Files
storyteller-bevy/studio/src/input.rs
T
Danny McGee bc975779d7 Animation Editor UI (#20)
This PR adds a WIP timeline UI for animating elements in the scene.

### Implemented Features

* The timeline can be panned with MMB and zoomed with Ctrl + Mouse Wheel
* The timeline can be "scrubbed" by dragging the red "play-head" with
  LMB
* The timeline sidebar (displaying the list of tracks) can be resized by
  dragging on the edge of the sidebar
* Keyframes can be added by pressing the "Add Keyframe" CTA in the UI
* Keyframes can be selected for editing by clicking the diamond-shaped
  markers in the timeline
* Selected entities (including but not limited to keyframes) can be
  deleted by pressing the "Delete" key
* Keyframes can be moved temporally by dragging the diamond-shaped
  markers in the timeline

### Known issues

* Zooming the timeline in too far results in a soft-lock
* When zooming the timeline, the "transform origin" is currently
  centered on the `00:00` timestamp. For ease of use, it should center on
  the mouse cursor position instead.
* The timeline track-list is currently hard-coded to list the Camera and
  Camera Target. Clicking on these entries currently serves no useful
  purpose and may result in a crash.
* Keyframe markers in the timeline are not currently associated with
  entries in the track-list and simply appear vertically centered in the
  timeline view.
* Added keyframes currently record the position and orientation of the
  scene camera when added, and are rendered in the world with debug
  visualizations, but serve no useful purpose. Some design work is needed
  (both user-experience and architectural) to decide on a workflow for
  actually animating scene elements.
* Entity deletion cannot currently be undone/redone
2024-02-22 14:21:02 -05:00

347 lines
11 KiB
Rust

use bevy::{
input::mouse::{MouseMotion, MouseWheel},
prelude::*,
utils::HashSet,
};
use space_editor::prelude::space_undo::UndoRedo;
use crate::is_editor;
#[derive(SystemSet, Hash, Debug, PartialEq, Eq, Clone)]
pub struct StudioInputSystem;
pub struct StudioInputPlugin;
impl Plugin for StudioInputPlugin {
fn build(&self, app: &mut App) {
app.add_event::<InputAction>();
// Reading each frame of the mouse delta allows
// to get rid of the bug that delta is counted from the last reading,
// which leads to camera jumps if you move the mouse between clicks
app.add_systems(
PreUpdate,
read_mouse_delta
.in_set(StudioInputSystem)
.after(bevy::input::InputSystem),
);
app.init_resource::<LastFrameMouseDelta>();
app.add_systems(
PreUpdate,
(
translate_selection_events,
translate_debug_toggle,
translate_dcc_camera_events,
translate_fps_camera_events,
send_undo_event.run_if(is_editor),
)
.in_set(StudioInputSystem)
.after(bevy::input::InputSystem)
.after(read_mouse_delta),
);
}
}
#[derive(Event, Clone, Copy)]
pub struct InputAction(pub Lifecycle, pub Action);
#[derive(Clone, Copy)]
pub enum Lifecycle {
Start,
Ongoing,
Stop,
}
#[derive(Clone, Copy)]
pub enum Action {
Camera(CameraMotion),
Selection(Selection),
ToggleDebug,
}
#[derive(Clone, Copy)]
pub enum CameraMotion {
Translate(Vec3),
Pan(Vec2),
Zoom(f32),
Orbit(Vec2),
Rotate(Vec2),
}
impl From<CameraMotion> for Action {
fn from(value: CameraMotion) -> Self {
Action::Camera(value)
}
}
#[derive(Clone, Copy)]
pub enum Selection {
/// Clear the current selection
Clear,
/// Focus the camera on the currently selected entity
Focus,
/// Delete the currently selected entity and its descendants
Delete,
}
impl From<Selection> for Action {
fn from(value: Selection) -> Self {
Action::Selection(value)
}
}
// TODO: Make the bindings of raw device inputs to InputActions configurable
fn translate_selection_events(keyboard: Res<Input<KeyCode>>, mut input: EventWriter<InputAction>) {
if keyboard.just_pressed(KeyCode::Escape) {
input.send(InputAction(Lifecycle::Start, Selection::Clear.into()));
} else if keyboard.just_released(KeyCode::Escape) {
input.send(InputAction(Lifecycle::Stop, Selection::Clear.into()));
}
if keyboard.just_pressed(KeyCode::F) {
input.send(InputAction(Lifecycle::Start, Selection::Focus.into()));
} else if keyboard.just_released(KeyCode::F) {
input.send(InputAction(Lifecycle::Stop, Selection::Focus.into()));
}
if keyboard.just_pressed(KeyCode::Delete) {
input.send(InputAction(Lifecycle::Start, Selection::Delete.into()));
} else if keyboard.just_released(KeyCode::Delete) {
input.send(InputAction(Lifecycle::Stop, Selection::Delete.into()));
}
}
fn translate_debug_toggle(keyboard: Res<Input<KeyCode>>, mut input: EventWriter<InputAction>) {
if keyboard.pressed(KeyCode::ControlLeft) || keyboard.pressed(KeyCode::ControlRight) {
if keyboard.just_pressed(KeyCode::Grave) {
input.send(InputAction(Lifecycle::Start, Action::ToggleDebug));
} else if keyboard.just_released(KeyCode::Grave) {
input.send(InputAction(Lifecycle::Stop, Action::ToggleDebug));
}
}
}
fn translate_dcc_camera_events(
mouse_motion: Res<LastFrameMouseDelta>,
mouse_buttons: Res<Input<MouseButton>>,
keyboard: Res<Input<KeyCode>>,
mut input: EventWriter<InputAction>,
) {
let delta = mouse_motion.get();
// Camera Pan
if mouse_buttons.pressed(MouseButton::Middle) {
let lifecycle = if mouse_buttons.just_pressed(MouseButton::Middle) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Pan(delta).into()));
}
// Stop Camera Panning
else if mouse_buttons.just_released(MouseButton::Middle) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Pan(Vec2::ZERO).into(),
));
}
// Camera Orbit/Zoom
else if keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight]) {
if mouse_buttons.any_pressed([MouseButton::Left, MouseButton::Right]) {
let lifecycle =
if mouse_buttons.any_just_pressed([MouseButton::Left, MouseButton::Right]) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
let motion = if mouse_buttons.pressed(MouseButton::Left) {
CameraMotion::Orbit(delta)
} else {
CameraMotion::Zoom(delta.y)
};
input.send(InputAction(lifecycle, motion.into()));
}
// Stop Camera Orbit
else if mouse_buttons.just_released(MouseButton::Left) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Orbit(Vec2::ZERO).into(),
));
}
// Stop Camera Zoom
else if mouse_buttons.just_released(MouseButton::Right) {
input.send(InputAction(Lifecycle::Stop, CameraMotion::Zoom(0.).into()));
}
}
// Stop Camera Orbit & Zoom
else if (keyboard.just_released(KeyCode::AltLeft) && !keyboard.pressed(KeyCode::AltRight))
|| (keyboard.just_released(KeyCode::AltRight) && !keyboard.pressed(KeyCode::AltLeft))
{
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Orbit(Vec2::ZERO).into(),
));
input.send(InputAction(Lifecycle::Stop, CameraMotion::Zoom(0.).into()));
}
// Camera Rotation
else if mouse_buttons.pressed(MouseButton::Right) {
let lifecycle = if mouse_buttons.just_pressed(MouseButton::Right) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Rotate(delta).into()));
}
// Stop Camera Rotation
else if mouse_buttons.just_released(MouseButton::Right) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Rotate(Vec2::ZERO).into(),
));
}
// Alt Camera Rotation (designed for laptop)
else if keyboard.pressed(KeyCode::ShiftLeft) {
let lifecycle = if keyboard.just_pressed(KeyCode::ShiftLeft) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Rotate(delta).into()));
}
// Stop Camera Rotation
else if keyboard.just_released(KeyCode::ShiftLeft) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Rotate(Vec2::ZERO).into(),
));
}
}
fn translate_fps_camera_events(
mut mouse_wheel: EventReader<MouseWheel>,
keyboard: Res<Input<KeyCode>>,
mut input: EventWriter<InputAction>,
) {
// Camera Translation (FPS-like)
use KeyCode::*;
let wasd_keys = [W, A, S, D, E, Q];
let wasd_keys_set = wasd_keys.into_iter().collect::<HashSet<_>>();
// A little unfortunate that `get_pressed()` doesn't just return a reference
// to the original HashSet >_< Maybe the compiler will be nice to us and
// optimize away the redundant clone?
let keys_pressed = keyboard.get_pressed().cloned().collect::<HashSet<_>>();
let wasd_keys_pressed = wasd_keys_set
.intersection(&keys_pressed)
.collect::<HashSet<_>>();
if !wasd_keys_pressed.is_empty() {
let mut mvmt = Vec3::ZERO;
#[rustfmt::skip] {
if wasd_keys_pressed.contains(&W) { mvmt.z -= 1.; }
if wasd_keys_pressed.contains(&A) { mvmt.x -= 1.; }
if wasd_keys_pressed.contains(&S) { mvmt.z += 1.; }
if wasd_keys_pressed.contains(&D) { mvmt.x += 1.; }
if wasd_keys_pressed.contains(&E) { mvmt.y += 1.; }
if wasd_keys_pressed.contains(&Q) { mvmt.y -= 1.; }
};
let mvmt = mvmt.normalize_or_zero();
// Compare WASD keys pressed with WASD keys _just_ pressed to determine lifecycle
let keys_just_pressed = keyboard.get_just_pressed().cloned().collect::<HashSet<_>>();
let wasd_keys_just_pressed = keys_just_pressed
.intersection(&wasd_keys_set)
.collect::<HashSet<_>>();
let lifecycle = if wasd_keys_pressed.len() == wasd_keys_just_pressed.len() {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Translate(mvmt).into()));
}
// Stop Translation
else if keyboard.any_just_released(wasd_keys) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Translate(Vec3::ZERO).into(),
));
}
// Wheel zoom
for &MouseWheel { y, .. } in mouse_wheel.read() {
// info!("wheel: ({x}, {y}) [{unit:?}]");
// let rem_x = (100. / x).abs() % 1.;
// let rem_y = (100. / y).abs() % 1.;
// if (rem_x.is_nan() || rem_x < 1e-5_f32) && (rem_y.is_nan() || rem_y < 1e-5_f32) {
input.send(InputAction(
Lifecycle::Ongoing,
CameraMotion::Zoom(y).into(),
));
// } else {
// FIXME: I had high hopes for this, but the input translation from
// Bevy / winit is herky-jerky-janky af. It seems to be
// trying to force the wheel to only emit one axis at a time,
// unless the user makes a really deliberate diagonal motion
// to start. But even then, it makes bizarre jumps
// intermittently instead of just translating the input
// motion directly.
//
// I Was hoping to achieve something like what Blender does
// with touchpad input to pan, but it doesn't look like
// that's going to be possible without bypassing bevy::input
// and reading the system events directly. We may want to do
// that eventually, but not today.
// input.send(InputAction(
// Lifecycle::Ongoing,
// CameraMotion::Pan(vec2(x, y)).into(),
// ));
// }
}
}
#[derive(Resource, Default)]
pub struct LastFrameMouseDelta(pub Vec2);
impl LastFrameMouseDelta {
fn get(&self) -> Vec2 {
self.0
}
}
fn read_mouse_delta(
mut mouse_motion: EventReader<MouseMotion>,
mut last_delta: ResMut<LastFrameMouseDelta>,
) {
let delta = mouse_motion
.read()
.fold(Vec2::ZERO, |accum, current| accum + current.delta);
last_delta.0 = delta;
}
// TODO: Make it configurable
fn send_undo_event(mut events: EventWriter<UndoRedo>, keyboard: Res<Input<KeyCode>>) {
if keyboard.pressed(KeyCode::ControlLeft)
&& keyboard.just_pressed(KeyCode::Z)
&& !keyboard.pressed(KeyCode::ShiftLeft)
{
events.send(UndoRedo::Undo);
info!("Undo event sent");
}
if keyboard.pressed(KeyCode::ControlLeft)
&& keyboard.just_pressed(KeyCode::Z)
&& keyboard.pressed(KeyCode::ShiftLeft)
{
events.send(UndoRedo::Redo);
info!("Redo event sent");
}
}