show/hide images/shapes and images visible in tree view
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README.md
21
README.md
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@ -11,21 +11,28 @@ Eventually, this will be a level editor... But until then, I guess it's just fun
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- [x] Drag camera around
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- [x] Zome in/out
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- [ ] Import images:
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- [ ] Insert images
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- [ ] Show images in tree view
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- [ ] Show/Hide images
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- [x] Insert images
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- [x] Show images in tree view
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- [x] Show/Hide images
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- [ ] Move/Drag images around
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- [ ] Control images Z value(so we could reorder them)
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- [ ] Delete images
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- [ ] Name images
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- [ ] Duplicate images(and also shapes maybe?)?
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- [ ] Show hide shapes
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- [x] Show hide shapes
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- [ ] Control shape Z value
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- [ ] Snap to grid
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- [ ] Change grid size
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- [ ] Show/Hide grid(also make a visible grid in the first place)
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- [ ] Grab shapes instead of center points
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- [ ] Save? (maybe just import and export directly?)
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- [ ] Export
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- [ ] Import
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- Quality of life todo:
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- [ ] Double click on shape in tree view will center the relevant shape
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## Quality of life todo
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- [ ] Double click on shape in tree view will center the relevant shape
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- [ ] Grab shapes instead of center points
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## Maybe, just maybe todo
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- [ ] Group shapes/images under an empty/another object
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@ -16,6 +16,9 @@ pub use helpers::*;
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#[derive(Clone, Debug)]
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pub struct PointSize(pub f32);
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#[derive(Component, Debug, Deref, DerefMut)]
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pub struct ImageName(pub String);
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#[derive(Component, Debug)]
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pub struct ShapeData {
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pub name: Option<String>,
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57
src/ui.rs
57
src/ui.rs
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@ -36,11 +36,13 @@ pub fn action_bar_sys(
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.set_title("Please dont try to pick a cat instead of an image(although you can pick a cat image)")
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.pick_file();
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if let Some(file) = file {
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let name = String::from(file.file_name().unwrap().to_str().unwrap_or("Image"));
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let image: Handle<Image> = assets.load(file);
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coms.spawn_bundle(SpriteBundle {
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texture: image,
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..Default::default()
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});
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})
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.insert(ImageName(name));
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}
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}
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@ -83,6 +85,8 @@ pub fn shape_tree_sys(
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global_transforms: Query<&GlobalTransform>,
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mut paths: Query<&mut Path>,
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mut draw_modes: Query<&mut DrawMode, With<Path>>,
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mut visible: Query<&mut Visibility, Or<(With<Path>, With<Sprite>)>>,
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mut images: Query<(Entity, &mut ImageName), With<Sprite>>,
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) {
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if !shapes.is_empty() {
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egui::Window::new("Shape Tree")
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@ -162,16 +166,27 @@ pub fn shape_tree_sys(
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coms.entity(sd.main_shape).despawn_recursive();
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coms.entity(e).despawn();
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}
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let mut v = visible.get_mut(sd.main_shape).unwrap();
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let text = if v.is_visible { egui::RichText::new("V") } else { egui::RichText::new("V").strikethrough() };
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if hui.button(text).clicked() {
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v.is_visible ^= true;
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}
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});
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ui_func(ui);
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});
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let closed = collapse.fully_closed();
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if closed && hui.button("E").clicked() {
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*name_change = Some((e, default_name));
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}
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if closed && hui.button("D").clicked() {
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coms.entity(sd.main_shape).despawn_recursive();
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coms.entity(e).despawn();
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if collapse.fully_closed() {
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if hui.button("E").clicked() {
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*name_change = Some((e, default_name));
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}
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if hui.button("D").clicked() {
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coms.entity(sd.main_shape).despawn_recursive();
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coms.entity(e).despawn();
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}
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let mut v = visible.get_mut(sd.main_shape).unwrap();
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let text = if v.is_visible { egui::RichText::new("V") } else { egui::RichText::new("V").strikethrough() };
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if hui.button(text).clicked() {
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v.is_visible ^= true;
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}
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}
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let d_normal = DrawMode::Outlined {
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fill_mode: FillMode::color(Color::rgba(0.0, 0.5, 0.5, 0.4)),
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@ -192,6 +207,32 @@ pub fn shape_tree_sys(
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}
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});
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}
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for (e, mut n) in images.iter_mut() {
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if let Some((ne, name)) = &mut *name_change && *ne == e {
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let te = egui::TextEdit::singleline(name);
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if ui.add(te).lost_focus() {
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let (_, name) = name_change.take().unwrap();
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**n = name;
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}
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}
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else {
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ui.horizontal(|hui| {
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hui.label(&**n);
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if hui.button("E").clicked() {
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*name_change = Some((e, n.clone()));
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}
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if hui.button("D").clicked() {
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coms.entity(e).despawn();
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}
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let mut v = visible.get_mut(e).unwrap();
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let text = if v.is_visible { egui::RichText::new("V") } else { egui::RichText::new("V").strikethrough() };
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if hui.button(text).clicked() {
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v.is_visible ^= true;
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}
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});
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}
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}
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});
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}
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}
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