nightshade 0.13.3

A cross-platform data-oriented game engine.
Documentation
use crate::ecs::world::World;
use crate::run::State;
use winit::event::WindowEvent;

pub(crate) fn initialize_user_interface(world: &mut World) {
    let window_handle = {
        let Some(window_handle) = world.resources.window.handle.as_mut() else {
            return;
        };
        window_handle.clone()
    };

    let gui_context = egui::Context::default();

    #[cfg(target_arch = "wasm32")]
    {
        gui_context.set_pixels_per_point(1.0);
    }

    let viewport_id = gui_context.viewport_id();
    let gui_state = egui_winit::State::new(
        gui_context,
        viewport_id,
        &window_handle,
        Some(window_handle.scale_factor() as _),
        Some(winit::window::Theme::Dark),
        None,
    );

    egui_extras::install_image_loaders(gui_state.egui_ctx());

    world.resources.user_interface.state = Some(gui_state);
}

pub(crate) fn create_ui_system(world: &mut World, state: &mut Box<dyn State + 'static>) {
    let _span = tracing::info_span!("ui").entered();
    if !world.resources.user_interface.enabled {
        return;
    }

    let ui = {
        let Some(gui_state) = world.resources.user_interface.state.as_mut() else {
            return;
        };
        let Some(window_handle) = world.resources.window.handle.as_ref() else {
            return;
        };

        #[cfg(not(target_arch = "wasm32"))]
        {
            let scale_factor = world
                .resources
                .graphics
                .ui_scale
                .unwrap_or_else(|| window_handle.scale_factor() as f32);
            gui_state.egui_ctx().set_pixels_per_point(scale_factor);
        }

        #[cfg(not(target_arch = "wasm32"))]
        let gui_input = gui_state.take_egui_input(window_handle);

        #[cfg(target_arch = "wasm32")]
        let gui_input = {
            use winit::platform::web::WindowExtWebSys;
            let mut input = gui_state.take_egui_input(window_handle);
            if let Some(canvas) = window_handle.canvas() {
                let dpr = window_handle.scale_factor() as f32;
                let canvas_size =
                    egui::vec2(canvas.width() as f32 / dpr, canvas.height() as f32 / dpr);
                input.screen_rect = Some(egui::Rect::from_min_size(egui::Pos2::ZERO, canvas_size));
            }
            input
        };

        gui_state.egui_ctx().begin_pass(gui_input);
        gui_state.egui_ctx().clone()
    };

    state.ui(world, &ui);

    let Some(gui_state) = world.resources.user_interface.state.as_mut() else {
        return;
    };
    let Some(window_handle) = world.resources.window.handle.as_ref() else {
        return;
    };
    let output = ui.end_pass();
    gui_state.handle_platform_output(window_handle, output.platform_output.clone());
    let paint_jobs = ui.tessellate(output.shapes.clone(), output.pixels_per_point);
    world.resources.user_interface.frame_output = Some((output, paint_jobs));
}

pub(crate) fn ui_event_system(world: &mut World, window_event: &WindowEvent) {
    let _span = tracing::info_span!("ui_event").entered();
    let Some(gui_state) = &mut world.resources.user_interface.state else {
        return;
    };
    let Some(window_handle) = world.resources.window.handle.as_ref() else {
        return;
    };
    world.resources.user_interface.consumed_event = gui_state
        .on_window_event(window_handle, window_event)
        .consumed;
}

pub(crate) fn update_egui_scale_factor(world: &mut World) {
    let Some(gui_state) = world.resources.user_interface.state.as_mut() else {
        return;
    };
    #[cfg(not(target_arch = "wasm32"))]
    {
        let scale_factor = world.resources.graphics.ui_scale.unwrap_or_else(|| {
            world
                .resources
                .window
                .handle
                .as_ref()
                .map(|w| w.scale_factor() as f32)
                .unwrap_or(1.0)
        });
        gui_state.egui_ctx().set_pixels_per_point(scale_factor);
    }
    #[cfg(target_arch = "wasm32")]
    {
        gui_state.egui_ctx().set_pixels_per_point(1.0);
    }
}