fn ui(self, ui: &mut egui::Ui) -> egui::Response { let (rect, mut response) = ui.allocate_exact_size(self.size, Sense::click_and_drag()); let painter = ui.painter(); let visuals = ui.style().interact(&response); let line_stroke = visuals.fg_stroke; let circle_color = ui.style().visuals.widgets.active.fg_stroke.color; let line = |from: Pos2, to: Pos2| { painter.line_segment([from, to], line_stroke); }; line(rect.center_top(), rect.center_bottom()); line(rect.left_center(), rect.right_center()); let circle_pos = self.value_to_ui_pos(&rect); painter.circle_filled(circle_pos, self.circle_radius, circle_color); if response.dragged() { if let Some(mouse_pos) = ui.input().pointer.interact_pos() { *self.value = self.ui_pos_to_value(&rect, mouse_pos); } response.mark_changed(); } response } } impl Inspectable for Vec3 { type Attributes = NumberAttributes<Vec3>; fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context) -> bool { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(3, |ui| { changed |= self.x.ui(&mut ui[0], options.map(|vec| vec.x), context); changed |= self.y.ui(&mut ui[1], options.map(|vec| vec.y), context); changed |= self.z.ui(&mut ui[2], options.map(|vec| vec.z), context); }); }); changed } } impl Inspectable for Vec4 { type Attributes = NumberAttributes<Vec4>; fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context) -> bool { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(4, |ui| { changed |= self.x.ui(&mut ui[0], options.map(|vec| vec.x), context); changed |= self.y.ui(&mut ui[1], options.map(|vec| vec.y), context); changed |= self.z.ui(&mut ui[2], options.map(|vec| vec.z), context); changed |= self.w.ui(&mut ui[3], options.map(|vec| vec.w), context); }); }); changed } } impl Inspectable for UVec4 { type Attributes = NumberAttributes<UVec4>; fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context) -> bool { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(4, |ui| { changed |= self.x.ui(&mut ui[0], options.map(|vec| vec.x), context); changed |= self.y.ui(&mut ui[1], options.map(|vec| vec.y), context); changed |= self.z.ui(&mut ui[2], options.map(|vec| vec.z), context); changed |= self.w.ui(&mut ui[3], options.map(|vec| vec.w), context); }); }); changed } } impl Inspectable for IVec4 { type Attributes = NumberAttributes<IVec4>; fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context) -> bool { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(4, |ui| { changed |= self.x.ui(&mut ui[0], options.map(|vec| vec.x), context); changed |= self.y.ui(&mut ui[1], options.map(|vec| vec.y), context); changed |= self.z.ui(&mut ui[2], options.map(|vec| vec.z), context); changed |= self.w.ui(&mut ui[3], options.map(|vec| vec.w), context); }); }); changed } } impl Inspectable for DVec4 { type Attributes = NumberAttributes<DVec4>; fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context) -> bool { let mut changed = false; ui.scope(|ui| { ui.style_mut().spacing.item_spacing = egui::Vec2::new(4.0, 0.); ui.columns(4, |ui| { changed |= self.x.ui(&mut ui[0], options.map(|vec| vec.x), context); changed |= self.y.ui(&mut ui[1], options.map(|vec| vec.y), context); changed |= self.z.ui(&mut ui[2], options.map(|vec| vec.z), context); changed |= self.w.ui(&mut ui[3], options.map(|vec| vec.w), context); }); }); changed } }