This PR overhauls the Dialog abstractions in `studio-ui` to be more
flexible for a wider variety of use cases, and adds a placeholder
"Import Asset" sub-dialog to the Media Library dialog.
This PR adds a new "Add to Scene" dropdown menu for adding elements to
the current scene, and a new Media Library dialog for importing and/or
adding Storyteller Engine assets (characters, scenes, animations, etc.)
associated with the user's Storyteller.ai account.
The scope of this PR is limited to the UI — actual asset importing
behavior, and adding elements other than primitive shapes to the current
scene, will be implemented in follow-up PRs.
### Technical Details
In order to facilitate these changes, a new "overlay" abstraction has
been added to `@storyteller/studio-ui` (loosely modeled after
[`@angular/cdk/overlay`](https://material.angular.io/cdk/overlay/overview))
for managing DOM elements which should render in a self-contained
stacking context "above" the rest of the application.
Two new base UI components — `<sts-menu>` and `<sts-dialog>`
— have also been added to make use of this overlay system, but
it's worth noting that these new components have not yet been
exhaustively tested or thoroughly fleshed out, so they may require
significant changes in order to accommodate future use cases or address
unforeseen bugs.
### Testing
The Media Library makes some API calls which will run into CORS errors
in a normal browser. This can be bypassed by running Chrome with the
following command-line flags:
```
--disable-web-security --ignore-certificate-errors --user-data-dir=path/to/some/temporary/directory
```
Verify all of the following:
* The "Add to Scene" menu opens and closes as expected
* The primitive-shape menu items (Cube, Sphere, etc.) add the
corresponding elements to the scene
* The "Media Library..." menu item correctly opens the Media Library
dialog
* The Media Library's search bar and category filters work as expected
* A single asset can be selected by clicking on it
* Multiple assets can be selected by holding the "Ctrl" or "Cmd" key
* The selection can be cleared by clicking in an empty space in the
results grid
* An "Add to Scene" button appears if (and only if) one or more assets
are selected
* The Media Library dialog can be closed by:
- Clicking the "X" in the upper right-hand corner
- Pressing the "Esc" key
- Clicking anywhere outside of the dialog boundaries
Additionally, ensure that the Media Library dialog handles all of the
following situations gracefully:
* User is not logged in to fakeyou.com
* User is logged in but does not have any engine-compatible assets
uploaded (this can be tested by selecting any of the categories from the
sidebar, since the database has not yet been migrated to use the new
`media_file_class` field, so all of those categories should currently
yield an empty list)
* User is logged in and there are engine-compatible assets to list (this
can be tested by pressing the "Save" button in the main application
toolbar to save the current scene to your account, and selecting the
"Home" entry from the Media Library sidebar)
This PR exposes skeletal joint entities to the frontend hierarchy,
allowing the user to pose rigged models by selecting the joints and
transforming them.
Additionally, entity-type information (e.g., Mesh, Skeleton, Bone,
Light, etc.) has been added to the data structure passed to the
frontend, which is rendered with icons in the tree view.
This PR adds a `CanvasProviderElement` to `@storyteller/studio-web` to manage
the complexity of maintaining a single concrete `HTMLCanvasElement` for
`@storyteller/studio`, while still being able to treat components like the
`ViewerElement` as self-contained "views" that behave as expected with regards
to CSS styling, DOM placement, etc.
Consuming applications should wrap the new `<sts-canvas-provider />` element
around some common ancestor of all views into the `@storyteller/studio` app,
similar to a React context provider.
The `react-frontend` application has been updated to take advantage of the new
`CanvasProviderElement` by demonstrating a more realistic use case for the
`ViewerElement`. The new demo presents a grid of "thumbnails," one for each
object in our hard-coded "object library." Clicking on one of these thumbnails
will render a `ViewerElement` for that object in a modal dialog.
This PR adds the bones of a user-facing scene inspector.
### Work Done
To facilitate this work, the Bevy/frontend interface has been expanded to
accommodate two-way communications:
- The Bevy app can now dispatch JavaScript `CustomEvent`s via
`wasm::dispatch_to_js(...)`
- The frontend application can receive those events by listening for the given
event type on the `window` object
In its current state, the inspection system works by attaching the `Inspectable`
marker component to any entities which should be exposed to the user. A Bevy
system runs on `Update` to check for newly spawned or despawned entities with
that component, and emits events to notify the frontend. The frontend listens
for those events and updates its model of the scene accordingly, which is then
displayed with a simple tree view.
### Future Enhancements
There are many improvements that must be made to make this system actually
useful, but this PR is being expedited to focus on migrating to Bevy 0.12. A
shortlist of planned updates:
- Identify and expose the "type" of entity (e.g. lights, cameras, meshes,
skeletons, etc.) via a field on the `Inspectable` component
- Highlight the currently selected entity in the frontend hierarchy
- Ask the Bevy app to update the selection when the user selects an entry in the
hierarchy
- Add a separate UI panel to inspect and modify the selected entity's components
via the frontend