Add StudioMode enum to toggle edit functionality

This commit is contained in:
Danny McGee
2024-01-15 15:00:29 -05:00
parent 3ef34ccd8c
commit 2f549e2d14
3 changed files with 106 additions and 22 deletions
+4 -2
View File
@@ -7,7 +7,7 @@ use bevy_mod_picking::debug::DebugPickingMode;
use crate::{
camera_controller::{CameraController, CameraMotionSystem},
input::{Action, InputAction, Lifecycle},
MainCamera,
is_editor, MainCamera,
};
#[derive(Resource, Deref, DerefMut)]
@@ -36,7 +36,9 @@ impl Plugin for DebugPlugin {
Update,
(
toggle_debug_mode,
update_debug_picking_mode.run_if(resource_changed::<DebugMode>()),
update_debug_picking_mode
.run_if(is_editor)
.run_if(resource_changed::<DebugMode>()),
update_gizmo_line_thickness,
(draw_world_axes, draw_debug_points)
.after(CameraMotionSystem)
+3 -1
View File
@@ -5,6 +5,8 @@ use bevy::{
};
use space_editor::prelude::space_undo::UndoRedo;
use crate::is_editor;
#[derive(SystemSet, Hash, Debug, PartialEq, Eq, Clone)]
pub struct StudioInputSystem;
@@ -31,7 +33,7 @@ impl Plugin for StudioInputPlugin {
translate_debug_toggle,
translate_dcc_camera_events,
translate_fps_camera_events,
send_undo_event,
send_undo_event.run_if(is_editor),
)
.in_set(StudioInputSystem)
.after(bevy::input::InputSystem)
+99 -19
View File
@@ -1,6 +1,6 @@
#![allow(clippy::type_complexity, clippy::too_many_arguments)]
use bevy::prelude::*;
use bevy::{app::PluginGroupBuilder, prelude::*};
use bevy_mod_picking::DefaultPickingPlugins;
use space_editor::prelude::space_undo::UndoPlugin;
@@ -40,6 +40,46 @@ mod wasm;
#[derive(Component)]
pub(crate) struct MainCamera;
#[cfg_attr(feature = "wasm", wasm_bindgen)]
#[derive(Resource, Clone, Copy, PartialEq, Eq, Debug)]
pub enum StudioMode {
Editor,
Viewer,
}
pub(crate) fn is_editor(r_studio_mode: Res<StudioMode>) -> bool {
matches!(*r_studio_mode, StudioMode::Editor)
}
/// The collection of plugins that should be loaded for both viewer-mode and
/// editor-mode instances of the app.
struct CommonPlugins;
impl PluginGroup for CommonPlugins {
fn build(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(CameraControllerPlugin)
.add(DebugPlugin)
.add(InspectorPlugin)
.add(InterpolationPlugin)
.add(ScenePlugin)
.add(SkyboxPlugin)
.add(StudioInputPlugin)
.add(UiLayerPlugin)
.add(WorldGridPlugin)
}
}
/// The collection of plugins that should be loaded only for editor-mode
/// instances of the app.
struct EditorPlugins;
impl PluginGroup for EditorPlugins {
fn build(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(InteractionPlugin)
.add(UndoPlugin)
}
}
#[cfg_attr(feature = "wasm", wasm_bindgen)]
pub fn init(viewport_size: ViewportSize) {
#[cfg(feature = "wasm")]
@@ -116,6 +156,49 @@ pub fn start_viewer(
canvas_selector: &str,
canvas_alt: &str,
viewport_size: ViewportSize,
) {
info!("start_viewer");
start_internal(
object_id,
skybox_id,
canvas_selector,
canvas_alt,
viewport_size,
StudioMode::Viewer,
);
}
#[cfg_attr(feature = "wasm", wasm_bindgen(js_name = startEditor))]
pub fn start_editor(
object_id: &str,
skybox_id: &str,
canvas_selector: &str,
canvas_alt: &str,
viewport_size: ViewportSize,
) {
info!("start_editor");
start_internal(
object_id,
skybox_id,
canvas_selector,
canvas_alt,
viewport_size,
StudioMode::Editor,
);
}
// TODO: These `start_` functiions should be refactored to better support the
// needs of the "reaodnly viewer" vs "full studio editor" use cases.
#[cfg_attr(feature = "wasm", wasm_bindgen(js_name = start))]
pub fn start_internal(
object_id: &str,
skybox_id: &str,
canvas_selector: &str,
canvas_alt: &str,
viewport_size: ViewportSize,
studio_mode: StudioMode,
) {
#[cfg(feature = "wasm")]
console_error_panic_hook::set_once();
@@ -124,6 +207,9 @@ pub fn start_viewer(
let skybox_id = skybox_id.to_string();
let mut app = App::new();
app.insert_resource(studio_mode);
app.add_plugins((
#[cfg(feature = "wasm")]
viewport::wasm::ViewportPlugin,
@@ -136,20 +222,18 @@ pub fn start_viewer(
}),
..default()
}),
DefaultPickingPlugins,
DebugPlugin,
InteractionPlugin,
InspectorPlugin,
StudioInputPlugin,
InterpolationPlugin,
CameraControllerPlugin,
ScenePlugin,
SkyboxPlugin,
UiLayerPlugin,
WorldGridPlugin,
UndoPlugin,
))
.add_systems(
CommonPlugins,
));
if matches!(studio_mode, StudioMode::Editor) {
app.add_plugins((DefaultPickingPlugins, EditorPlugins));
// Only for registering components for undo
use space_editor::prelude::space_undo::AppAutoUndo;
app.auto_reflected_undo::<Transform>();
}
app.add_systems(
Startup,
move |mut cmd: Commands, mut ew: EventWriter<LoadSceneEvent>| {
cmd.insert_resource(SkyboxId(skybox_id.clone()));
@@ -157,10 +241,6 @@ pub fn start_viewer(
},
);
// Only for registering components for undo
use space_editor::prelude::space_undo::AppAutoUndo;
app.auto_reflected_undo::<Transform>();
#[cfg(feature = "wasm")]
wasm::initialize();