mirror of
https://github.com/FyroxEngine/Fyrox.git
synced 2026-10-12 02:02:20 +00:00
295 lines
11 KiB
Rust
295 lines
11 KiB
Rust
//! Inspector testbed (WIP)
|
|
|
|
pub mod shared;
|
|
|
|
use crate::shared::create_camera;
|
|
use fyrox::{
|
|
animation::Animation,
|
|
core::{
|
|
algebra::{UnitQuaternion, Vector2, Vector3},
|
|
color::Color,
|
|
pool::Handle,
|
|
},
|
|
engine::{resource_manager::ResourceManager, Engine, EngineInitParams, SerializationContext},
|
|
event::{ElementState, Event, VirtualKeyCode, WindowEvent},
|
|
event_loop::{ControlFlow, EventLoop},
|
|
gui::{
|
|
inspector::{
|
|
editors::PropertyEditorDefinitionContainer, FieldKind, InspectorBuilder,
|
|
InspectorContext, InspectorMessage,
|
|
},
|
|
message::MessageDirection,
|
|
text::{TextBuilder, TextMessage},
|
|
widget::WidgetBuilder,
|
|
window::{WindowBuilder, WindowTitle},
|
|
UiNode,
|
|
},
|
|
scene::{node::Node, Scene},
|
|
utils::{
|
|
log::{Log, MessageKind},
|
|
translate_event,
|
|
},
|
|
};
|
|
|
|
use std::sync::Arc;
|
|
use std::{rc::Rc, time::Instant};
|
|
|
|
struct Interface {
|
|
debug_text: Handle<UiNode>,
|
|
inspector: Handle<UiNode>,
|
|
definition_container: Rc<PropertyEditorDefinitionContainer>,
|
|
}
|
|
|
|
fn create_ui(engine: &mut Engine) -> Interface {
|
|
let ctx = &mut engine.user_interface.build_ctx();
|
|
|
|
let debug_text = TextBuilder::new(WidgetBuilder::new()).build(ctx);
|
|
|
|
let definition_container = Rc::new(PropertyEditorDefinitionContainer::new());
|
|
|
|
let inspector;
|
|
WindowBuilder::new(WidgetBuilder::new().with_width(400.0))
|
|
.with_title(WindowTitle::text("Inspector"))
|
|
.with_content({
|
|
inspector = InspectorBuilder::new(
|
|
WidgetBuilder::new().with_desired_position(Vector2::new(200.0, 200.0)),
|
|
)
|
|
.build(ctx);
|
|
inspector
|
|
})
|
|
.build(ctx);
|
|
|
|
Interface {
|
|
debug_text,
|
|
inspector,
|
|
definition_container,
|
|
}
|
|
}
|
|
|
|
struct GameScene {
|
|
scene: Scene,
|
|
model_handle: Handle<Node>,
|
|
walk_animation: Handle<Animation>,
|
|
}
|
|
|
|
async fn create_scene(resource_manager: ResourceManager) -> GameScene {
|
|
let mut scene = Scene::new();
|
|
|
|
// Set ambient light.
|
|
scene.ambient_lighting_color = Color::opaque(200, 200, 200);
|
|
|
|
// Camera is our eyes in the world - you won't see anything without it.
|
|
create_camera(
|
|
resource_manager.clone(),
|
|
Vector3::new(0.0, 6.0, -12.0),
|
|
&mut scene.graph,
|
|
)
|
|
.await;
|
|
|
|
let model_resource = resource_manager
|
|
.request_model("examples/data/mutant/mutant.FBX")
|
|
.await
|
|
.unwrap();
|
|
|
|
let model_handle = model_resource.instantiate_geometry(&mut scene);
|
|
|
|
let walk_animation_resource = resource_manager
|
|
.request_model("examples/data/mutant/walk.fbx")
|
|
.await
|
|
.unwrap();
|
|
|
|
let walk_animation = *walk_animation_resource
|
|
.retarget_animations(model_handle, &mut scene)
|
|
.get(0)
|
|
.unwrap();
|
|
|
|
GameScene {
|
|
scene,
|
|
model_handle,
|
|
walk_animation,
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
let event_loop = EventLoop::new();
|
|
|
|
let window_builder = fyrox::window::WindowBuilder::new()
|
|
.with_title("Example - User Interface")
|
|
.with_resizable(true);
|
|
|
|
let serialization_context = Arc::new(SerializationContext::new());
|
|
let mut engine = Engine::new(EngineInitParams {
|
|
window_builder,
|
|
resource_manager: ResourceManager::new(serialization_context.clone()),
|
|
serialization_context,
|
|
events_loop: &event_loop,
|
|
vsync: false,
|
|
})
|
|
.unwrap();
|
|
|
|
// Create simple user interface that will show some useful info.
|
|
let interface = create_ui(&mut engine);
|
|
|
|
// Create test scene.
|
|
let GameScene {
|
|
scene,
|
|
model_handle,
|
|
walk_animation,
|
|
} = fyrox::core::futures::executor::block_on(create_scene(engine.resource_manager.clone()));
|
|
|
|
let inspector_context = InspectorContext::from_object(
|
|
scene.graph[model_handle].as_reflect(),
|
|
&mut engine.user_interface.build_ctx(),
|
|
interface.definition_container.clone(),
|
|
None,
|
|
1,
|
|
0,
|
|
);
|
|
engine
|
|
.user_interface
|
|
.send_message(InspectorMessage::context(
|
|
interface.inspector,
|
|
MessageDirection::ToWidget,
|
|
inspector_context,
|
|
));
|
|
|
|
// Add scene to engine - engine will take ownership over scene and will return
|
|
// you a handle to scene which can be used later on to borrow it and do some
|
|
// actions you need.
|
|
let scene_handle = engine.scenes.add(scene);
|
|
|
|
let mut previous = Instant::now();
|
|
let fixed_timestep = 1.0 / 60.0;
|
|
let mut lag = 0.0;
|
|
|
|
// Finally run our event loop which will respond to OS and window events and update
|
|
// engine state accordingly. Engine lets you to decide which event should be handled,
|
|
// this is minimal working example if how it should be.
|
|
event_loop.run(move |event, _, control_flow| {
|
|
match event {
|
|
Event::MainEventsCleared => {
|
|
// This main game loop - it has fixed time step which means that game
|
|
// code will run at fixed speed even if renderer can't give you desired
|
|
// 60 fps.
|
|
let elapsed = previous.elapsed();
|
|
previous = Instant::now();
|
|
lag += elapsed.as_secs_f32();
|
|
while lag >= fixed_timestep {
|
|
// ************************
|
|
// Put your game logic here.
|
|
// ************************
|
|
|
|
// Use stored scene handle to borrow a mutable reference of scene in
|
|
// engine.
|
|
let scene = &mut engine.scenes[scene_handle];
|
|
|
|
// Our animation must be applied to scene explicitly, otherwise
|
|
// it will have no effect.
|
|
scene
|
|
.animations
|
|
.get_mut(walk_animation)
|
|
.pose()
|
|
.apply(&mut scene.graph);
|
|
|
|
let fps = engine.renderer.get_statistics().frames_per_second;
|
|
engine.user_interface.send_message(TextMessage::text(
|
|
interface.debug_text,
|
|
MessageDirection::ToWidget,
|
|
format!("Example 04 - User Interface\nFPS: {}", fps),
|
|
));
|
|
|
|
engine.update(fixed_timestep, control_flow, &mut lag);
|
|
lag -= fixed_timestep;
|
|
}
|
|
|
|
// It is very important to "pump" messages from UI. This our main point where we communicate
|
|
// with user interface. As you saw earlier, there is no callbacks on UI elements, instead we
|
|
// use messages to get information from UI elements. This provides perfect decoupling of logic
|
|
// from UI elements and works well with borrow checker.
|
|
let scene = &mut engine.scenes[scene_handle];
|
|
while let Some(ui_message) = engine.user_interface.poll_message() {
|
|
if ui_message.destination() == interface.inspector
|
|
&& ui_message.direction() == MessageDirection::FromWidget
|
|
{
|
|
if let Some(InspectorMessage::PropertyChanged(args)) =
|
|
ui_message.data::<InspectorMessage>()
|
|
{
|
|
if let FieldKind::Object(ref value) = args.value {
|
|
match args.name.as_str() {
|
|
"local_scale" => {
|
|
scene.graph[model_handle].local_transform_mut().set_scale(
|
|
*value.cast_value::<Vector3<f32>>().unwrap(),
|
|
);
|
|
}
|
|
"visibility" => {
|
|
scene.graph[model_handle]
|
|
.set_visibility(*value.cast_value::<bool>().unwrap());
|
|
}
|
|
"local_rotation" => {
|
|
scene.graph[model_handle]
|
|
.local_transform_mut()
|
|
.set_rotation(
|
|
*value.cast_value::<UnitQuaternion<f32>>().unwrap(),
|
|
);
|
|
}
|
|
"name" => {
|
|
scene.graph[model_handle].set_name(
|
|
value.cast_value::<String>().unwrap().clone(),
|
|
);
|
|
}
|
|
// TODO: Add rest of properties.
|
|
_ => (),
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Rendering must be explicitly requested and handled after RedrawRequested event is received.
|
|
engine.get_window().request_redraw();
|
|
}
|
|
Event::RedrawRequested(_) => {
|
|
// Run renderer at max speed - it is not tied to game code.
|
|
engine.render().unwrap();
|
|
}
|
|
Event::WindowEvent { event, .. } => {
|
|
match event {
|
|
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
|
WindowEvent::Resized(size) => {
|
|
// It is very important to handle Resized event from window, because
|
|
// renderer knows nothing about window size - it must be notified
|
|
// directly when window size has changed.
|
|
if let Err(e) = engine.set_frame_size(size.into()) {
|
|
Log::writeln(
|
|
MessageKind::Error,
|
|
format!("Unable to set frame size: {:?}", e),
|
|
);
|
|
}
|
|
}
|
|
WindowEvent::KeyboardInput { input, .. } => {
|
|
if let Some(key_code) = input.virtual_keycode {
|
|
if input.state == ElementState::Pressed
|
|
&& key_code == VirtualKeyCode::Escape
|
|
{
|
|
*control_flow = ControlFlow::Exit;
|
|
}
|
|
}
|
|
}
|
|
_ => (),
|
|
}
|
|
|
|
// It is very important to "feed" user interface (UI) with events coming
|
|
// from main window, otherwise UI won't respond to mouse, keyboard, or any
|
|
// other event.
|
|
if let Some(os_event) = translate_event(&event) {
|
|
engine.user_interface.process_os_event(&os_event);
|
|
}
|
|
}
|
|
Event::DeviceEvent { .. } => {
|
|
// Handle key input events via `WindowEvent`, not via `DeviceEvent` (#32)
|
|
}
|
|
_ => *control_flow = ControlFlow::Poll,
|
|
}
|
|
});
|
|
}
|