feat(editor): introduce reusable UI widgets for the editor interface

- Added a new module for editor UI widgets, including ScrollViewBuilder, CoreScrollArea, ExpansionButton, BasicPanel, and ScrollableContainer.
- Implemented basic theme support with EditorTheme struct.
- Created a Panel widget with collapsible and resizable features.
- Developed a scrollable area widget with mouse wheel support and content height calculation methods.
- Added examples for using scroll widgets and programmatic scrolling.
- Introduced a simple panel widget with configurable dimensions and styling.
- Implemented a simple scrollable container with mouse wheel support.
- Established a theming system compatible with bevy_feathers, including themed UI elements and a theme management plugin.
This commit is contained in:
jbuehler23 2025-07-18 14:39:07 +01:00
parent 33bed5dd70
commit be278fb1dc
39 changed files with 6079 additions and 0 deletions

8
.gitignore vendored
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@ -32,3 +32,11 @@ assets/scenes/load_scene_example-new.scn.ron
# Generated by "examples/window/screenshot.rs"
**/screenshot-*.png
.DS_Store
assets/.DS_Store
benches/.DS_Store
crates/.DS_Store
examples/.DS_Store
release-content/.DS_Store
tests/.DS_Store
tools/.DS_Store

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@ -655,6 +655,12 @@ name = "bloom_2d"
path = "examples/2d/bloom_2d.rs"
doc-scrape-examples = true
# Inspector
[[example]]
name = "inspector"
path = "examples/bevy_editor/inspector.rs"
doc-scrape-examples = true
[package.metadata.example.bloom_2d]
name = "2D Bloom"
description = "Illustrates bloom post-processing in 2d"

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@ -0,0 +1,13 @@
[package]
name = "bevy_editor"
version = "0.1.0"
edition = "2021"
publish = false
[dependencies]
bevy = { path = "../../", features = ["bevy_remote"] }
bevy_core_widgets = { path = "../bevy_core_widgets" }
rand = "0.8"
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
ureq = { version = "2.10", features = ["json"] }

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# PR Summary: Bevy Inspector Integration for bevy_dev_tools
## Overview
This PR adds a comprehensive entity and component inspector to `bevy_dev_tools`, providing real-time debugging capabilities for Bevy applications. The inspector features a modern UI with scrollable panels and integrates seamlessly with the existing dev tools ecosystem.
## Key Features
### Entity Inspector
- **Entity Browser**: Scrollable list of all entities in the world
- **Real-time Updates**: Live entity list that refreshes automatically
- **Interactive Selection**: Click to select entities and view their components
### Component Inspector
- **Detailed View**: Comprehensive component data display with proper formatting
- **Smart Formatting**: Special handling for common Bevy types (Vec2, Vec3, Transform, Color)
- **Scrollable Interface**: Smooth scrolling through large component datasets
- **Expandable Data**: Hierarchical display of complex component structures
### Modern UI System
- **Native Scrolling**: Integration with `bevy_core_widgets` for smooth scrolling
- **Dark Theme**: Professional styling optimized for development work
- **Responsive Design**: Proper overflow handling and window resizing
- **Dual Panel Layout**: Entity list on left, component details on right
### Remote Integration
- **bevy_remote Support**: Built-in HTTP client for remote debugging
- **Connection Status**: Visual indicators for connection state
- **Automatic Reconnection**: Handles connection drops gracefully
## Technical Implementation
### Modular Architecture
```rust
// Add to your app for full inspector
app.add_plugins(EditorPlugin);
// Or use individual components
app.add_plugins((
EntityListPlugin,
ComponentInspectorPlugin,
WidgetsPlugin,
));
```
### Scroll System Integration
- Uses Bevy's native `ScrollPosition` component
- Integrates with `bevy_core_widgets` scrollbars
- Prevents duplicate scrollbar creation
- Smooth mouse wheel interaction
### Widget System
- **ScrollViewBuilder**: High-level scrollable containers
- **CoreScrollArea**: Low-level scroll components for custom use
- **Theme Integration**: Consistent styling across all components
## Integration with bevy_dev_tools
This inspector will be integrated into the `bevy_dev_tools` crate as a new debugging tool, joining:
- Entity debugger
- System performance monitor
- Resource inspector
- Event viewer
## Usage
```rust
use bevy::prelude::*;
use bevy_dev_tools::inspector::InspectorPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(InspectorPlugin)
.run();
}
```
The inspector provides immediate value for developers debugging entity hierarchies, component data, and application state in real-time.

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# Bevy Editor
A modern inspector and editor for Bevy applications, designed to provide real-time introspection and editing capabilities.
![Bevy Editor](https://img.shields.io/badge/status-in_development-yellow.svg)
![Bevy](https://img.shields.io/badge/bevy-0.15-blue.svg)
![License](https://img.shields.io/badge/license-MIT%2FApache--2.0-green.svg)
## Features
### Current (v0.1)
- **Real-time Connection**: HTTP client integration with `bevy_remote` protocol
- **Entity Inspection**: Browse and select entities in a clean, modern interface
- **Component Viewing**: Structured component display with hierarchical field breakdown
- **Smart Type Recognition**: Specialized formatting for Bevy types (Vec2/Vec3/Quat, Colors, Entity IDs)
- **Connection Status**: Live connection monitoring with visual status indicators
- **Modern UI**: Dark theme with professional styling and responsive design
- **Event-driven Architecture**: Built on Bevy's observer system for optimal performance
- **Expandable Structures**: Smart component exploration with keyboard shortcuts (E/T/C keys) for any component type
- **Mouse Wheel Scrolling**: Smooth scrolling through entity lists with optimized sensitivity
- **Dynamic Expansion**: Real-time [+]/[-] indicators based on current expansion state
### In Development
- **Component Editing**: Real-time component value modification
- **Entity Management**: Create, delete, and clone entities
- **Search & Filter**: Advanced filtering and search capabilities
- **Hierarchical Views**: Tree-based entity and component organization
- **System Inspector**: Monitor and control system execution
- **Data Persistence**: Save and load entity configurations
## Quick Start
### Prerequisites
- Rust 1.70+ with Cargo
- Bevy 0.15+
- A Bevy application with `bevy_remote` enabled
### Installation
1. **Add to your Bevy project**:
```toml
[dependencies]
bevy_editor = { path = "path/to/bevy_editor" }
```
2. **Enable bevy_remote in your target application**:
```rust
use bevy::prelude::*;
use bevy_remote::RemotePlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RemotePlugin::default())
.run();
}
```
3. **Run the inspector**:
```bash
cargo run --example inspector --package bevy_editor
```
4. **Start your Bevy application** (the one you want to inspect)
The inspector will automatically connect to `http://127.0.0.1:15702` and begin displaying entities.
## Usage
### Basic Workflow
1. **Launch Inspector**: Run the editor example
2. **Start Target App**: Launch your Bevy application with `bevy_remote` enabled
3. **Browse Entities**: Click on entities in the left panel to view their components
4. **Inspect Components**: View detailed component data in the right panel
5. **Monitor Status**: Check the connection status in the top status bar
### Connection Configuration
The inspector connects to `bevy_remote` servers. The default endpoint is:
- **URL**: `http://127.0.0.1:15702`
- **Protocol**: JSON-RPC 2.0 over HTTP
- **Polling**: 1-second intervals
### Component Display
Components are displayed in a structured, hierarchical format:
```
[Component] Transform
[+] translation: (0.000, 0.000, 0.000)
x: 0.000
y: 0.000
z: 0.000
[+] rotation: (0.000, 0.000, 0.000, 1.000)
x: 0.000
y: 0.000
z: 0.000
w: 1.000
[+] scale: (1.000, 1.000, 1.000)
x: 1.000
y: 1.000
z: 1.000
[Component] Visibility
inherited: true
```
### Usage
Once running, the editor provides:
1. **Entity Selection**: Click on entities in the left panel to select them
2. **Component Inspection**: Selected entity components appear in the right panel with hierarchical display
3. **Interactive Expansion**:
- Press `E` to expand common component fields automatically (translation, rotation, scale, position, velocity, color, etc.)
- Press `T` to toggle Transform component fields specifically
- Press `C` to collapse all expanded fields
4. **Mouse Navigation**: Use mouse wheel to scroll through the entity list
5. **Connection Status**: Monitor connection status in the top status bar
## Development Roadmap
### Widget System (✅ COMPLETED - v0.1)
**Goal**: Create modular widget system for eventual bevy_feathers extraction
- [x] **ScrollableContainer**: Basic scrollable container with mouse wheel support
- [x] **BasicPanel**: Simple panel container with title and configuration
- [x] **ExpansionButton**: Interactive expansion buttons for hierarchical content
- [x] **Theme Integration**: Basic theme system with consistent styling
- [x] **Plugin Architecture**: Each widget has its own plugin system
- [x] **Documentation**: Comprehensive documentation for PR readiness
- [x] **Clean Compilation**: All compilation errors resolved, minimal warnings
**Implementation Details**:
- All widgets designed for bevy_feathers extraction
- Minimal dependencies on core Bevy systems
- Plugin-based architecture for modularity
- Consistent API patterns across widgets
- Theme integration for styling consistency
See `WIDGETS.md` for detailed widget system documentation.
### Phase 1: Enhanced Component Display
**Goal**: Transform raw JSON into structured, readable component fields
- [x] **Structured Parsing**: Parse JSON into typed fields with proper formatting
- [x] **Type-aware Display**: Specialized rendering for common Bevy types (Vec3, Quat, Color, etc.)
- [x] **Expandable Structures**: Foundation with [+] indicators for collapsible nested objects and arrays
- [x] **Value Formatting**: Human-readable formatting for different data types (Entity IDs, truncated strings, precision-controlled numbers)
- [x] **Hierarchical Layout**: Proper indentation and nested structure display
- [x] **Interactive Expansion**: Keyboard-based expansion system (E to expand, C to collapse) with state tracking
- [x] **Mouse Wheel Scrolling**: Scrollable entity list with mouse wheel support
- [ ] **Clickable Expansion**: Replace keyboard shortcuts with clickable [+]/[-] buttons
- [ ] **Visual Polish**: Enhanced styling with consistent spacing and visual hierarchy
- [ ] **Advanced Type Support**: Support for more complex Bevy types (Asset handles, Entity references, etc.)
#### Phase 1 - Remaining Implementation Details
**Interactive Expansion System** (✅ **IMPLEMENTED**):
- ✅ Add expansion state tracking with `ComponentDisplayState` resource
- ✅ Update `format_field_recursive()` to check expansion state before showing children
- ✅ Dynamic [+]/[-] indicators based on expansion state
- ✅ Smart keyboard shortcuts: 'E' for common fields, 'T' for Transform, 'C' to collapse all
- ✅ Generic field detection for any component type (not just Transform)
- **Next**: Replace keyboard shortcuts with clickable UI elements
**Mouse Wheel Scrolling** (✅ **IMPLEMENTED**):
- ✅ Added `ScrollableArea` component for marking scrollable UI elements
- ✅ Mouse wheel scroll handler for entity list navigation
- ✅ Smooth scrolling with optimal sensitivity (5px per wheel unit)
**Visual Polish** (Next Priority):
- Consistent color coding for different value types (numbers, strings, booleans)
- Improved spacing and visual hierarchy
- Better visual distinction between expandable and non-expandable items
- Add subtle hover effects for better interactivity
**Advanced Type Support**:
- Asset handle detection and formatting (e.g., "Handle<Mesh>", "Handle<Image>")
- Entity reference formatting with clickable navigation
- Support for Bevy's built-in components (Camera, Mesh, Material handles)
- Custom type registration system for user-defined components
### Phase 2: Interactive Component Editing
**Goal**: Enable real-time modification of component values
- [ ] **Input Fields**: Type-appropriate input controls (sliders, text fields, checkboxes)
- [ ] **Real-time Updates**: Live synchronization with the target application
- [ ] **Validation System**: Client-side validation before sending changes
- [ ] **Error Handling**: Graceful handling of invalid values and server errors
- [ ] **Undo/Redo**: Basic change history and rollback capabilities
### Phase 3: Entity Management
**Goal**: Full CRUD operations for entities
- [ ] **Entity Creation**: Spawn new entities with optional component templates
- [ ] **Entity Deletion**: Remove entities with confirmation dialogs
- [ ] **Entity Cloning**: Duplicate entities with all their components
- [ ] **Bulk Operations**: Multi-select and batch operations
- [ ] **Entity Search**: Filter entities by ID, components, or custom criteria
### Phase 4: Advanced UI/UX
**Goal**: Professional-grade interface matching industry standards
- [ ] **Tabbed Interface**: Separate views for Entities, Systems, Resources, and Settings
- [ ] **Tree Views**: Hierarchical display with expand/collapse functionality
- [ ] **Search System**: Global search across entities, components, and systems
- [ ] **Filtering Engine**: Advanced filtering with multiple criteria
- [ ] **Property Grid**: Traditional property editor layout
- [ ] **Toolbar Actions**: Quick access to common operations
- [ ] **Keyboard Shortcuts**: Power-user keyboard navigation
- [ ] **Themes**: Light/dark theme switching
### Phase 5: System Inspector
**Goal**: Monitor and control Bevy systems
- [ ] **System Listing**: Display all registered systems in execution order
- [ ] **Performance Metrics**: Execution time, frequency, and resource usage
- [ ] **System Control**: Enable/disable systems at runtime
- [ ] **Dependency Graph**: Visualize system dependencies and execution order
- [ ] **Schedule Inspection**: View and modify system schedules
- [ ] **Debugging Tools**: Breakpoints and step-through debugging
### Phase 6: Resource Management
**Goal**: Inspect and modify global resources
- [ ] **Resource Browser**: List all registered resources
- [ ] **Resource Editing**: Modify resource values in real-time
- [ ] **Resource Monitoring**: Track resource changes over time
- [ ] **Custom Inspectors**: Plugin system for resource-specific editors
### Phase 7: Advanced Features
**Goal**: Professional development tools
- [ ] **Data Export/Import**: Save and load entity configurations
- [ ] **Scene Management**: Import/export entire scenes
- [ ] **Bookmarks**: Save frequently accessed entities and views
- [ ] **History Tracking**: Complete change history with replay capability
- [ ] **Plugin Architecture**: Extension system for custom inspectors
- [ ] **Remote Debugging**: Connect to applications on different machines
- [ ] **Performance Profiler**: Built-in performance analysis tools
## Architecture
### Core Components
- **EditorPlugin**: Main plugin coordinating all editor functionality
- **Remote Client**: HTTP client handling communication with `bevy_remote`
- **UI Systems**: Bevy UI-based interface with modern styling
- **Event System**: Observer-based architecture for reactive updates
- **State Management**: Centralized state for entities, selection, and connection status
### Communication Flow
```
Inspector ←→ HTTP/JSON-RPC ←→ bevy_remote ←→ Target Bevy App
```
### Key Technologies
- **HTTP Client**: `ureq` for synchronous HTTP requests
- **Serialization**: `serde` and `serde_json` for data handling
- **UI Framework**: Native Bevy UI with custom styling
- **Protocol**: JSON-RPC 2.0 following `bevy_remote` specifications
## Development
### Building from Source
```bash
git clone <repository>
cd bevy_editor
cargo build
```
### Running Tests
```bash
cargo test
```
### Example Applications
```bash
# Run the inspector
cargo run --example inspector
# Run a test application with bevy_remote
cargo run --example basic_app
```
### Contributing
1. Fork the repository
2. Create a feature branch
3. Make your changes
4. Add tests for new functionality
5. Submit a pull request
## 📝 API Reference
### Core Types
#### `EditorState`
Central state management for the editor:
```rust
pub struct EditorState {
pub selected_entity_id: Option<u32>,
pub entities: Vec<RemoteEntity>,
pub show_components: bool,
pub connection_status: ConnectionStatus,
}
```
#### `RemoteEntity`
Representation of entities from the remote server:
```rust
pub struct RemoteEntity {
pub id: u32,
pub components: Vec<String>, // Display names
pub full_component_names: Vec<String>, // API-compatible names
}
```
#### `ComponentField`
Structured component field data:
```rust
pub struct ComponentField {
pub name: String,
pub field_type: String,
pub value: serde_json::Value,
pub is_expandable: bool,
}
```
### Events
#### `EntitiesFetched`
Triggered when entity data is received from the remote server:
```rust
pub struct EntitiesFetched {
pub entities: Vec<RemoteEntity>,
}
```
#### `ComponentDataFetched`
Triggered when component data is received:
```rust
pub struct ComponentDataFetched {
pub entity_id: u32,
pub component_data: String,
}
```
## Configuration
### Connection Settings
Default connection parameters can be modified:
```rust
impl Default for RemoteConnection {
fn default() -> Self {
Self {
base_url: "http://127.0.0.1:15702".to_string(),
fetch_interval: 1.0, // seconds
}
}
}
```
### UI Customization
The interface uses a consistent color scheme that can be modified in the styling sections of each UI component.
## Troubleshooting
### Common Issues
**Inspector shows "Disconnected"**
- Ensure your target Bevy application is running
- Verify `bevy_remote` plugin is added to your app
- Check that the application is listening on port 15702
**Entities not appearing**
- Confirm entities exist in your target application
- Check the console for connection errors
- Verify the `bevy_remote` server is responding
**Component data shows as raw JSON**
- This is expected in early versions
- Phase 1 development will improve component display
### Debug Mode
Enable debug logging for detailed connection information:
```bash
RUST_LOG=bevy_editor=debug cargo run --example inspector
```
## 📄 License
This project is dual-licensed under:
- **MIT License** ([LICENSE-MIT](LICENSE-MIT))
- **Apache License 2.0** ([LICENSE-APACHE](LICENSE-APACHE))
You may choose either license for your use.
## Acknowledgments
- **Bevy Engine**: The amazing game engine this editor is built for
- **Flecs Explorer**: Inspiration for the interface design and feature set
- **bevy_remote**: The foundation that makes remote inspection possible
- **Community**: All contributors and users helping shape this tool
---
*Built for the Bevy community*

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//! A comprehensive Bevy inspector that connects to remote applications via bevy_remote.
//!
//! This example demonstrates a full-featured entity inspector similar to the Flecs editor,
//! built using only Bevy UI and bevy_remote for data communication.
//!
//! To test this inspector:
//! 1. Run a Bevy application with bevy_remote enabled (e.g., `cargo run --example server --features bevy_remote`)
//! 2. Run this inspector: `cargo run --example inspector`
//! 3. The inspector will automatically connect and display entities from the remote application
use bevy::prelude::*;
use bevy_editor::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Inspector".to_string(),
resolution: (1200.0, 800.0).into(),
..default()
}),
..default()
}))
.add_plugins(EditorPlugin)
.run();
}

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//! Bevy-specific type formatting
use serde_json::Value;
/// Helper function to check if all values are numbers
pub fn all_numbers(values: &[&Value]) -> bool {
values.iter().all(|v| v.is_number())
}
/// Format Transform components
pub fn format_transform(value: &Value) -> String {
if let Some(obj) = value.as_object() {
let mut parts = Vec::new();
if let Some(translation) = obj.get("translation") {
parts.push(format!("translation: {}", format_vec3(translation)));
}
if let Some(rotation) = obj.get("rotation") {
parts.push(format!("rotation: {}", format_quat(rotation)));
}
if let Some(scale) = obj.get("scale") {
parts.push(format!("scale: {}", format_vec3(scale)));
}
if !parts.is_empty() {
return format!("Transform {{ {} }}", parts.join(", "));
}
}
format!("Transform: {}", value)
}
/// Format Vec3 values
pub fn format_vec3(value: &Value) -> String {
if let Some(obj) = value.as_object() {
if let (Some(x), Some(y), Some(z)) = (obj.get("x"), obj.get("y"), obj.get("z")) {
if all_numbers(&[x, y, z]) {
return format!("({:.3}, {:.3}, {:.3})",
x.as_f64().unwrap_or(0.0),
y.as_f64().unwrap_or(0.0),
z.as_f64().unwrap_or(0.0));
}
}
}
format!("Vec3: {}", value)
}
/// Format Vec2 values
pub fn format_vec2(value: &Value) -> String {
if let Some(obj) = value.as_object() {
if let (Some(x), Some(y)) = (obj.get("x"), obj.get("y")) {
if all_numbers(&[x, y]) {
return format!("({:.3}, {:.3})",
x.as_f64().unwrap_or(0.0),
y.as_f64().unwrap_or(0.0));
}
}
}
format!("Vec2: {}", value)
}
/// Format Quat values
pub fn format_quat(value: &Value) -> String {
if let Some(obj) = value.as_object() {
if let (Some(x), Some(y), Some(z), Some(w)) = (obj.get("x"), obj.get("y"), obj.get("z"), obj.get("w")) {
if all_numbers(&[x, y, z, w]) {
return format!("({:.3}, {:.3}, {:.3}, {:.3})",
x.as_f64().unwrap_or(0.0),
y.as_f64().unwrap_or(0.0),
z.as_f64().unwrap_or(0.0),
w.as_f64().unwrap_or(0.0));
}
}
}
format!("Quat: {}", value)
}
/// Format Color values
pub fn format_color(value: &Value) -> String {
if let Some(obj) = value.as_object() {
if let (Some(r), Some(g), Some(b)) = (obj.get("r"), obj.get("g"), obj.get("b")) {
if all_numbers(&[r, g, b]) {
let mut result = format!("rgb({:.3}, {:.3}, {:.3})",
r.as_f64().unwrap_or(0.0),
g.as_f64().unwrap_or(0.0),
b.as_f64().unwrap_or(0.0));
if let Some(a) = obj.get("a") {
if a.is_number() {
result = format!("rgba({:.3}, {:.3}, {:.3}, {:.3})",
r.as_f64().unwrap_or(0.0),
g.as_f64().unwrap_or(0.0),
b.as_f64().unwrap_or(0.0),
a.as_f64().unwrap_or(0.0));
}
}
return result;
}
}
}
format!("Color: {}", value)
}
/// Format common Bevy types
pub fn format_bevy_type(type_name: &str, value: &Value) -> String {
match type_name {
"Transform" => format_transform(value),
"Vec3" => format_vec3(value),
"Vec2" => format_vec2(value),
"Quat" => format_quat(value),
"Color" => format_color(value),
_ => format!("{}: {}", type_name, value)
}
}

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//! Display utilities for component data
use serde_json::Value;
/// Format values for inline display (summaries)
pub fn format_value_inline(value: &Value) -> String {
match value {
Value::Object(obj) => {
// Special cases for common Bevy types
if let (Some(x), Some(y), Some(z)) = (obj.get("x"), obj.get("y"), obj.get("z")) {
if all_numbers(&[x, y, z]) {
if let Some(w) = obj.get("w") {
if w.is_number() {
return format!("({:.2}, {:.2}, {:.2}, {:.2})",
x.as_f64().unwrap_or(0.0), y.as_f64().unwrap_or(0.0),
z.as_f64().unwrap_or(0.0), w.as_f64().unwrap_or(0.0));
}
}
return format!("({:.2}, {:.2}, {:.2})",
x.as_f64().unwrap_or(0.0), y.as_f64().unwrap_or(0.0), z.as_f64().unwrap_or(0.0));
}
} else if let (Some(x), Some(y)) = (obj.get("x"), obj.get("y")) {
if all_numbers(&[x, y]) {
return format!("({:.2}, {:.2})", x.as_f64().unwrap_or(0.0), y.as_f64().unwrap_or(0.0));
}
}
format!("{{ {} fields }}", obj.len())
}
Value::Array(arr) => {
if arr.len() <= 4 && arr.iter().all(|v| v.is_number()) {
let nums: Vec<String> = arr.iter()
.map(|v| format!("{:.2}", v.as_f64().unwrap_or(0.0)))
.collect();
format!("({})", nums.join(", "))
} else {
format!("[{} items]", arr.len())
}
}
_ => format_simple_value(value)
}
}
/// Format simple values (non-expandable)
pub fn format_simple_value(value: &Value) -> String {
match value {
Value::Number(n) => {
if let Some(f) = n.as_f64() {
if f.fract() == 0.0 && f >= 0.0 && f <= u32::MAX as f64 {
// Check if this looks like an Entity ID
if f > 0.0 && f < 1000000.0 {
format!("Entity({})", f as u64)
} else {
format!("{}", f as u64)
}
} else {
format!("{:.3}", f)
}
} else {
format!("{}", n)
}
}
Value::String(s) => {
// Truncate very long strings
if s.len() > 50 {
format!("\"{}...\"", &s[..47])
} else if s.contains("::") && s.chars().all(|c| c.is_alphanumeric() || c == ':' || c == '_') {
// Looks like a type path - clean it up
let clean = s.split("::").last().unwrap_or(s);
format!("{}", clean)
} else {
format!("\"{}\"", s)
}
}
Value::Bool(b) => format!("{}", b),
Value::Null => "null".to_string(),
_ => format!("{}", value)
}
}
/// Create readable component names
pub fn humanize_component_name(name: &str) -> String {
// Convert CamelCase to "Camel Case"
let mut result = String::new();
let mut chars = name.chars().peekable();
while let Some(ch) = chars.next() {
if ch.is_uppercase() && !result.is_empty() {
result.push(' ');
}
result.push(ch);
}
result
}
/// Check if a value is simple (non-expandable)
pub fn is_simple_value(value: &Value) -> bool {
matches!(value, Value::Number(_) | Value::String(_) | Value::Bool(_) | Value::Null)
}
/// Helper function to check if all values are numbers
pub fn all_numbers(values: &[&Value]) -> bool {
values.iter().all(|v| v.is_number())
}

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//! # Component Data Formatting
//!
//! This module provides utilities for formatting and displaying component data
//! in a human-readable format. It handles various data types including JSON
//! objects, arrays, and primitive values with special formatting for common
//! Bevy types.
//!
//! ## Formatting Categories
//!
//! - **Parser**: JSON parsing and data structure extraction
//! - **Display**: Human-readable formatting for UI display
//! - **Bevy Types**: Specialized formatting for Bevy-specific types
//!
//! ## Supported Types
//!
//! The formatter recognizes and specially handles:
//! - **Transforms**: Position, rotation, and scale formatting
//! - **Vectors**: Vec2, Vec3 with decimal precision control
//! - **Colors**: RGBA color values with proper formatting
//! - **Primitives**: Numbers, strings, booleans with consistent styling
//! - **Collections**: Arrays and objects with proper indentation
//!
//! ## Usage
//!
//! ```rust,no_run
//! use bevy_editor::formatting::{format_value_inline, format_simple_value, is_simple_value};
//! use serde_json::Value;
//!
//! let json_value = Value::String("example".to_string());
//!
//! // Format a JSON value for display
//! let formatted = format_value_inline(&json_value);
//!
//! // Check if a value can be displayed simply
//! if is_simple_value(&json_value) {
//! let simple = format_simple_value(&json_value);
//! }
//! ```
pub mod parser;
pub mod display;
pub mod bevy_types;
// Re-export key functions, avoiding conflicts
pub use parser::*;
pub use display::{format_value_inline, format_simple_value, humanize_component_name, is_simple_value, all_numbers};
pub use bevy_types::{format_bevy_type, format_transform, format_vec3, format_vec2, format_quat, format_color};

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//! Component data parsing utilities
use serde_json::Value;
/// Parse component data from JSON values
pub fn parse_component_data(value: &Value) -> String {
// Placeholder implementation
format!("{}", value)
}
/// Extract type information from component data
pub fn extract_type_info(value: &Value) -> Option<String> {
// Placeholder implementation
value.as_object()
.and_then(|obj| obj.get("type"))
.and_then(|t| t.as_str())
.map(|s| s.to_string())
}

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use bevy::prelude::*;
use serde::Deserialize;
/// Represents a component's data received from the remote server.
#[derive(Clone, Debug, Deserialize)]
pub struct ComponentData {
pub type_name: String,
// Using serde_json::Value to hold arbitrary component data
pub data: serde_json::Value,
}
/// Represents an entity and its components from the remote server.
#[derive(Clone, Debug, Deserialize)]
pub struct EntityData {
pub entity: Entity,
pub components: Vec<ComponentData>,
}
/// Events that are sent to the inspector UI to notify it of changes.
#[derive(Event)]
pub enum InspectorEvent {
/// Sent when new entities are detected.
EntitiesAdded(Vec<EntityData>),
/// Sent when entities are removed.
EntitiesRemoved(Vec<Entity>),
/// Sent when components of an entity are changed.
ComponentsChanged {
entity: Entity,
new_components: Vec<ComponentData>,
},
}
impl bevy::ecs::event::BufferedEvent for InspectorEvent {}

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pub mod events;
pub mod plugin;
pub mod remote;
pub mod selection;
pub mod tree;
pub mod ui;

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use bevy::prelude::*;
use super::{
events::InspectorEvent,
remote::{RemoteEntities, poll_remote_entities, fetch_entity_components},
selection::{reset_selected_entity_if_entity_despawned, SelectedEntity},
tree::{TreeNodeInteraction, TreeState},
ui::{setup_inspector, update_entity_tree, handle_tree_interactions, update_component_details},
};
/// A plugin that provides an inspector UI.
pub struct InspectorPlugin;
impl Plugin for InspectorPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SelectedEntity>()
.register_type::<SelectedEntity>()
.init_resource::<RemoteEntities>()
.init_resource::<TreeState>()
.add_event::<InspectorEvent>()
.add_event::<TreeNodeInteraction>()
.add_systems(Startup, setup_inspector)
.add_systems(
Update,
(
poll_remote_entities,
fetch_entity_components,
update_entity_tree,
handle_tree_interactions,
update_component_details,
reset_selected_entity_if_entity_despawned,
),
);
}
}

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use bevy::prelude::*;
use std::collections::HashMap;
use crate::inspector::events::{ComponentData, EntityData, InspectorEvent};
/// Resource for tracking remote entities and their polling state
#[derive(Resource, Default)]
pub struct RemoteEntities {
pub entities: HashMap<Entity, EntityData>,
pub has_polled: bool,
}
/// System that polls the remote application for entities
pub fn poll_remote_entities(
mut remote_entities: ResMut<RemoteEntities>,
mut inspector_events: EventWriter<InspectorEvent>,
) {
// Only poll once for this demo
if !remote_entities.has_polled {
remote_entities.has_polled = true;
// Mock some entities for demonstration
let mock_entities = vec![
EntityData {
entity: Entity::from_bits(0),
components: vec![
ComponentData {
type_name: "Transform".to_string(),
data: serde_json::json!({
"translation": [0.0, 0.0, 0.0],
"rotation": [0.0, 0.0, 0.0, 1.0],
"scale": [1.0, 1.0, 1.0]
}),
},
ComponentData {
type_name: "Mesh".to_string(),
data: serde_json::json!({ "handle": "cube" }),
},
],
},
EntityData {
entity: Entity::from_bits(1),
components: vec![
ComponentData {
type_name: "Camera".to_string(),
data: serde_json::json!({ "fov": 45.0 }),
},
ComponentData {
type_name: "Transform".to_string(),
data: serde_json::json!({
"translation": [0.0, 0.0, 5.0],
"rotation": [0.0, 0.0, 0.0, 1.0],
"scale": [1.0, 1.0, 1.0]
}),
},
],
},
];
// Add to local cache
for entity_data in &mock_entities {
remote_entities.entities.insert(entity_data.entity, entity_data.clone());
}
// Send event with new entities
inspector_events.trigger(InspectorEvent::EntitiesAdded(mock_entities));
}
}
/// System that fetches component data for selected entities
pub fn fetch_entity_components(
selected_entity: Res<crate::inspector::selection::SelectedEntity>,
mut inspector_events: EventWriter<InspectorEvent>,
) {
if let Some(entity) = selected_entity.0 {
// Mock component data for demonstration
let components = vec![
ComponentData {
type_name: "Transform".to_string(),
data: serde_json::json!({
"translation": [0.0, 0.0, 0.0],
"rotation": [0.0, 0.0, 0.0, 1.0],
"scale": [1.0, 1.0, 1.0]
}),
},
];
inspector_events.trigger(InspectorEvent::ComponentsChanged {
entity,
new_components: components,
});
}
}

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use bevy::{prelude::*, ecs::entity::Entities};
/// The currently selected entity in the editor.
#[derive(Resource, Default, Reflect)]
#[reflect(Resource, Default)]
pub struct SelectedEntity(pub Option<Entity>);
/// System to reset [`SelectedEntity`] when the entity is despawned.
pub fn reset_selected_entity_if_entity_despawned(
mut selected_entity: ResMut<SelectedEntity>,
entities: &Entities,
) {
if let Some(e) = selected_entity.0 {
if !entities.contains(e) {
selected_entity.0 = None;
}
}
}

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use bevy::prelude::*;
use std::collections::HashSet;
/// The state of the inspector's tree view.
#[derive(Resource, Default)]
pub struct TreeState {
pub expanded_nodes: HashSet<String>,
}
/// An event that signals an interaction with a tree node.
#[derive(Event, Debug)]
pub struct TreeNodeInteraction {
pub node_id: String,
}
impl bevy::ecs::event::BufferedEvent for TreeNodeInteraction {}

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use crate::inspector::{
events::*,
selection::SelectedEntity,
tree::{TreeNodeInteraction, TreeState},
};
use bevy::prelude::*;
/// Marker component for the inspector root
#[derive(Component)]
pub struct InspectorRoot;
/// Marker component for the entity tree
#[derive(Component)]
pub struct EntityTree;
/// Marker component for the component details panel
#[derive(Component)]
pub struct ComponentDetails;
/// Set up the main inspector UI
pub fn setup_inspector(mut commands: Commands) {
// Create the main inspector layout
commands
.spawn((
InspectorRoot,
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
..default()
},
))
.with_children(|parent| {
// Left panel: Entity tree
parent
.spawn((
EntityTree,
Node {
width: Val::Px(300.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
border: UiRect::right(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
))
.with_children(|parent| {
// Tree header
parent.spawn((
Text::new("Entities"),
TextColor(Color::WHITE),
TextFont {
font_size: 18.0,
..default()
},
Node {
padding: UiRect::all(Val::Px(10.0)),
border: UiRect::bottom(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::srgb(0.2, 0.2, 0.2)),
BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
));
});
// Right panel: Component details
parent
.spawn((
ComponentDetails,
Node {
flex_grow: 1.0,
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
BackgroundColor(Color::srgb(0.12, 0.12, 0.12)),
))
.with_children(|parent| {
parent.spawn((
Text::new("Select an entity to view components"),
TextColor(Color::srgb(0.7, 0.7, 0.7)),
TextFont {
font_size: 14.0,
..default()
},
));
});
});
}
/// System that updates the entity tree when new entities are added
pub fn update_entity_tree(
mut commands: Commands,
mut inspector_events: EventReader<InspectorEvent>,
tree_query: Query<Entity, With<EntityTree>>,
selected_entity: Res<SelectedEntity>,
tree_state: Res<TreeState>,
) {
for event in inspector_events.read() {
match event {
InspectorEvent::EntitiesAdded(entities) => {
if let Ok(tree_entity) = tree_query.single() {
// Clear existing children (except header)
if let Ok(mut entity_commands) = commands.get_entity(tree_entity) {
entity_commands.with_children(|parent| {
// Keep the header, add entity list
for entity_data in entities {
spawn_entity_row(parent, &entity_data, &selected_entity, &tree_state);
}
});
}
}
}
_ => {}
}
}
}
/// System that handles tree node interactions
pub fn handle_tree_interactions(
mut commands: Commands,
mut interaction_events: EventReader<TreeNodeInteraction>,
mut selected_entity: ResMut<SelectedEntity>,
details_query: Query<Entity, With<ComponentDetails>>,
) {
for event in interaction_events.read() {
// Update selected entity
selected_entity.0 = Some(Entity::from_bits(event.node_id.parse::<u64>().unwrap_or(0)));
// Update component details panel
if let Ok(details_entity) = details_query.single() {
if let Ok(mut entity_commands) = commands.get_entity(details_entity) {
entity_commands.despawn_descendants();
entity_commands.with_children(|parent| {
parent.spawn((
Text::new(format!("Entity: {}", event.node_id)),
TextColor(Color::WHITE),
TextFont {
font_size: 16.0,
..default()
},
Node {
margin: UiRect::bottom(Val::Px(10.0)),
..default()
},
));
parent.spawn((
Text::new("Loading components..."),
TextColor(Color::srgb(0.7, 0.7, 0.7)),
TextFont {
font_size: 12.0,
..default()
},
));
});
}
}
}
}
/// System that updates component details when components change
pub fn update_component_details(
mut commands: Commands,
mut inspector_events: EventReader<InspectorEvent>,
details_query: Query<Entity, With<ComponentDetails>>,
selected_entity: Res<SelectedEntity>,
) {
for event in inspector_events.read() {
if let InspectorEvent::ComponentsChanged { entity, new_components } = event {
// Only update if this is the selected entity
if let Some(selected) = selected_entity.0 {
if selected == *entity {
if let Ok(details_entity) = details_query.single() {
if let Ok(mut entity_commands) = commands.get_entity(details_entity) {
entity_commands.despawn_descendants();
entity_commands.with_children(|parent| {
parent.spawn((
Text::new(format!("Entity: {:?}", entity)),
TextColor(Color::WHITE),
TextFont {
font_size: 16.0,
..default()
},
Node {
margin: UiRect::bottom(Val::Px(15.0)),
..default()
},
));
for component in new_components {
spawn_component_details(parent, component);
}
});
}
}
}
}
}
}
}
fn spawn_entity_row(
parent: &mut ChildBuilder,
entity_data: &EntityData,
selected_entity: &SelectedEntity,
_tree_state: &TreeState,
) {
let is_selected = selected_entity.0 == Some(entity_data.entity);
// Convert entity to index for display
let entity_index = entity_data.entity.index();
parent
.spawn((
Button,
Node {
width: Val::Percent(100.0),
padding: UiRect::all(Val::Px(8.0)),
margin: UiRect::vertical(Val::Px(1.0)),
align_items: AlignItems::Center,
..default()
},
BackgroundColor(if is_selected {
Color::srgb(0.3, 0.4, 0.6)
} else {
Color::srgb(0.18, 0.18, 0.18)
}),
))
.with_children(|parent| {
parent.spawn((
Text::new(format!("Entity {}", entity_index)),
TextColor(Color::WHITE),
TextFont {
font_size: 12.0,
..default()
},
));
})
.observe(move |_trigger: On<Pointer<Click>>, mut events: EventWriter<TreeNodeInteraction>| {
events.trigger(TreeNodeInteraction {
node_id: entity_index.to_string(),
});
});
}
/// Spawn component details UI
fn spawn_component_details(parent: &mut ChildBuilder, component: &ComponentData) {
parent
.spawn((
Node {
width: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
margin: UiRect::bottom(Val::Px(10.0)),
padding: UiRect::all(Val::Px(8.0)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::srgb(0.18, 0.18, 0.18)),
BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
))
.with_children(|parent| {
// Component type name
parent.spawn((
Text::new(&component.type_name),
TextColor(Color::srgb(0.4, 0.8, 0.4)),
TextFont {
font_size: 14.0,
..default()
},
Node {
margin: UiRect::bottom(Val::Px(5.0)),
..default()
},
));
// Component data (simplified JSON display)
let data_text = serde_json::to_string_pretty(&component.data)
.unwrap_or_else(|_| "Invalid JSON".to_string());
parent.spawn((
Text::new(data_text),
TextColor(Color::srgb(0.8, 0.8, 0.8)),
TextFont {
font_size: 10.0,
..default()
},
));
});
}

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//! # Bevy Editor
//!
//! A comprehensive, modular real-time editor for the Bevy game engine using bevy_remote.
//!
//! ## Features
//!
//! - **Entity Inspector**: Browse and select entities in a clean interface
//! - **Component Inspector**: Detailed component viewing with expandable fields
//! - **Modern UI**: Dark theme with professional styling
//! - **Remote Integration**: Built-in support for `bevy_remote` protocol
//! - **Modular Design**: Use individual components or the full editor
//! - **Scrollable Views**: Native Bevy scrolling with bevy_core_widgets integration
//!
//! ## Quick Start
//!
//! ```rust
//! use bevy::prelude::*;
//! use bevy_editor::prelude::EditorPlugin;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(EditorPlugin)
//! .run();
//! }
//! ```
//!
//! ## Architecture
//!
//! The editor is built with a modular architecture that allows for flexible usage:
//!
//! - **Core Editor**: Main editor plugin that orchestrates all components
//! - **Panels**: Individual UI panels (entity list, component inspector)
//! - **Widgets**: Reusable UI components (scroll views, expansion buttons)
//! - **Remote Client**: HTTP client for bevy_remote protocol
//! - **Formatting**: Component data formatting and display utilities
//! - **Themes**: UI styling and theming system
//!
//! ## Modular Usage
//!
//! Individual components can be used separately for custom editor implementations:
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::panels::EntityListPlugin;
//! use bevy_editor::widgets::WidgetsPlugin;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins((EntityListPlugin, WidgetsPlugin))
//! .run();
//! }
//! ```
pub mod editor;
pub mod widgets;
pub mod panels;
pub mod remote;
pub mod formatting;
pub mod themes;
/// Convenient re-exports for common editor functionality.
pub mod prelude {
//! Common imports for bevy_editor usage.
// Main plugin
pub use crate::editor::EditorPlugin;
// Individual plugins for modular usage
pub use crate::panels::{EntityListPlugin, ComponentInspectorPlugin};
pub use crate::widgets::WidgetsPlugin;
pub use crate::remote::RemoteClientPlugin;
// Core types for remote connection
pub use crate::remote::types::{
RemoteEntity, ConnectionStatus, EntitiesFetched, ComponentDataFetched
};
// Widget builders for custom implementations
pub use crate::widgets::{ScrollViewBuilder, CoreScrollArea, ScrollContent};
// Theme system
pub use crate::widgets::EditorTheme;
}

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//! Component inspector panel for viewing/editing component data
use bevy::prelude::*;
use bevy::ui::{AlignItems, JustifyContent};
use crate::themes::DarkTheme;
use crate::remote::types::{ComponentDisplayState, ComponentDataFetched, ComponentField};
use crate::formatting::{format_value_inline, format_simple_value};
use serde_json::Value;
/// Component for marking UI elements
#[derive(Component)]
pub struct ComponentInspector;
/// Component for the content area of the component inspector
#[derive(Component)]
pub struct ComponentInspectorContent;
/// Component for text elements in the component inspector
#[derive(Component)]
pub struct ComponentInspectorText;
/// Component for scrollable areas in the component inspector
#[derive(Component)]
pub struct ComponentInspectorScrollArea;
/// Handle component data fetched event
pub fn handle_component_data_fetched(
trigger: On<ComponentDataFetched>,
mut commands: Commands,
component_content_query: Query<Entity, With<ComponentInspectorContent>>,
display_state: Res<ComponentDisplayState>,
mut last_data_cache: Local<String>,
) {
let event = trigger.event();
// Simple cache key: entity_id + data content
let cache_key = format!("{}:{}", event.entity_id, event.component_data);
// Check if this is the same data to prevent flickering
if *last_data_cache == cache_key {
return; // Same data, don't rebuild
}
// Update our cache
*last_data_cache = cache_key;
for content_entity in &component_content_query {
// Clear existing content
commands.entity(content_entity).despawn_children();
// Build new widget-based content
commands.entity(content_entity).with_children(|parent| {
if event.component_data.trim().is_empty() {
parent.spawn((
Text::new(format!("Entity {} - No Component Data\n\nNo component data received from server.", event.entity_id)),
TextFont {
..default()
},
TextColor(DarkTheme::TEXT_MUTED),
));
} else {
// Build interactive component widgets
build_component_widgets(parent, event.entity_id, &event.component_data, &display_state);
}
});
}
}
/// Build component display as interactive widgets instead of just text
pub fn build_component_widgets(
parent: &mut ChildSpawnerCommands,
entity_id: u32,
components_data: &str,
display_state: &ComponentDisplayState,
) {
// First check if this looks like the component names format (simple list)
if components_data.contains("Component names for Entity") ||
(components_data.contains("- ") && !components_data.starts_with("{")) ||
(components_data.contains("* ") && !components_data.starts_with("{")) {
println!(" → Taking COMPONENT NAMES path");
build_component_names_display(parent, entity_id, components_data, display_state);
return;
}
// Try to parse the JSON response
if let Ok(json_value) = serde_json::from_str::<Value>(components_data) {
println!(" → JSON parsing succeeded");
// Check for wrapped format with "components" key FIRST
if let Some(components_obj) = json_value.get("components").and_then(|v| v.as_object()) {
build_json_components(parent, entity_id, components_obj, display_state);
return;
}
// Then check if it's a direct object (component data directly)
else if let Some(components_obj) = json_value.as_object() {
build_json_components(parent, entity_id, components_obj, display_state);
return;
}
}
parent.spawn((
Text::new(format!("Entity {} - Component Data\n\n{}", entity_id, components_data)),
TextFont {
font_size: 13.0,
..default()
},
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
/// Build component display from JSON data
fn build_json_components(
parent: &mut ChildSpawnerCommands,
entity_id: u32,
components_obj: &serde_json::Map<String, Value>,
display_state: &ComponentDisplayState,
) {
// Header
parent.spawn((
Text::new(format!("Entity {} - Components", entity_id)),
TextFont {
font_size: 15.0,
..default()
},
TextColor(DarkTheme::TEXT_PRIMARY),
Node {
margin: UiRect::bottom(Val::Px(12.0)),
..default()
},
));
for (component_name, component_data) in components_obj {
// Clean component name (remove module path)
let clean_name = component_name.split("::").last().unwrap_or(component_name);
build_component_widget(parent, clean_name, component_data, component_name, display_state);
}
}
/// Build component display from component names (fallback when JSON fetch fails)
fn build_component_names_display(
parent: &mut ChildSpawnerCommands,
entity_id: u32,
components_data: &str,
display_state: &ComponentDisplayState,
) {
// Header
parent.spawn((
Text::new(format!("Entity {} - Components", entity_id)),
TextFont {
font_size: 15.0,
..default()
},
TextColor(DarkTheme::TEXT_PRIMARY),
Node {
margin: UiRect::bottom(Val::Px(12.0)),
..default()
},
));
// Extract component names from the fallback text
let lines: Vec<&str> = components_data.lines().collect();
let component_names: Vec<&str> = lines.iter()
.skip(2) // Skip the header lines
.filter(|line| !line.trim().is_empty())
.map(|line| {
let trimmed = line.trim();
// Remove bullet points and other prefixes - only ASCII characters
if trimmed.starts_with("- ") {
&trimmed[2..]
} else if trimmed.starts_with("* ") {
&trimmed[2..]
} else {
trimmed
}
})
.filter(|name| !name.is_empty())
.collect();
// Display each component in the original beautiful format
for component_name in component_names {
build_component_name_widget(parent, component_name, display_state);
}
}
/// Build a component widget from just the name (when full data isn't available)
fn build_component_name_widget(
parent: &mut ChildSpawnerCommands,
full_component_name: &str,
_display_state: &ComponentDisplayState,
) {
// Clean component name (remove module path)
let clean_name = full_component_name.split("::").last().unwrap_or(full_component_name);
let package_name = extract_package_name(full_component_name);
// Component container - simple style matching original
parent.spawn((
Node {
width: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
margin: UiRect::bottom(Val::Px(4.0)),
padding: UiRect::all(Val::Px(4.0)),
..default()
},
)).with_children(|parent| {
// Component title in original format: [package] ComponentName
let display_text = if package_name.is_empty() {
clean_name.to_string()
} else {
format!("{} {}", package_name, clean_name)
};
parent.spawn((
Text::new(display_text),
TextFont {
font_size: 13.0,
..default()
},
TextColor(DarkTheme::TEXT_SECONDARY),
));
});
}
/// Extract package name from a full component type string
pub fn extract_package_name(full_component_name: &str) -> String {
// Handle different patterns:
// bevy_transform::components::Transform -> [bevy_transform]
// bevy_ui::ui_node::Node -> [bevy_ui]
// cube::server::SomeComponent -> [cube]
// std::collections::HashMap -> [std]
// MyComponent -> [MyComponent] (no package)
if let Some(first_separator) = full_component_name.find("::") {
let package_part = &full_component_name[..first_separator];
format!("[{}]", package_part)
} else {
// No package separator, just use the component name itself without brackets
String::new()
}
}
/// Build a single component widget with expansion capabilities
pub fn build_component_widget(
parent: &mut ChildSpawnerCommands,
clean_name: &str,
component_data: &Value,
full_component_name: &str,
display_state: &ComponentDisplayState,
) {
// Component header container
parent.spawn((
Node {
width: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
margin: UiRect::bottom(Val::Px(12.0)),
padding: UiRect::all(Val::Px(8.0)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BorderColor::all(DarkTheme::BORDER_PRIMARY),
BackgroundColor(DarkTheme::BACKGROUND_SECONDARY),
)).with_children(|parent| {
// Component title with package name
let package_name = extract_package_name(full_component_name);
parent.spawn((
Text::new(format!("{} {}", package_name, clean_name)),
TextFont {
font_size: 14.0,
..default()
},
TextColor(DarkTheme::TEXT_PRIMARY),
Node {
margin: UiRect::bottom(Val::Px(6.0)),
..default()
},
));
// Build component fields
let fields = parse_component_fields(full_component_name, component_data);
for field in fields {
build_field_widget(parent, &field, 1, &format!("{}.{}", clean_name, field.name), display_state);
}
});
}
/// Parse component JSON into structured fields
pub fn parse_component_fields(component_name: &str, component_data: &Value) -> Vec<ComponentField> {
let mut fields = Vec::new();
// Special handling for GlobalTransform matrix data
if component_name.contains("GlobalTransform") {
if let Some(arr) = component_data.as_array() {
if arr.len() == 12 {
// GlobalTransform is a 3x4 affine transformation matrix
// [m00, m01, m02, m10, m11, m12, m20, m21, m22, m30, m31, m32]
// Where the matrix is:
// | m00 m10 m20 m30 |
// | m01 m11 m21 m31 |
// | m02 m12 m22 m32 |
// | 0 0 0 1 |
fields.push(ComponentField {
name: "matrix".to_string(),
field_type: "matrix3x4".to_string(),
value: component_data.clone(),
is_expandable: true,
});
return fields;
}
}
}
if let Some(obj) = component_data.as_object() {
for (field_name, field_value) in obj {
let field_type = match field_value {
Value::Number(_) => "number",
Value::String(_) => "string",
Value::Bool(_) => "boolean",
Value::Array(_) => "array",
Value::Object(_) => "object",
Value::Null => "null",
}.to_string();
let is_expandable = matches!(field_value, Value::Array(_) | Value::Object(_));
fields.push(ComponentField {
name: field_name.clone(),
field_type,
value: field_value.clone(),
is_expandable,
});
}
} else if let Some(_arr) = component_data.as_array() {
// Handle components that are directly arrays
fields.push(ComponentField {
name: "data".to_string(),
field_type: "array".to_string(),
value: component_data.clone(),
is_expandable: true,
});
} else {
// Handle primitive values (numbers, strings, booleans)
let field_type = match component_data {
Value::Number(_) => "number",
Value::String(_) => "string",
Value::Bool(_) => "boolean",
Value::Null => "null",
_ => "unknown",
}.to_string();
fields.push(ComponentField {
name: "value".to_string(),
field_type,
value: component_data.clone(),
is_expandable: false,
});
}
fields
}
/// Build a field widget with expansion button if needed
pub fn build_field_widget(
parent: &mut ChildSpawnerCommands,
field: &ComponentField,
indent_level: usize,
path: &str,
display_state: &ComponentDisplayState,
) {
let indent_px = (indent_level as f32) * 16.0;
parent.spawn((
Node {
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
margin: UiRect::left(Val::Px(indent_px)),
padding: UiRect::vertical(Val::Px(2.0)),
..default()
},
)).with_children(|parent| {
if field.is_expandable {
let is_expanded = display_state.expanded_paths.contains(path);
// Expansion button
parent.spawn((
Button,
crate::widgets::ExpansionButton {
path: path.to_string(),
is_expanded,
},
Node {
width: Val::Px(20.0),
height: Val::Px(16.0),
margin: UiRect::right(Val::Px(6.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(DarkTheme::EXPANSION_BUTTON_DEFAULT),
BorderColor::all(DarkTheme::BORDER_PRIMARY),
)).with_children(|parent| {
parent.spawn((
Text::new(if is_expanded { "-" } else { "+" }),
TextFont {
font_size: 14.0, // Slightly larger for better visibility
..default()
},
TextColor(DarkTheme::TEXT_PRIMARY),
));
});
// Field name and summary
let value_summary = format_value_inline(&field.value);
parent.spawn((
Text::new(format!("{}: {}", field.name, value_summary)),
TextFont {
font_size: 13.0,
..default()
},
TextColor(DarkTheme::TEXT_SECONDARY),
));
} else {
// Indentation space for non-expandable fields
parent.spawn((
Node {
width: Val::Px(26.0), // Space for button + margin
height: Val::Px(16.0),
..default()
},
));
// For simple values, display inline
let formatted_value = format_simple_value(&field.value);
parent.spawn((
Text::new(format!("{}: {}", field.name, formatted_value)),
TextFont {
font_size: 13.0,
..default()
},
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
});
// Show expanded children if the field is expanded
if field.is_expandable && display_state.expanded_paths.contains(path) {
if matches!(field.value, Value::Object(_)) {
build_expanded_object_widgets(parent, &field.value, indent_level + 1, path, display_state);
} else if matches!(field.value, Value::Array(_)) {
build_expanded_array_widgets(parent, &field.value, indent_level + 1, path, display_state);
}
}
}
/// Build widgets for expanded object fields
pub fn build_expanded_object_widgets(
parent: &mut ChildSpawnerCommands,
value: &Value,
indent_level: usize,
path: &str,
display_state: &ComponentDisplayState,
) {
let indent_px = (indent_level as f32) * 16.0;
if let Some(obj) = value.as_object() {
// Check for common Bevy types first
if let (Some(x), Some(y), Some(z)) = (obj.get("x"), obj.get("y"), obj.get("z")) {
if x.is_number() && y.is_number() && z.is_number() {
parent.spawn((
Node {
flex_direction: FlexDirection::Column,
margin: UiRect::left(Val::Px(indent_px)),
..default()
},
)).with_children(|parent| {
parent.spawn((
Text::new(format!("x: {:.3}", x.as_f64().unwrap_or(0.0))),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
parent.spawn((
Text::new(format!("y: {:.3}", y.as_f64().unwrap_or(0.0))),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
parent.spawn((
Text::new(format!("z: {:.3}", z.as_f64().unwrap_or(0.0))),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
if let Some(w) = obj.get("w") {
if w.is_number() {
parent.spawn((
Text::new(format!("w: {:.3}", w.as_f64().unwrap_or(0.0))),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
}
});
return;
}
}
// Generic object handling
for (key, val) in obj {
let child_path = format!("{}.{}", path, key);
let child_field = ComponentField {
name: key.clone(),
field_type: match val {
Value::Number(_) => "number",
Value::String(_) => "string",
Value::Bool(_) => "boolean",
Value::Array(_) => "array",
Value::Object(_) => "object",
Value::Null => "null",
}.to_string(),
value: val.clone(),
is_expandable: matches!(val, Value::Array(_) | Value::Object(_)),
};
build_field_widget(parent, &child_field, indent_level, &child_path, display_state);
}
}
}
/// Build widgets for expanded array fields
pub fn build_expanded_array_widgets(
parent: &mut ChildSpawnerCommands,
value: &Value,
indent_level: usize,
path: &str,
_display_state: &ComponentDisplayState,
) {
let indent_px = (indent_level as f32) * 16.0;
if let Some(arr) = value.as_array() {
parent.spawn((
Node {
flex_direction: FlexDirection::Column,
margin: UiRect::left(Val::Px(indent_px)),
..default()
},
)).with_children(|parent| {
// Special handling for GlobalTransform matrix (12 elements)
if arr.len() == 12 && path.contains("matrix") && arr.iter().all(|v| v.is_number()) {
// GlobalTransform is a 3x4 affine transformation matrix
// Display as meaningful transformation components
if let (Some(m30), Some(m31), Some(m32)) = (
arr.get(9).and_then(|v| v.as_f64()),
arr.get(10).and_then(|v| v.as_f64()),
arr.get(11).and_then(|v| v.as_f64())
) {
parent.spawn((
Text::new(format!("translation: ({:.3}, {:.3}, {:.3})", m30, m31, m32)),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
// Show scale (diagonal elements)
if let (Some(m00), Some(m11), Some(m22)) = (
arr.get(0).and_then(|v| v.as_f64()),
arr.get(4).and_then(|v| v.as_f64()),
arr.get(8).and_then(|v| v.as_f64())
) {
parent.spawn((
Text::new(format!("scale: ({:.3}, {:.3}, {:.3})", m00, m11, m22)),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
// Show raw matrix values for debugging
parent.spawn((
Text::new("raw matrix:".to_string()),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_MUTED),
));
for (i, item) in arr.iter().enumerate() {
let row = i / 3;
let col = i % 3;
parent.spawn((
Text::new(format!(" [{}][{}]: {:.3}", row, col, item.as_f64().unwrap_or(0.0))),
TextFont { font_size: 11.0, ..default() },
TextColor(DarkTheme::TEXT_MUTED),
));
}
} else if arr.len() <= 4 && arr.iter().all(|v| v.is_number()) {
// Small numeric arrays (Vec2, Vec3, Vec4, Quat components)
for (i, item) in arr.iter().enumerate() {
let comp_name = match i {
0 => "x", 1 => "y", 2 => "z", 3 => "w",
_ => &format!("[{}]", i),
};
parent.spawn((
Text::new(format!("{}: {:.3}", comp_name, item.as_f64().unwrap_or(0.0))),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
} else if arr.len() <= 10 {
// Small arrays - show all items with proper names
for (i, item) in arr.iter().enumerate() {
let formatted = crate::formatting::display::format_simple_value(item);
// Don't show array indices for single values, show the content directly
if arr.len() == 1 {
parent.spawn((
Text::new(formatted),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
} else {
parent.spawn((
Text::new(format!("[{}]: {}", i, formatted)),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
}
} else {
// Large arrays - show first few items
for (i, item) in arr.iter().take(3).enumerate() {
let formatted = crate::formatting::display::format_simple_value(item);
parent.spawn((
Text::new(format!("[{}]: {}", i, formatted)),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_SECONDARY),
));
}
parent.spawn((
Text::new(format!("... ({} more items)", arr.len() - 3)),
TextFont { font_size: 12.0, ..default() },
TextColor(DarkTheme::TEXT_MUTED),
));
}
});
}
}

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//! Entity list panel for browsing world entities
use bevy::prelude::*;
use bevy::ui::{AlignItems, FlexDirection, UiRect, Val};
use crate::{
themes::DarkTheme,
remote::types::{EditorState, RemoteEntity},
widgets::{
simple_scrollable::ScrollableContainerPlugin,
spawn_basic_panel,
EditorTheme,
},
};
/// Plugin for entity list functionality
pub struct EntityListPlugin;
impl Plugin for EntityListPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ScrollableContainerPlugin)
.add_systems(Update, (
handle_entity_selection,
update_entity_button_colors,
refresh_entity_list,
));
}
}
/// Component for marking UI elements - kept for backward compatibility
#[derive(Component)]
pub struct EntityListItem {
pub entity_id: u32,
}
/// Component for marking UI areas - kept for backward compatibility
#[derive(Component)]
pub struct EntityTree;
#[derive(Component)]
pub struct EntityListArea;
/// Component for marking scrollable areas - kept for backward compatibility
#[derive(Component)]
pub struct ScrollableArea;
/// Component for marking the entity list scrollable area - kept for backward compatibility
#[derive(Component)]
pub struct EntityListScrollArea;
/// Creates the entity list panel using basic widgets
pub fn create_modern_entity_list_panel(
commands: &mut Commands,
_theme: &EditorTheme,
) -> Entity {
spawn_basic_panel(commands, "Entities")
}
/// Handle entity selection in the UI - legacy system
pub fn handle_entity_selection(
mut interaction_query: Query<
(&Interaction, &EntityListItem, &mut BackgroundColor),
(Changed<Interaction>, With<Button>)
>,
mut editor_state: ResMut<EditorState>,
) {
for (interaction, list_item, mut bg_color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
editor_state.selected_entity_id = Some(list_item.entity_id);
editor_state.show_components = true;
*bg_color = BackgroundColor(DarkTheme::BUTTON_SELECTED);
}
Interaction::Hovered => {
*bg_color = BackgroundColor(DarkTheme::BUTTON_HOVER);
}
Interaction::None => {
if Some(list_item.entity_id) == editor_state.selected_entity_id {
*bg_color = BackgroundColor(DarkTheme::BUTTON_SELECTED);
} else {
*bg_color = BackgroundColor(DarkTheme::BUTTON_DEFAULT);
}
}
}
}
}
/// Update entity button colors based on selection state - legacy system
pub fn update_entity_button_colors(
editor_state: Res<EditorState>,
mut button_query: Query<(&EntityListItem, &mut BackgroundColor, &Interaction), With<Button>>,
) {
if !editor_state.is_changed() {
return;
}
for (list_item, mut bg_color, interaction) in &mut button_query {
if *interaction == Interaction::Hovered {
continue;
}
let new_color = if Some(list_item.entity_id) == editor_state.selected_entity_id {
DarkTheme::BUTTON_SELECTED
} else {
DarkTheme::BUTTON_DEFAULT
};
*bg_color = BackgroundColor(new_color);
}
}
/// Refresh the entity list display - updated to work with both old and new systems
pub fn refresh_entity_list(
editor_state: Res<EditorState>,
mut commands: Commands,
entity_list_area_query: Query<Entity, With<EntityListArea>>,
list_items_query: Query<Entity, With<EntityListItem>>,
mut local_entity_count: Local<usize>,
) {
let current_count = editor_state.entities.len();
if *local_entity_count == current_count {
return;
}
*local_entity_count = current_count;
// Clear existing list items
for entity in &list_items_query {
commands.entity(entity).despawn();
}
// Find the entity list area and add new items
for list_area_entity in entity_list_area_query.iter() {
commands.entity(list_area_entity).despawn_children();
commands.entity(list_area_entity).with_children(|parent| {
if editor_state.entities.is_empty() {
// Show empty state with themed styling
parent.spawn((
Text::new("No entities connected.\nStart a bevy_remote server to see entities."),
TextFont {
font_size: 12.0,
..default()
},
TextColor(DarkTheme::TEXT_MUTED),
Node {
padding: UiRect::all(Val::Px(16.0)),
..default()
},
));
} else {
// Add entity items using the legacy system for now
for remote_entity in &editor_state.entities {
create_entity_list_item(parent, remote_entity, &editor_state);
}
}
});
}
}
/// Create a single entity list item - legacy implementation with theme integration
fn create_entity_list_item(parent: &mut ChildSpawnerCommands, remote_entity: &RemoteEntity, editor_state: &EditorState) {
let bg_color = if Some(remote_entity.id) == editor_state.selected_entity_id {
Color::srgb(0.3, 0.4, 0.6) // Selection color
} else {
Color::srgb(0.15, 0.15, 0.15) // Background tertiary
};
parent
.spawn((
Button,
Node {
width: Val::Percent(100.0),
height: Val::Px(32.0),
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(10.0)),
margin: UiRect::bottom(Val::Px(2.0)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(bg_color),
BorderColor::all(Color::srgb(0.3, 0.3, 0.3)), // Border color
EntityListItem { entity_id: remote_entity.id },
))
.with_children(|parent| {
parent.spawn((
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
..default()
},
)).with_children(|parent| {
let display_name = format!("Entity {}", remote_entity.id);
parent.spawn((
Text::new(display_name),
TextFont {
font_size: 13.0,
..default()
},
TextColor(DarkTheme::TEXT_PRIMARY),
));
});
});
}
/// Helper function to create a modern entity list that could be extracted to bevy_feathers
/// This is a placeholder for future implementation
pub fn spawn_modern_entity_list(
commands: &mut Commands,
entities: Vec<RemoteEntity>,
_theme: &EditorTheme,
) -> Entity {
// For now, just create a simple container
commands
.spawn((
Node {
flex_direction: FlexDirection::Column,
width: Val::Percent(100.0),
..default()
},
BackgroundColor(DarkTheme::BACKGROUND_PRIMARY),
))
.with_children(|parent| {
for entity in entities {
parent.spawn((
Text::new(format!("Entity {}", entity.id)),
TextFont { font_size: 13.0, ..default() },
TextColor(DarkTheme::TEXT_PRIMARY),
));
}
})
.id()
}

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//! # Editor Panels
//!
//! This module provides the main UI panels that make up the editor interface.
//! Each panel is implemented as a separate plugin for modular usage and can
//! be combined to create custom editor layouts.
//!
//! ## Available Panels
//!
//! - **EntityListPlugin**: Entity browser with selection and filtering
//! - **ComponentInspectorPlugin**: Detailed component viewer with expansion
//!
//! ## Panel Architecture
//!
//! Each panel follows a consistent pattern:
//! - Self-contained plugin with its own systems and resources
//! - Event-driven communication between panels
//! - Responsive UI that adapts to different screen sizes
//! - Integration with the editor's theme system
//!
//! ## Usage
//!
//! Panels can be used individually for custom editor layouts:
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::panels::{EntityListPlugin, ComponentInspectorPlugin};
//!
//! App::new()
//! .add_plugins((EntityListPlugin, ComponentInspectorPlugin))
//! .run();
//! ```
pub mod entity_list;
pub mod component_inspector;
pub use entity_list::*;
pub use component_inspector::{
ComponentInspector, ComponentInspectorContent, ComponentInspectorText, ComponentInspectorScrollArea,
parse_component_fields, handle_component_data_fetched
};
// Re-export commonly used types
pub use crate::remote::types::{EditorState, ComponentDisplayState, ComponentField};
use bevy::prelude::*;
/// Plugin for entity list panel
#[derive(Default)]
pub struct EntityListPlugin;
impl Plugin for EntityListPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (
entity_list::refresh_entity_list,
entity_list::handle_entity_selection,
entity_list::update_entity_button_colors,
));
}
}
/// Plugin for component inspector panel
#[derive(Default)]
pub struct ComponentInspectorPlugin;
impl Plugin for ComponentInspectorPlugin {
fn build(&self, app: &mut App) {
app.add_observer(component_inspector::handle_component_data_fetched)
.init_resource::<ComponentDisplayState>();
}
}

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//! HTTP client for bevy_remote protocol
use crate::remote::types::RemoteEntity;
use bevy::remote::{
builtin_methods::{
BrpQuery, BrpQueryFilter, BrpQueryParams, ComponentSelector, BRP_QUERY_METHOD,
},
BrpRequest,
};
/// Attempts to connect to a bevy_remote server and fetch entity data
pub fn try_fetch_entities(base_url: &str) -> Result<Vec<RemoteEntity>, String> {
// Create a query to get all entities with their components
let query_request = BrpRequest {
jsonrpc: "2.0".to_string(),
method: BRP_QUERY_METHOD.to_string(),
id: Some(serde_json::to_value(1).map_err(|e| format!("JSON error: {}", e))?),
params: Some(
serde_json::to_value(BrpQueryParams {
data: BrpQuery {
components: Vec::default(), // Get all components
option: ComponentSelector::All,
has: Vec::default(),
},
strict: false,
filter: BrpQueryFilter::default(),
})
.map_err(|e| format!("Failed to serialize query params: {}", e))?,
),
};
// Make the HTTP request
let response = ureq::post(base_url)
.timeout(std::time::Duration::from_secs(2))
.send_json(&query_request)
.map_err(|e| format!("HTTP request failed: {}", e))?;
// Parse the response as JSON first
let json_response: serde_json::Value = response
.into_json()
.map_err(|e| format!("Failed to parse response: {}", e))?;
// Check if we have an error or result
if let Some(error) = json_response.get("error") {
return Err(format!("Server error: {}", error));
}
if let Some(result) = json_response.get("result") {
parse_brp_entities(result.clone())
} else {
Err("No result or error in response".to_string())
}
}
/// Fetch component data for a specific entity
pub fn try_fetch_component_data(base_url: &str, entity_id: u32) -> Result<String, String> {
// Create a get request for specific entity
let get_request = BrpRequest {
jsonrpc: "2.0".to_string(),
method: "bevy/get".to_string(),
id: Some(serde_json::to_value(2).map_err(|e| format!("JSON error: {}", e))?),
params: Some(
serde_json::json!({
"entity": entity_id as u64,
"components": [] // Get all components for this entity
})
),
};
let response = ureq::post(base_url)
.timeout(std::time::Duration::from_secs(2))
.send_json(&get_request)
.map_err(|e| format!("HTTP request failed: {}", e))?;
let json_response: serde_json::Value = response
.into_json()
.map_err(|e| format!("Failed to parse response: {}", e))?;
// Check if we have an error or result
if let Some(error) = json_response.get("error") {
return Err(format!("Server error: {}", error));
}
if let Some(result) = json_response.get("result") {
Ok(serde_json::to_string_pretty(result)
.unwrap_or_else(|_| "Failed to format component data".to_string()))
} else {
Err("No result or error in response".to_string())
}
}
/// Fetch component data for a specific entity with explicit component names
pub fn try_fetch_component_data_with_names(
base_url: &str,
entity_id: u32,
component_names: Vec<String>
) -> Result<String, String> {
// Create a get request for specific entity with component names
let get_request = BrpRequest {
jsonrpc: "2.0".to_string(),
method: "bevy/get".to_string(),
id: Some(serde_json::to_value(2).map_err(|e| format!("JSON error: {}", e))?),
params: Some(
serde_json::json!({
"entity": entity_id as u64,
"components": component_names
})
),
};
let response = ureq::post(base_url)
.timeout(std::time::Duration::from_secs(2))
.send_json(&get_request)
.map_err(|e| format!("HTTP request failed: {}", e))?;
let json_response: serde_json::Value = response
.into_json()
.map_err(|e| format!("Failed to parse response: {}", e))?;
// Check if we have an error or result
if let Some(error) = json_response.get("error") {
return Err(format!("Server error: {}", error));
}
if let Some(result) = json_response.get("result") {
Ok(serde_json::to_string_pretty(result)
.unwrap_or_else(|_| "Failed to format component data".to_string()))
} else {
Err("No result or error in response".to_string())
}
}
/// Parse BRP query response into our RemoteEntity format
fn parse_brp_entities(result: serde_json::Value) -> Result<Vec<RemoteEntity>, String> {
let mut entities = Vec::new();
if let Some(entity_array) = result.as_array() {
for entity_obj in entity_array {
if let Some(entity_data) = entity_obj.as_object() {
// Get entity ID
let entity_id = entity_data
.get("entity")
.and_then(|v| v.as_u64())
.ok_or("Missing or invalid entity ID")?;
// Extract component names
let mut components = Vec::new();
let mut full_component_names = Vec::new();
if let Some(components_obj) = entity_data.get("components").and_then(|v| v.as_object()) {
for component_name in components_obj.keys() {
// Store the full name for API calls
full_component_names.push(component_name.clone());
// Clean up component names (remove module paths for readability)
let clean_name = component_name
.split("::")
.last()
.unwrap_or(component_name)
.to_string();
components.push(clean_name);
}
}
entities.push(RemoteEntity {
id: entity_id as u32,
components,
full_component_names,
});
}
}
} else {
return Err("Expected array of entities in response".to_string());
}
Ok(entities)
}

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//! Connection management and update systems
use bevy::prelude::*;
use crate::remote::types::{EditorState, RemoteConnection, ConnectionStatus, EntitiesFetched};
use crate::remote::client;
/// Update remote connection and fetch data periodically
pub fn update_remote_connection(
time: Res<Time>,
mut remote_conn: ResMut<RemoteConnection>,
mut editor_state: ResMut<EditorState>,
mut commands: Commands,
) {
let current_time = time.elapsed_secs_f64();
if current_time - remote_conn.last_fetch >= remote_conn.fetch_interval {
remote_conn.last_fetch = current_time;
// Update status to show we're attempting to connect
if editor_state.connection_status == ConnectionStatus::Disconnected {
editor_state.connection_status = ConnectionStatus::Connecting;
}
// Try to fetch entities using the remote client framework
match client::try_fetch_entities(&remote_conn.base_url) {
Ok(entities) => {
info!("Successfully fetched {} entities from remote server", entities.len());
commands.trigger(EntitiesFetched { entities });
editor_state.connection_status = ConnectionStatus::Connected;
}
Err(err) => {
warn!("Failed to fetch entities: {}", err);
// Only set error status if we're not already showing disconnected
if editor_state.connection_status != ConnectionStatus::Disconnected {
editor_state.connection_status = ConnectionStatus::Error(err);
}
// Clear entities when connection fails
if !editor_state.entities.is_empty() {
editor_state.entities.clear();
editor_state.selected_entity_id = None;
editor_state.show_components = false;
}
}
}
}
}
/// Handle entities fetched event
pub fn handle_entities_fetched(
trigger: On<EntitiesFetched>,
mut editor_state: ResMut<EditorState>,
) {
editor_state.entities = trigger.event().entities.clone();
editor_state.connection_status = ConnectionStatus::Connected;
}

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//! # Remote Connection System
//!
//! This module provides comprehensive remote connection management for
//! communicating with bevy_remote servers. It handles HTTP communication,
//! connection state management, and data serialization/deserialization.
//!
//! ## Components
//!
//! - **Client**: HTTP client for bevy_remote protocol communication
//! - **Types**: Data structures for entities, components, and events
//! - **Connection**: Connection state management and auto-reconnection
//!
//! ## Protocol Support
//!
//! The remote system supports the bevy_remote protocol:
//! - Entity queries with component filtering
//! - Component data fetching and parsing
//! - Real-time connection status monitoring
//! - Automatic reconnection on connection loss
//!
//! ## Usage
//!
//! The remote client can be used standalone or as part of the editor:
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::remote::RemoteClientPlugin;
//!
//! App::new()
//! .add_plugins(RemoteClientPlugin)
//! .run();
//! ```
pub mod types;
pub mod client;
pub mod connection;
use bevy::prelude::*;
pub use types::*;
pub use client::*;
pub use connection::*;
/// Plugin that handles remote connection functionality
#[derive(Default)]
pub struct RemoteClientPlugin;
impl Plugin for RemoteClientPlugin {
fn build(&self, app: &mut App) {
app
.add_systems(Update, update_remote_connection)
.add_observer(handle_entities_fetched)
.init_resource::<EditorState>()
.init_resource::<RemoteConnection>();
}
}

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//! Remote connection types and events
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
/// Remote entity representation from bevy_remote
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RemoteEntity {
pub id: u32,
pub components: Vec<String>, // Display names (cleaned)
pub full_component_names: Vec<String>, // Full type names for API calls
}
/// Connection status for remote bevy_remote server
#[derive(Debug, Clone, PartialEq)]
pub enum ConnectionStatus {
Disconnected,
Connecting,
Connected,
Error(String),
}
impl Default for ConnectionStatus {
fn default() -> Self {
ConnectionStatus::Disconnected
}
}
/// Remote connection configuration
#[derive(Resource)]
pub struct RemoteConnection {
pub base_url: String,
pub last_fetch: f64,
pub fetch_interval: f64,
}
impl Default for RemoteConnection {
fn default() -> Self {
Self {
base_url: "http://127.0.0.1:15702".to_string(),
last_fetch: 0.0,
fetch_interval: 1.0, // Fetch every second
}
}
}
/// Event fired when entities are fetched from remote server
#[derive(Event, Clone)]
pub struct EntitiesFetched {
pub entities: Vec<RemoteEntity>,
}
/// Event fired when component data is fetched for a specific entity
#[derive(Event, Clone)]
pub struct ComponentDataFetched {
pub entity_id: u32,
pub component_data: String,
}
/// Global editor state
#[derive(Resource, Default)]
pub struct EditorState {
pub selected_entity_id: Option<u32>,
pub entities: Vec<RemoteEntity>,
pub show_components: bool,
pub connection_status: ConnectionStatus,
}
/// Component display state for tracking expanded/collapsed items
#[derive(Resource, Default)]
pub struct ComponentDisplayState {
pub expanded_paths: std::collections::HashSet<String>,
}
/// Parsed component field for structured display
#[derive(Debug, Clone)]
pub struct ComponentField {
pub name: String,
pub field_type: String,
pub value: serde_json::Value,
pub is_expandable: bool,
}

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//! # Editor Theme System
//!
//! This module provides a comprehensive theming system for the Bevy Editor,
//! including color schemes, typography, and layout constants for consistent
//! styling across all editor components.
//!
//! ## Available Themes
//!
//! - **DarkTheme**: Professional dark color scheme optimized for long editing sessions
//! - **EditorTheme**: Configurable theme trait for custom color schemes
//!
//! ## Color Categories
//!
//! The theme system organizes colors into logical categories:
//! - **Background**: Primary, secondary, tertiary, and header backgrounds
//! - **Border**: Various border colors for different UI elements
//! - **Text**: Text colors for different contexts and states
//! - **Interactive**: Button and selection states
//! - **Status**: Success, warning, and error indicators
//!
//! ## Usage
//!
//! Colors can be accessed as constants from the theme structs:
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::themes::DarkTheme;
//!
//! fn setup(mut commands: Commands) {
//! // Use theme colors in UI components
//! commands.spawn((
//! Node::default(),
//! BackgroundColor(DarkTheme::BACKGROUND_PRIMARY),
//! ));
//! }
//! ```
use bevy::prelude::*;
/// Dark theme color scheme for the editor
pub struct DarkTheme;
impl DarkTheme {
// Background colors
pub const BACKGROUND_PRIMARY: Color = Color::srgb(0.16, 0.16, 0.16);
pub const BACKGROUND_SECONDARY: Color = Color::srgb(0.18, 0.18, 0.18);
pub const BACKGROUND_TERTIARY: Color = Color::srgb(0.14, 0.14, 0.14);
pub const BACKGROUND_HEADER: Color = Color::srgb(0.22, 0.22, 0.22);
// Border colors
pub const BORDER_PRIMARY: Color = Color::srgb(0.35, 0.35, 0.35);
pub const BORDER_SECONDARY: Color = Color::srgb(0.4, 0.4, 0.4);
pub const BORDER_ACCENT: Color = Color::srgb(0.45, 0.45, 0.45);
// Text colors
pub const TEXT_PRIMARY: Color = Color::srgb(0.95, 0.95, 0.95);
pub const TEXT_SECONDARY: Color = Color::srgb(0.9, 0.9, 0.9);
pub const TEXT_MUTED: Color = Color::srgb(0.65, 0.65, 0.65);
pub const TEXT_DISABLED: Color = Color::srgb(0.6, 0.6, 0.6);
// Interactive colors
pub const BUTTON_DEFAULT: Color = Color::srgb(0.2, 0.2, 0.2);
pub const BUTTON_HOVER: Color = Color::srgb(0.25, 0.25, 0.25);
pub const BUTTON_SELECTED: Color = Color::srgb(0.3, 0.4, 0.5);
pub const BUTTON_PRESSED: Color = Color::srgb(0.45, 0.45, 0.45);
// Expansion button colors
pub const EXPANSION_BUTTON_DEFAULT: Color = Color::srgb(0.3, 0.3, 0.3);
pub const EXPANSION_BUTTON_HOVER: Color = Color::srgb(0.4, 0.4, 0.4);
pub const EXPANSION_BUTTON_PRESSED: Color = Color::srgb(0.45, 0.45, 0.45);
}
/// Convenience constant for easy access
pub const DARK_THEME: DarkTheme = DarkTheme;
/// Standard font sizes used throughout the editor
pub struct FontSizes;
impl FontSizes {
pub const HEADER: f32 = 15.0;
pub const BODY: f32 = 13.0;
pub const SMALL: f32 = 12.0;
pub const BUTTON: f32 = 12.0;
}
/// Standard spacing values
pub struct Spacing;
impl Spacing {
pub const TINY: f32 = 2.0;
pub const SMALL: f32 = 4.0;
pub const MEDIUM: f32 = 8.0;
pub const LARGE: f32 = 12.0;
pub const XLARGE: f32 = 16.0;
pub const XXLARGE: f32 = 24.0;
}

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use bevy::{
prelude::*,
ecs::event::BufferedEvent,
ui::{UiSystems, ScrollPosition, RelativeCursorPosition},
picking::hover::Hovered,
};
use bevy_core_widgets::{CoreScrollbar, CoreScrollbarThumb, ControlOrientation, CoreScrollbarDragState};
/// Core scroll area component that integrates with Bevy's standard ScrollPosition
/// and bevy_core_widgets scrollbars. This provides a bridge between the editor's
/// custom scroll functionality and Bevy's native UI scrolling.
#[derive(Component)]
pub struct CoreScrollArea {
/// Scroll sensitivity multiplier for mouse wheel events
pub scroll_sensitivity: f32,
/// Unique identifier for this scroll area
pub scroll_id: u32,
/// Whether to show scrollbars
pub show_scrollbars: bool,
}
impl Default for CoreScrollArea {
fn default() -> Self {
Self {
scroll_sensitivity: 20.0,
scroll_id: rand::random(),
show_scrollbars: true,
}
}
}
/// Bundle for creating a scrollable area with optional scrollbars
#[derive(Bundle)]
pub struct ScrollAreaBundle {
pub scroll_area: CoreScrollArea,
pub scroll_position: ScrollPosition,
pub relative_cursor_position: RelativeCursorPosition,
pub node: Node,
pub background_color: BackgroundColor,
pub border_color: BorderColor,
pub border_radius: BorderRadius,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}
impl Default for ScrollAreaBundle {
fn default() -> Self {
Self {
scroll_area: CoreScrollArea::default(),
scroll_position: ScrollPosition::default(),
relative_cursor_position: RelativeCursorPosition::default(),
node: Node {
overflow: Overflow::scroll(),
..default()
},
background_color: BackgroundColor::default(),
border_color: BorderColor::default(),
border_radius: BorderRadius::default(),
transform: Transform::default(),
global_transform: GlobalTransform::default(),
visibility: Visibility::default(),
inherited_visibility: InheritedVisibility::default(),
view_visibility: ViewVisibility::default(),
z_index: ZIndex::default(),
}
}
}
/// Marker component for scrollable content within a CoreScrollArea
#[derive(Component)]
pub struct ScrollContent {
/// ID of the scroll area this content belongs to
pub scroll_area_id: u32,
}
/// Event for programmatic scrolling requests
#[derive(Event, BufferedEvent)]
pub struct ScrollToEntityEvent {
pub scroll_area_entity: Entity,
pub target_entity: Entity,
}
/// Plugin for core scroll area functionality
pub struct CoreScrollAreaPlugin;
impl Plugin for CoreScrollAreaPlugin {
fn build(&self, app: &mut App) {
app
.add_plugins(bevy_core_widgets::CoreScrollbarPlugin)
.add_event::<ScrollToEntityEvent>()
.add_systems(
Update,
(
handle_scroll_to_entity,
spawn_scrollbars_for_scroll_areas,
update_scrollbar_thumb_colors,
).after(UiSystems::Layout),
);
}
}
/// System to handle programmatic scroll-to-entity requests
fn handle_scroll_to_entity(
mut scroll_events: EventReader<ScrollToEntityEvent>,
mut scroll_areas: Query<(&CoreScrollArea, &mut ScrollPosition)>,
nodes: Query<(&ComputedNode, &GlobalTransform)>,
scroll_content: Query<&Children, With<ScrollContent>>,
) {
for event in scroll_events.read() {
if let Ok((_scroll_area, mut scroll_position)) = scroll_areas.get_mut(event.scroll_area_entity) {
if let Ok(scroll_children) = scroll_content.single() {
if let Some(target_position) = find_entity_position_in_scroll(
event.target_entity,
&scroll_children,
&nodes,
) {
// Update scroll position to show the target entity
scroll_position.y = target_position.y.max(0.0);
info!("Scrolled to entity {:?} at position {:?}", event.target_entity, target_position);
}
}
}
}
}
/// System to automatically spawn scrollbars for scroll areas that need them
/// This only creates scrollbars for standalone CoreScrollArea components,
/// not for ones that are part of a ScrollView (which manages its own scrollbars)
fn spawn_scrollbars_for_scroll_areas(
mut commands: Commands,
scroll_areas: Query<(Entity, &CoreScrollArea), (Added<CoreScrollArea>, Without<CoreScrollbar>)>,
existing_scrollbars: Query<&CoreScrollbar>,
) {
for (entity, scroll_area) in scroll_areas.iter() {
// Check if there's already a scrollbar targeting this entity
let has_existing_scrollbar = existing_scrollbars.iter().any(|scrollbar| scrollbar.target == entity);
if has_existing_scrollbar {
continue; // Skip - already has a scrollbar
}
if scroll_area.show_scrollbars {
// Add a vertical scrollbar
let scrollbar = commands.spawn((
CoreScrollbar::new(entity, ControlOrientation::Vertical, 20.0),
Node {
position_type: PositionType::Absolute,
right: Val::Px(2.0), // Small margin from the edge
top: Val::Px(0.0),
bottom: Val::Px(0.0),
width: Val::Px(16.0),
..default()
},
BackgroundColor(Color::srgba(0.2, 0.2, 0.2, 0.8)),
)).with_children(|parent| {
parent.spawn((
CoreScrollbarThumb,
Node {
position_type: PositionType::Absolute,
width: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.5, 0.5, 0.5, 0.9)),
BorderRadius::all(Val::Px(4.0)),
));
}).id();
commands.entity(entity).add_child(scrollbar);
}
}
}
/// System to update scrollbar thumb colors based on hover state
fn update_scrollbar_thumb_colors(
mut q_thumb: Query<
(&mut BackgroundColor, &Hovered, &CoreScrollbarDragState),
(
With<CoreScrollbarThumb>,
Or<(Changed<Hovered>, Changed<CoreScrollbarDragState>)>,
),
>,
) {
for (mut thumb_bg, Hovered(is_hovering), drag) in q_thumb.iter_mut() {
let color: Color = if *is_hovering || drag.dragging {
// Lighter color when hovering or dragging
Color::srgba(0.7, 0.7, 0.7, 0.9)
} else {
// Default color
Color::srgba(0.5, 0.5, 0.5, 0.9)
}.into();
if thumb_bg.0 != color {
thumb_bg.0 = color;
}
}
}
/// Recursive helper to find an entity's position within scrollable content
fn find_entity_position_in_scroll(
target: Entity,
_children: &Children,
nodes: &Query<(&ComputedNode, &GlobalTransform)>,
) -> Option<Vec2> {
// Simplified implementation - just return a default position for now
// This can be improved later when needed
if let Ok((_node, transform)) = nodes.get(target) {
Some(transform.translation().truncate())
} else {
None
}
}
impl CoreScrollArea {
/// Create a new scroll area with a specific ID
pub fn with_id(scroll_id: u32) -> Self {
Self {
scroll_id,
..default()
}
}
/// Create a new scroll area without scrollbars
pub fn without_scrollbars() -> Self {
Self {
show_scrollbars: false,
..default()
}
}
/// Set scroll sensitivity
pub fn with_sensitivity(mut self, sensitivity: f32) -> Self {
self.scroll_sensitivity = sensitivity;
self
}
}

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//! Expansion button widget for expandable UI elements
use bevy::prelude::*;
use crate::themes::DarkTheme;
use crate::remote::types::{ComponentDataFetched, RemoteConnection};
use crate::panels::{ComponentDisplayState, EditorState};
/// Component for expansion button widgets
#[derive(Component)]
pub struct ExpansionButton {
pub path: String,
pub is_expanded: bool,
}
/// Handle clicks on expansion buttons
pub fn handle_expansion_clicks(
mut interaction_query: Query<
(&Interaction, &mut ExpansionButton, &mut BackgroundColor),
(Changed<Interaction>, With<Button>)
>,
mut display_state: ResMut<ComponentDisplayState>,
editor_state: Res<EditorState>,
remote_conn: Res<RemoteConnection>,
mut commands: Commands,
) {
for (interaction, mut expansion_button, mut bg_color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
// Toggle the expansion state
if display_state.expanded_paths.contains(&expansion_button.path) {
display_state.expanded_paths.remove(&expansion_button.path);
expansion_button.is_expanded = false;
} else {
display_state.expanded_paths.insert(expansion_button.path.clone());
expansion_button.is_expanded = true;
}
// Refresh the component display
if let Some(selected_entity_id) = editor_state.selected_entity_id {
if let Some(selected_entity) = editor_state.entities.iter().find(|e| e.id == selected_entity_id) {
if !selected_entity.full_component_names.is_empty() {
match crate::remote::client::try_fetch_component_data_with_names(
&remote_conn.base_url,
selected_entity_id,
selected_entity.full_component_names.clone()
) {
Ok(component_data) => {
commands.trigger(ComponentDataFetched {
entity_id: selected_entity_id,
component_data,
});
}
Err(_) => {
let fallback_data = format!(
"Component names for Entity {}:\n\n{}",
selected_entity_id,
selected_entity.components.join("\n")
);
commands.trigger(ComponentDataFetched {
entity_id: selected_entity_id,
component_data: fallback_data,
});
}
}
}
}
}
*bg_color = BackgroundColor(DarkTheme::EXPANSION_BUTTON_PRESSED);
}
Interaction::Hovered => {
*bg_color = BackgroundColor(DarkTheme::EXPANSION_BUTTON_HOVER);
}
Interaction::None => {
*bg_color = BackgroundColor(DarkTheme::EXPANSION_BUTTON_DEFAULT);
}
}
}
}

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use bevy::prelude::*;
use bevy::ui::{Style, UiRect, Val, FlexDirection, AlignItems, JustifyContent};
/// A generic list widget for displaying collections of items
#[derive(Component)]
pub struct ListView<T> {
pub items: Vec<T>,
pub selected_index: Option<usize>,
pub multi_select: bool,
pub selected_indices: Vec<usize>,
pub item_height: f32,
pub show_selection_highlight: bool,
}
impl<T> ListView<T> {
pub fn new(items: Vec<T>) -> Self {
Self {
items,
selected_index: None,
multi_select: false,
selected_indices: Vec::new(),
item_height: 30.0,
show_selection_highlight: true,
}
}
pub fn with_multi_select(mut self) -> Self {
self.multi_select = true;
self
}
pub fn with_item_height(mut self, height: f32) -> Self {
self.item_height = height;
self
}
pub fn with_selection_highlight(mut self, show: bool) -> Self {
self.show_selection_highlight = show;
self
}
pub fn select_item(&mut self, index: usize) {
if index < self.items.len() {
if self.multi_select {
if !self.selected_indices.contains(&index) {
self.selected_indices.push(index);
}
} else {
self.selected_index = Some(index);
self.selected_indices.clear();
self.selected_indices.push(index);
}
}
}
pub fn deselect_item(&mut self, index: usize) {
if self.multi_select {
self.selected_indices.retain(|&i| i != index);
}
if self.selected_index == Some(index) {
self.selected_index = None;
}
}
pub fn clear_selection(&mut self) {
self.selected_index = None;
self.selected_indices.clear();
}
pub fn is_selected(&self, index: usize) -> bool {
self.selected_indices.contains(&index) || self.selected_index == Some(index)
}
}
/// Marker component for list items
#[derive(Component)]
pub struct ListItem {
pub index: usize,
pub list_entity: Entity,
}
/// Bundle for creating a list view
#[derive(Bundle)]
pub struct ListViewBundle {
pub node: Node,
pub style: Style,
pub background_color: BackgroundColor,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}
impl Default for ListViewBundle {
fn default() -> Self {
Self {
node: Node::default(),
style: Style {
flex_direction: FlexDirection::Column,
..default()
},
background_color: BackgroundColor(Color::NONE),
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
visibility: Visibility::Inherited,
inherited_visibility: InheritedVisibility::VISIBLE,
view_visibility: ViewVisibility::HIDDEN,
z_index: ZIndex::default(),
}
}
}
/// Plugin for list view functionality
pub struct ListViewPlugin;
impl Plugin for ListViewPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (
handle_list_item_interaction,
update_list_item_styles,
));
}
}
/// System to handle list item selection
fn handle_list_item_interaction(
interaction_query: Query<(&Interaction, &ListItem), Changed<Interaction>>,
mut list_query: Query<&mut ListView<String>>, // Generic over String for now
keyboard: Res<ButtonInput<KeyCode>>,
) {
for (interaction, list_item) in &interaction_query {
if *interaction == Interaction::Pressed {
if let Ok(mut list_view) = list_query.get_mut(list_item.list_entity) {
let ctrl_held = keyboard.pressed(KeyCode::ControlLeft) || keyboard.pressed(KeyCode::ControlRight);
let shift_held = keyboard.pressed(KeyCode::ShiftLeft) || keyboard.pressed(KeyCode::ShiftRight);
if list_view.multi_select && ctrl_held {
// Toggle selection
if list_view.is_selected(list_item.index) {
list_view.deselect_item(list_item.index);
} else {
list_view.select_item(list_item.index);
}
} else if list_view.multi_select && shift_held {
// Range selection
if let Some(last_selected) = list_view.selected_index {
let start = last_selected.min(list_item.index);
let end = last_selected.max(list_item.index);
list_view.clear_selection();
for i in start..=end {
list_view.select_item(i);
}
} else {
list_view.select_item(list_item.index);
}
} else {
// Single selection
list_view.clear_selection();
list_view.select_item(list_item.index);
}
}
}
}
}
/// System to update list item visual styles based on selection state
fn update_list_item_styles(
list_query: Query<&ListView<String>, Changed<ListView<String>>>,
mut item_query: Query<(&ListItem, &mut BackgroundColor)>,
) {
for list_view in &list_query {
if !list_view.show_selection_highlight {
continue;
}
for (list_item, mut bg_color) in &mut item_query {
let is_selected = list_view.is_selected(list_item.index);
let new_color = if is_selected {
Color::srgb(0.3, 0.4, 0.6) // Selected color
} else {
Color::NONE // Default/unselected
};
*bg_color = BackgroundColor(new_color);
}
}
}
/// Helper trait for types that can be displayed in a list
pub trait ListDisplayable {
fn display_text(&self) -> String;
fn display_icon(&self) -> Option<Handle<Image>> {
None
}
}
impl ListDisplayable for String {
fn display_text(&self) -> String {
self.clone()
}
}
impl ListDisplayable for &str {
fn display_text(&self) -> String {
self.to_string()
}
}
/// Helper function to spawn a list view with items
pub fn spawn_list_view<T: ListDisplayable + Clone + Component>(
commands: &mut Commands,
items: Vec<T>,
list_config: ListView<T>,
) -> Entity {
let list_entity = commands
.spawn((
list_config,
ListViewBundle::default(),
))
.id();
// Spawn list items
for (index, item) in items.iter().enumerate() {
let item_entity = commands
.spawn((
ListItem {
index,
list_entity,
},
item.clone(),
Button,
Node {
height: Val::Px(30.0), // Default item height
padding: UiRect::all(Val::Px(4.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexStart,
..default()
},
BackgroundColor(Color::NONE),
))
.with_children(|parent| {
// Icon (if available)
if let Some(icon) = item.display_icon() {
parent.spawn((
ImageNode::new(icon),
Node {
width: Val::Px(16.0),
height: Val::Px(16.0),
margin: UiRect::right(Val::Px(8.0)),
..default()
},
));
}
// Text
parent.spawn((
Text::new(item.display_text()),
TextColor(Color::WHITE),
TextFont {
font_size: 12.0,
..default()
},
));
})
.id();
commands.entity(list_entity).add_child(item_entity);
}
list_entity
}
/// Specialized entity list item for the editor
#[derive(Component, Clone)]
pub struct EntityListItem {
pub entity_id: u32,
pub name: String,
pub components: Vec<String>,
pub children_count: usize,
}
impl ListDisplayable for EntityListItem {
fn display_text(&self) -> String {
format!("Entity {} ({})", self.entity_id, self.name)
}
}
/// Helper function specifically for entity lists
pub fn spawn_entity_list(
commands: &mut Commands,
entities: Vec<EntityListItem>,
) -> Entity {
spawn_list_view(
commands,
entities.clone(),
ListView::new(entities)
.with_item_height(30.0)
.with_selection_highlight(true),
)
}

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//! # Editor UI Widgets
//!
//! This module provides a collection of reusable UI widgets specifically designed
//! for editor interfaces. The widgets integrate with Bevy's native UI system and
//! bevy_core_widgets for consistent behavior and performance.
//!
//! ## Available Widgets
//!
//! - **ScrollViewBuilder**: High-level scrollable container with built-in styling
//! - **CoreScrollArea**: Low-level scroll component for custom implementations
//! - **ExpansionButton**: Collapsible content with expand/collapse functionality
//! - **BasicPanel**: Simple panel with header and content area
//! - **ScrollableContainer**: Legacy scrollable container (simple implementation)
//!
//! ## Integration
//!
//! All widgets are designed to work seamlessly with:
//! - Bevy's native UI components (Node, Button, Text, etc.)
//! - bevy_core_widgets scrolling system
//! - Editor theme system for consistent styling
//! - Event-driven architecture using Bevy observers
//!
//! ## Usage
//!
//! Widgets can be used individually or through the main `WidgetsPlugin`:
//!
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::widgets::WidgetsPlugin;
//!
//! App::new()
//! .add_plugins(WidgetsPlugin)
//! .run();
//! ```
pub mod expansion_button;
pub mod simple_scrollable;
pub mod simple_panel;
pub mod core_scroll_area;
pub mod scroll_view;
// Temporarily disabled complex widgets that need more work to compile with current Bevy
// pub mod scrollable_area;
// pub mod panel;
// pub mod list_view;
// pub mod theme;
pub use expansion_button::*;
pub use simple_scrollable::ScrollableContainer;
pub use simple_panel::{BasicPanel, spawn_basic_panel};
pub use core_scroll_area::*;
pub use scroll_view::*;
// Basic theme support
#[derive(Clone)]
pub struct EditorTheme {
pub background_primary: bevy::prelude::Color,
pub text_primary: bevy::prelude::Color,
}
impl Default for EditorTheme {
fn default() -> Self {
Self {
background_primary: bevy::prelude::Color::srgb(0.1, 0.1, 0.1),
text_primary: bevy::prelude::Color::WHITE,
}
}
}
use bevy::prelude::*;
/// Plugin that provides reusable UI widgets
#[derive(Default)]
pub struct WidgetsPlugin;
impl Plugin for WidgetsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ExpansionButtonPlugin,
core_scroll_area::CoreScrollAreaPlugin,
scroll_view::ScrollViewPlugin,
));
}
}
/// Legacy plugin for backwards compatibility
#[derive(Default)]
pub struct ExpansionButtonPlugin;
impl Plugin for ExpansionButtonPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, expansion_button::handle_expansion_clicks);
}
}

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use bevy::prelude::*;
use bevy::ui::{UiRect, Val, FlexDirection, AlignItems, JustifyContent};
use crate::widgets::scrollable_area::{ScrollableArea, ScrollableAreaBundle};
/// A generic panel widget that provides common panel functionality
#[derive(Component, Clone)]
pub struct Panel {
pub title: String,
pub collapsible: bool,
pub collapsed: bool,
pub resizable: bool,
pub min_width: f32,
pub min_height: f32,
}
impl Panel {
pub fn new(title: impl Into<String>) -> Self {
Self {
title: title.into(),
collapsible: false,
collapsed: false,
resizable: false,
min_width: 100.0,
min_height: 100.0,
}
}
pub fn collapsible(mut self) -> Self {
self.collapsible = true;
self
}
pub fn resizable(mut self) -> Self {
self.resizable = true;
self
}
pub fn with_min_size(mut self, width: f32, height: f32) -> Self {
self.min_width = width;
self.min_height = height;
self
}
}
/// Bundle for creating a panel with a header and content area
#[derive(Bundle)]
pub struct PanelBundle {
pub panel: Panel,
pub node: Node,
pub background_color: BackgroundColor,
pub border_color: BorderColor,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}
impl Default for PanelBundle {
fn default() -> Self {
Self {
panel: Panel::new("Panel"),
node: Node {
flex_direction: FlexDirection::Column,
border: UiRect::all(Val::Px(1.0)),
..default()
},
background_color: BackgroundColor(Color::srgb(0.1, 0.1, 0.1)),
border_color: BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
visibility: Visibility::Inherited,
inherited_visibility: InheritedVisibility::VISIBLE,
view_visibility: ViewVisibility::HIDDEN,
z_index: ZIndex::default(),
}
}
}
/// Marker component for panel headers
#[derive(Component)]
pub struct PanelHeader;
/// Marker component for panel content areas
#[derive(Component)]
pub struct PanelContent;
/// Bundle for scrollable panel content
#[derive(Bundle)]
pub struct ScrollablePanelBundle {
pub panel: Panel,
pub scrollable: ScrollableArea,
pub node: Node,
pub style: Style,
pub background_color: BackgroundColor,
pub border_color: BorderColor,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}
impl Default for ScrollablePanelBundle {
fn default() -> Self {
Self {
panel: Panel::new("Scrollable Panel"),
scrollable: ScrollableArea::new(),
node: Node::default(),
style: Style {
flex_direction: FlexDirection::Column,
border: UiRect::all(Val::Px(1.0)),
overflow: Overflow::clip_y(),
..default()
},
background_color: BackgroundColor(Color::srgb(0.1, 0.1, 0.1)),
border_color: BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
visibility: Visibility::Inherited,
inherited_visibility: InheritedVisibility::VISIBLE,
view_visibility: ViewVisibility::HIDDEN,
z_index: ZIndex::default(),
}
}
}
/// Plugin for panel functionality
pub struct PanelPlugin;
impl Plugin for PanelPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (
handle_panel_collapse,
update_panel_layout,
));
}
}
/// System to handle panel collapse/expand interactions
fn handle_panel_collapse(
mut interaction_query: Query<&Interaction, (Changed<Interaction>, With<PanelHeader>)>,
mut panel_query: Query<&mut Panel>,
parent_query: Query<&Parent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
// Find the parent panel and toggle collapse state
// This is a simplified version - in practice you'd want better
// association between header and panel
}
}
}
/// System to update panel layout based on collapse state
fn update_panel_layout(
mut panel_query: Query<(&Panel, &mut Style), Changed<Panel>>,
) {
for (panel, mut style) in &mut panel_query {
if panel.collapsed {
style.height = Val::Px(30.0); // Header height only
} else {
style.height = Val::Auto; // Full height
}
}
}
/// Helper functions for creating common panel types
/// Creates a basic panel with title header and content area
pub fn spawn_panel(
commands: &mut Commands,
panel_config: Panel,
content_spawn_fn: impl FnOnce(&mut ChildBuilder),
) -> Entity {
commands
.spawn(PanelBundle {
panel: panel_config.clone(),
..default()
})
.with_children(|parent| {
// Header
parent
.spawn((
PanelHeader,
Node::default(),
Style {
height: Val::Px(30.0),
padding: UiRect::all(Val::Px(8.0)),
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
))
.with_children(|header| {
header.spawn((
Text::new(panel_config.title),
TextColor(Color::WHITE),
TextFont {
font_size: 14.0,
..default()
},
));
});
// Content area
parent
.spawn((
PanelContent,
Node::default(),
Style {
flex_grow: 1.0,
padding: UiRect::all(Val::Px(8.0)),
..default()
},
BackgroundColor(Color::srgb(0.1, 0.1, 0.1)),
))
.with_children(content_spawn_fn);
})
.id()
}
/// Creates a scrollable panel with title header and scrollable content
pub fn spawn_scrollable_panel(
commands: &mut Commands,
panel_config: Panel,
scroll_config: ScrollableArea,
content_spawn_fn: impl FnOnce(&mut ChildBuilder),
) -> Entity {
commands
.spawn(ScrollablePanelBundle {
panel: panel_config.clone(),
scrollable: scroll_config,
..default()
})
.with_children(|parent| {
// Header
parent
.spawn((
PanelHeader,
Node::default(),
Style {
height: Val::Px(30.0),
padding: UiRect::all(Val::Px(8.0)),
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
))
.with_children(|header| {
header.spawn((
Text::new(panel_config.title),
TextColor(Color::WHITE),
TextFont {
font_size: 14.0,
..default()
},
));
});
// Scrollable content area
parent
.spawn(ScrollableAreaBundle {
style: Style {
flex_grow: 1.0,
padding: UiRect::all(Val::Px(8.0)),
overflow: Overflow::clip_y(),
..default()
},
background_color: BackgroundColor(Color::srgb(0.1, 0.1, 0.1)),
..default()
})
.with_children(content_spawn_fn);
})
.id()
}

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//! # Scroll Widget Examples
//!
//! This module provides comprehensive examples and documentation for the scroll
//! widget system, demonstrating how to use both high-level and low-level scroll
//! components effectively.
//!
//! ## Widget Architecture
//!
//! The scroll system provides two main approaches:
//!
//! 1. **ScrollViewBuilder** - High-level, styled scroll widget (recommended)
//! 2. **CoreScrollArea** - Low-level scroll component for custom implementations
//!
//! Both widgets integrate seamlessly with Bevy's native `bevy_core_widgets`
//! scrolling system and provide smooth mouse wheel interaction.
use bevy::prelude::*;
use crate::widgets::{ScrollViewBuilder, CoreScrollArea, ScrollContent, ScrollToEntityEvent};
/// Example of how to use the new scroll widgets
/// This demonstrates the separation of concerns between CoreScrollArea and ScrollView
pub fn scroll_widget_example(mut commands: Commands) {
// Method 1: Using the high-level ScrollView builder (recommended for most cases)
commands.spawn((
Node {
width: Val::Px(400.0),
height: Val::Px(300.0),
..default()
},
)).with_children(|parent| {
let scroll_view_entity = ScrollViewBuilder::new()
.with_background_color(Color::srgb(0.1, 0.1, 0.1))
.with_border_color(Color::srgb(0.3, 0.3, 0.3))
.with_padding(UiRect::all(Val::Px(16.0)))
.with_corner_radius(8.0)
.with_scroll_sensitivity(25.0)
.with_max_scroll(Vec2::new(0.0, 1000.0))
.spawn(parent);
// Add content to the scroll view - it will automatically find the ScrollContent child
if let Some(mut entity_commands) = commands.get_entity(scroll_view_entity) {
entity_commands.with_children(|parent| {
for i in 0..50 {
parent.spawn((
Text::new(format!("Item {}", i)),
TextFont::default(),
TextColor(Color::WHITE),
Node {
height: Val::Px(30.0),
margin: UiRect::bottom(Val::Px(4.0)),
..default()
},
));
}
});
}
});
// Method 2: Using CoreScrollArea directly (for custom implementations)
commands.spawn((
Node {
width: Val::Px(300.0),
height: Val::Px(200.0),
overflow: Overflow::clip(),
..default()
},
BackgroundColor(Color::srgb(0.2, 0.2, 0.2)),
CoreScrollArea::new(Vec2::new(0.0, 500.0))
.with_sensitivity(30.0)
.with_vertical(true)
.with_horizontal(false),
)).with_children(|parent| {
parent.spawn((
Node {
width: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
..default()
},
ScrollContent,
)).with_children(|parent| {
for i in 0..30 {
parent.spawn((
Text::new(format!("Core Scroll Item {}", i)),
TextFont::default(),
TextColor(Color::WHITE),
Node {
height: Val::Px(25.0),
margin: UiRect::bottom(Val::Px(2.0)),
..default()
},
));
}
});
});
}
/// Example of programmatic scrolling using events
pub fn programmatic_scroll_example(
mut scroll_events: EventWriter<ScrollToEntityEvent>,
scroll_areas: Query<Entity, With<CoreScrollArea>>,
content_entities: Query<Entity, With<ScrollContent>>,
) {
// Example: Scroll to a specific entity when some condition is met
if let (Ok(scroll_area), Ok(target_entity)) = (scroll_areas.get_single(), content_entities.get_single()) {
scroll_events.send(ScrollToEntityEvent {
scroll_area_entity: scroll_area,
target_entity,
});
}
}
/// Documentation for the scroll widget architecture
///
/// ## CoreScrollArea
/// - Handles mouse wheel events and scroll offset clamping
/// - Provides "scroll into view" functionality for entities
/// - Does NOT include scrollbars or visual styling
/// - Can be used standalone for custom scroll implementations
///
/// ## ScrollView
/// - High-level, opinionated scroll widget with built-in styling
/// - Includes scrollbars, padding, borders, and rounded corners
/// - Uses CoreScrollArea internally for scroll logic
/// - Recommended for most use cases
///
/// ## Usage Guidelines
/// 1. Use ScrollView for standard scroll areas with visual styling
/// 2. Use CoreScrollArea when you need custom scroll behavior or styling
/// 3. Both widgets automatically handle mouse wheel events within their bounds
/// 4. Content should be placed inside a ScrollContent component
/// 5. Use ScrollToEntityEvent for programmatic scrolling
#[allow(dead_code)]
struct ScrollWidgetDocumentation;

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use bevy::prelude::*;
use bevy::ui::{ScrollPosition, RelativeCursorPosition};
use bevy_core_widgets::{CoreScrollbar, CoreScrollbarThumb, ControlOrientation};
use super::core_scroll_area::{CoreScrollArea, ScrollContent};
/// A styled scroll view widget with built-in scrollbars, padding, and visual styling.
/// This is the opinionated, high-level scroll widget that users will typically interact with.
#[derive(Component)]
pub struct ScrollView {
/// Whether to show scrollbars
pub show_scrollbars: bool,
/// Scrollbar width
pub scrollbar_width: f32,
/// Corner radius for rounded corners
pub corner_radius: f32,
/// Background color
pub background_color: Color,
/// Border color
pub border_color: Color,
/// Border width
pub border_width: f32,
/// Content padding
pub padding: UiRect,
}
impl Default for ScrollView {
fn default() -> Self {
Self {
show_scrollbars: true,
scrollbar_width: 12.0,
corner_radius: 4.0,
background_color: Color::srgb(0.14, 0.14, 0.14),
border_color: Color::srgb(0.35, 0.35, 0.35),
border_width: 1.0,
padding: UiRect::all(Val::Px(8.0)),
}
}
}
/// Plugin for the high-level scroll view widget
pub struct ScrollViewPlugin;
impl Plugin for ScrollViewPlugin {
fn build(&self, _app: &mut App) {
// ScrollView now uses Bevy's built-in scrolling and bevy_core_widgets
// No custom systems needed
}
}
/// Builder for creating scroll views
pub struct ScrollViewBuilder {
scroll_view: ScrollView,
scroll_area: CoreScrollArea,
scroll_id: u32,
}
impl ScrollViewBuilder {
pub fn new() -> Self {
let scroll_id = rand::random();
Self {
scroll_view: ScrollView::default(),
scroll_area: CoreScrollArea {
scroll_id,
..CoreScrollArea::default()
},
scroll_id,
}
}
pub fn with_background_color(mut self, color: Color) -> Self {
self.scroll_view.background_color = color;
self
}
pub fn with_border_color(mut self, color: Color) -> Self {
self.scroll_view.border_color = color;
self
}
pub fn with_padding(mut self, padding: UiRect) -> Self {
self.scroll_view.padding = padding;
self
}
pub fn with_corner_radius(mut self, radius: f32) -> Self {
self.scroll_view.corner_radius = radius;
self
}
pub fn with_scrollbars(mut self, show: bool) -> Self {
self.scroll_view.show_scrollbars = show;
self
}
pub fn with_scroll_sensitivity(mut self, sensitivity: f32) -> Self {
self.scroll_area.scroll_sensitivity = sensitivity;
self
}
pub fn with_scroll_id(mut self, id: u32) -> Self {
self.scroll_id = id;
self.scroll_area.scroll_id = id;
self
}
/// Spawn the complete scroll view hierarchy
pub fn spawn(self, parent: &mut ChildSpawnerCommands) -> Entity {
let show_scrollbars = self.scroll_view.show_scrollbars;
let scrollbar_width = self.scroll_view.scrollbar_width;
let padding = self.scroll_view.padding;
let border_width = self.scroll_view.border_width;
let background_color = self.scroll_view.background_color;
let border_color = self.scroll_view.border_color;
// Create the outer container with relative positioning for absolute scrollbar
parent.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Relative,
border: UiRect::all(Val::Px(border_width)),
..default()
},
BackgroundColor(background_color),
BorderColor::all(border_color),
self.scroll_view,
)).with_children(|parent| {
// The scrollable content area with proper Bevy scrolling setup
let scroll_area_entity = parent.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
padding: if show_scrollbars {
UiRect {
left: padding.left,
right: Val::Px(match padding.right {
Val::Px(val) => val + scrollbar_width + 4.0,
_ => scrollbar_width + 4.0,
}),
top: padding.top,
bottom: padding.bottom,
}
} else {
padding
},
overflow: Overflow::scroll(), // Key: use scroll instead of clip
..default()
},
BackgroundColor(Color::NONE),
ScrollPosition::default(), // Key: Bevy's scroll position
RelativeCursorPosition::default(), // Key: for mouse wheel detection
self.scroll_area,
ScrollContent {
scroll_area_id: self.scroll_id,
},
)).id();
// Vertical scrollbar (if enabled) - absolutely positioned to the right
if show_scrollbars {
parent.spawn((
Node {
position_type: PositionType::Absolute,
right: Val::Px(border_width + 2.0), // Account for border and small margin
top: Val::Px(border_width),
bottom: Val::Px(border_width),
width: Val::Px(scrollbar_width),
..default()
},
BackgroundColor(Color::srgba(0.2, 0.2, 0.2, 0.8)),
CoreScrollbar::new(scroll_area_entity, ControlOrientation::Vertical, 20.0),
)).with_children(|parent| {
// Scrollbar thumb using Bevy's CoreScrollbarThumb
parent.spawn((
Node {
position_type: PositionType::Absolute,
width: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.4, 0.4, 0.4, 0.9)),
BorderRadius::all(Val::Px(2.0)),
CoreScrollbarThumb,
));
});
}
}).id()
}
}
impl Default for ScrollViewBuilder {
fn default() -> Self {
Self::new()
}
}

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use bevy::prelude::*;
use bevy::input::mouse::MouseWheel;
use bevy::window::Window;
use bevy::ui::{UiRect, Val, FlexDirection, Overflow, ComputedNode};
/// A generic scrollable area widget that can contain any content
/// This widget handles mouse wheel scrolling and maintains scroll position
#[derive(Component, Default)]
pub struct ScrollableArea {
/// Current scroll offset
pub scroll_offset: f32,
/// Maximum scroll distance (calculated dynamically)
pub max_scroll: f32,
/// Scroll sensitivity multiplier
pub scroll_sensitivity: f32,
/// Content height calculation method
pub content_height_calc: ContentHeightCalculation,
}
impl ScrollableArea {
pub fn new() -> Self {
Self {
scroll_offset: 0.0,
max_scroll: 0.0,
scroll_sensitivity: 15.0,
content_height_calc: ContentHeightCalculation::ChildrenHeight(40.0),
}
}
pub fn with_sensitivity(mut self, sensitivity: f32) -> Self {
self.scroll_sensitivity = sensitivity;
self
}
pub fn with_content_calculation(mut self, calc: ContentHeightCalculation) -> Self {
self.content_height_calc = calc;
self
}
}
/// Different methods for calculating content height
pub enum ContentHeightCalculation {
/// Calculate based on number of children times item height
ChildrenHeight(f32),
/// Calculate based on explicit content height
ExplicitHeight(f32),
/// Calculate based on sum of children's actual heights
ActualChildrenHeights,
}
impl Default for ContentHeightCalculation {
fn default() -> Self {
Self::ChildrenHeight(40.0)
}
}
/// Marker component for entities that should receive scroll events
#[derive(Component)]
pub struct ScrollTarget {
/// Bounds of the scrollable area in screen space
pub bounds: Rect,
}
/// Bundle for creating a scrollable area
#[derive(Bundle)]
pub struct ScrollableAreaBundle {
pub scrollable: ScrollableArea,
pub target: ScrollTarget,
pub node: Node,
pub background_color: BackgroundColor,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
pub inherited_visibility: InheritedVisibility,
pub view_visibility: ViewVisibility,
pub z_index: ZIndex,
}
impl Default for ScrollableAreaBundle {
fn default() -> Self {
Self {
scrollable: ScrollableArea::new(),
target: ScrollTarget {
bounds: Rect::new(0.0, 0.0, 0.0, 0.0),
},
node: Node {
overflow: Overflow::clip_y(),
flex_direction: FlexDirection::Column,
..default()
},
background_color: BackgroundColor(Color::NONE),
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
visibility: Visibility::Inherited,
inherited_visibility: InheritedVisibility::VISIBLE,
view_visibility: ViewVisibility::HIDDEN,
z_index: ZIndex::default(),
}
}
}
/// Plugin for scrollable area functionality
pub struct ScrollableAreaPlugin;
impl Plugin for ScrollableAreaPlugin {
fn build(&self, app: &mut App) {
app.add_systems(PostUpdate, (
update_scroll_bounds,
handle_scroll_input,
apply_scroll_offset,
).chain());
}
}
/// System to update the bounds of scrollable areas based on their computed layout
fn update_scroll_bounds(
mut scroll_query: Query<(&mut ScrollTarget, &ComputedNode, &GlobalTransform), With<ScrollableArea>>,
windows: Query<&Window>,
) {
let Ok(window) = windows.single() else { return };
let window_height = window.height();
for (mut target, computed_node, transform) in &mut scroll_query {
let translation = transform.translation();
let size = computed_node.size;
// Convert UI coordinates to screen coordinates
target.bounds = Rect::new(
translation.x,
window_height - translation.y - size.y,
translation.x + size.x,
window_height - translation.y,
);
}
}
/// System to handle mouse wheel scroll input for scrollable areas
fn handle_scroll_input(
mut scroll_events: EventReader<MouseWheel>,
mut scroll_query: Query<(&mut ScrollableArea, &ScrollTarget)>,
windows: Query<&Window>,
) {
if scroll_events.is_empty() {
return;
}
let Ok(window) = windows.single() else {
scroll_events.clear();
return;
};
let Some(cursor_position) = window.cursor_position() else {
scroll_events.clear();
return;
};
// Find which scrollable area the cursor is over
if let Some((mut scrollable, _)) = scroll_query
.iter_mut()
.find(|(_, target)| target.bounds.contains(cursor_position))
{
for scroll_event in scroll_events.read() {
let scroll_delta = scroll_event.y * scrollable.scroll_sensitivity;
scrollable.scroll_offset = (scrollable.scroll_offset - scroll_delta)
.clamp(-scrollable.max_scroll, 0.0);
}
}
scroll_events.clear();
}
/// System to apply scroll offset to the content within scrollable areas
fn apply_scroll_offset(
mut scroll_query: Query<(&mut ScrollableArea, &Children), Changed<ScrollableArea>>,
mut content_query: Query<&mut Node>,
children_query: Query<&Children>,
) {
for (mut scrollable, children) in &mut scroll_query {
// Calculate content height based on the chosen method
let content_height = match scrollable.content_height_calc {
ContentHeightCalculation::ChildrenHeight(item_height) => {
children.len() as f32 * item_height
},
ContentHeightCalculation::ExplicitHeight(height) => height,
ContentHeightCalculation::ActualChildrenHeights => {
// This would require walking the entire hierarchy and summing actual heights
// For now, fall back to estimated height
children.len() as f32 * 25.0
},
};
// Update max scroll (assuming container height is calculated elsewhere)
// This is a simplified version - in a real implementation you'd want to
// get the actual container height from the computed layout
let container_height = 400.0; // This should come from the actual container
scrollable.max_scroll = (content_height - container_height).max(0.0);
// Apply scroll offset to the first child (content container)
if let Some(&first_child) = children.first() {
if let Ok(mut node) = content_query.get_mut(first_child) {
node.margin.top = Val::Px(scrollable.scroll_offset);
}
}
}
}
/// Helper function to spawn a scrollable area with content
pub fn spawn_scrollable_area(
commands: &mut Commands,
content_bundle: impl Bundle,
scrollable_config: ScrollableArea,
) -> Entity {
commands
.spawn(ScrollableAreaBundle {
scrollable: scrollable_config,
..default()
})
.with_children(|parent| {
parent.spawn(content_bundle);
})
.id()
}

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//! Basic panel container widget for bevy_feathers extraction
//!
//! This module provides a simple panel widget with title and configurable dimensions.
//! Designed to be modular and reusable across different applications.
//!
//! # Features
//! - Titled panels with header styling
//! - Configurable minimum dimensions
//! - Consistent theme integration
//! - Minimal external dependencies
//!
//! # Usage
//! ```rust
//! use bevy::prelude::*;
//! use bevy_editor::widgets::{BasicPanel, spawn_basic_panel};
//!
//! fn setup(mut commands: Commands) {
//! // Quick panel creation
//! spawn_basic_panel(&mut commands, "My Panel");
//!
//! // Manual panel creation with custom settings
//! commands.spawn((
//! BasicPanel {
//! title: "Custom Panel".to_string(),
//! min_width: 200.0,
//! min_height: 100.0,
//! },
//! Node {
//! flex_direction: FlexDirection::Column,
//! width: Val::Px(300.0),
//! height: Val::Px(400.0),
//! ..default()
//! },
//! ));
//! }
//! ```
use bevy::prelude::*;
/// Basic panel container
#[derive(Component, Clone)]
pub struct BasicPanel {
pub title: String,
pub min_width: f32,
pub min_height: f32,
}
impl BasicPanel {
pub fn new(title: impl Into<String>) -> Self {
Self {
title: title.into(),
min_width: 100.0,
min_height: 100.0,
}
}
}
/// Helper function to spawn a basic panel
pub fn spawn_basic_panel(
commands: &mut Commands,
title: impl Into<String>,
) -> Entity {
let title = title.into();
commands
.spawn((
BasicPanel::new(title.clone()),
Node {
flex_direction: bevy::ui::FlexDirection::Column,
border: bevy::ui::UiRect::all(bevy::ui::Val::Px(1.0)),
..default()
},
BackgroundColor(Color::srgb(0.1, 0.1, 0.1)),
BorderColor::all(Color::srgb(0.3, 0.3, 0.3)),
))
.with_children(|parent| {
// Header
parent.spawn((
Text::new(title),
TextColor(Color::WHITE),
TextFont {
font_size: 14.0,
..default()
},
Node {
height: bevy::ui::Val::Px(30.0),
padding: bevy::ui::UiRect::all(bevy::ui::Val::Px(8.0)),
align_items: bevy::ui::AlignItems::Center,
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
));
})
.id()
}

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//! Simple scrollable container widget for bevy_feathers extraction
//!
//! This module provides a basic scrollable container with mouse wheel support.
//! Designed to be extracted to the bevy_feathers UI library.
//!
//! # Features
//! - Mouse wheel scrolling with configurable sensitivity
//! - Automatic overflow handling
//! - Minimal dependencies on core Bevy
//! - Plugin-based architecture
//!
//! # Usage
//! ```rust,no_run
//! use bevy::prelude::*;
//! use bevy_editor::widgets::ScrollableContainer;
//! use bevy_editor::widgets::simple_scrollable::ScrollableContainerPlugin;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(ScrollableContainerPlugin)
//! .add_systems(Startup, setup)
//! .run();
//! }
//!
//! fn setup(mut commands: Commands) {
//! commands.spawn((
//! Node {
//! width: Val::Percent(100.0),
//! height: Val::Px(300.0),
//! overflow: Overflow::clip(),
//! ..default()
//! },
//! ScrollableContainer {
//! scroll_offset: 0.0,
//! max_scroll: 1000.0,
//! scroll_sensitivity: 10.0,
//! },
//! ));
//! }
//! ```
use bevy::prelude::*;
/// Basic scrollable container widget
#[derive(Component, Default)]
pub struct ScrollableContainer {
pub scroll_offset: f32,
pub max_scroll: f32,
pub scroll_sensitivity: f32,
}
impl ScrollableContainer {
pub fn new() -> Self {
Self {
scroll_offset: 0.0,
max_scroll: 0.0,
scroll_sensitivity: 15.0,
}
}
}
/// Plugin for scrollable container functionality
pub struct ScrollableContainerPlugin;
impl Plugin for ScrollableContainerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, handle_scroll_input);
}
}
/// Basic scroll handling system
fn handle_scroll_input(
mut scroll_events: EventReader<bevy::input::mouse::MouseWheel>,
mut scrollable_query: Query<&mut ScrollableContainer>,
) {
for scroll_event in scroll_events.read() {
// Simple scroll handling - apply to all scrollable containers for now
for mut scrollable in &mut scrollable_query {
let scroll_delta = scroll_event.y * scrollable.scroll_sensitivity;
scrollable.scroll_offset = (scrollable.scroll_offset - scroll_delta)
.clamp(-scrollable.max_scroll, 0.0);
}
}
}
/// Helper function to spawn a basic scrollable container
pub fn spawn_scrollable_container(commands: &mut Commands) -> Entity {
commands
.spawn((
ScrollableContainer::new(),
Node {
overflow: bevy::ui::Overflow::clip_y(),
flex_direction: bevy::ui::FlexDirection::Column,
..default()
},
BackgroundColor(Color::NONE),
))
.id()
}

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use bevy::prelude::*;
use bevy::ui::{Style, UiRect, Val, FlexDirection, AlignItems, JustifyContent};
/// Theme-aware colors and styling for widgets
/// This is designed to be compatible with bevy_feathers theming system
#[derive(Resource, Clone)]
pub struct EditorTheme {
pub background_primary: Color,
pub background_secondary: Color,
pub background_tertiary: Color,
pub border_color: Color,
pub text_primary: Color,
pub text_secondary: Color,
pub accent_color: Color,
pub selection_color: Color,
pub hover_color: Color,
pub active_color: Color,
pub panel_header_color: Color,
pub panel_content_color: Color,
}
impl Default for EditorTheme {
fn default() -> Self {
Self {
background_primary: Color::srgb(0.08, 0.08, 0.08),
background_secondary: Color::srgb(0.12, 0.12, 0.12),
background_tertiary: Color::srgb(0.15, 0.15, 0.15),
border_color: Color::srgb(0.3, 0.3, 0.3),
text_primary: Color::WHITE,
text_secondary: Color::srgb(0.8, 0.8, 0.8),
accent_color: Color::srgb(0.2, 0.5, 0.8),
selection_color: Color::srgb(0.3, 0.4, 0.6),
hover_color: Color::srgb(0.2, 0.2, 0.2),
active_color: Color::srgb(0.25, 0.25, 0.25),
panel_header_color: Color::srgb(0.15, 0.15, 0.15),
panel_content_color: Color::srgb(0.1, 0.1, 0.1),
}
}
}
/// Component that marks entities as theme-aware
#[derive(Component)]
pub struct Themed {
pub element_type: ThemeElement,
}
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum ThemeElement {
Panel,
PanelHeader,
PanelContent,
Button,
ButtonHover,
ButtonActive,
Text,
TextSecondary,
Border,
Selection,
Background,
Accent,
}
/// Bundle for theme-aware UI elements
#[derive(Bundle)]
pub struct ThemedBundle {
pub themed: Themed,
pub background_color: BackgroundColor,
pub border_color: BorderColor,
}
impl ThemedBundle {
pub fn new(element_type: ThemeElement, theme: &EditorTheme) -> Self {
let bg_color = match element_type {
ThemeElement::Panel => theme.background_secondary,
ThemeElement::PanelHeader => theme.panel_header_color,
ThemeElement::PanelContent => theme.panel_content_color,
ThemeElement::Button => theme.background_tertiary,
ThemeElement::ButtonHover => theme.hover_color,
ThemeElement::ButtonActive => theme.active_color,
ThemeElement::Selection => theme.selection_color,
ThemeElement::Background => theme.background_primary,
ThemeElement::Accent => theme.accent_color,
_ => Color::NONE,
};
Self {
themed: Themed { element_type },
background_color: BackgroundColor(bg_color),
border_color: BorderColor::all(theme.border_color),
}
}
}
/// Plugin for theme management
pub struct ThemePlugin;
impl Plugin for ThemePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<EditorTheme>()
.add_systems(Update, update_themed_elements);
}
}
/// System to update themed elements when the theme changes
fn update_themed_elements(
theme: Res<EditorTheme>,
mut themed_query: Query<(&Themed, &mut BackgroundColor, &mut BorderColor), Changed<Themed>>,
) {
if !theme.is_changed() {
return;
}
for (themed, mut bg_color, mut border_color) in &mut themed_query {
let new_bg_color = match themed.element_type {
ThemeElement::Panel => theme.background_secondary,
ThemeElement::PanelHeader => theme.panel_header_color,
ThemeElement::PanelContent => theme.panel_content_color,
ThemeElement::Button => theme.background_tertiary,
ThemeElement::ButtonHover => theme.hover_color,
ThemeElement::ButtonActive => theme.active_color,
ThemeElement::Selection => theme.selection_color,
ThemeElement::Background => theme.background_primary,
ThemeElement::Accent => theme.accent_color,
_ => bg_color.0, // Keep current color
};
*bg_color = BackgroundColor(new_bg_color);
*border_color = BorderColor::all(theme.border_color);
}
}
/// Helper functions for creating themed UI elements
/// Creates a themed text element
pub fn themed_text(
text: impl Into<String>,
element_type: ThemeElement,
theme: &EditorTheme,
font_size: f32,
) -> impl Bundle {
let text_color = match element_type {
ThemeElement::Text => theme.text_primary,
ThemeElement::TextSecondary => theme.text_secondary,
_ => theme.text_primary,
};
(
Text::new(text.into()),
TextColor(text_color),
TextFont {
font_size,
..default()
},
Themed { element_type },
)
}
/// Creates a themed button
pub fn themed_button(
theme: &EditorTheme,
size: (f32, f32),
) -> impl Bundle {
(
Button,
Node {
width: Val::Px(size.0),
height: Val::Px(size.1),
border: UiRect::all(Val::Px(1.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
ThemedBundle::new(ThemeElement::Button, theme),
)
}
/// Creates a themed panel container
pub fn themed_panel(
theme: &EditorTheme,
title: impl Into<String>,
) -> impl Bundle {
(
Node {
flex_direction: FlexDirection::Column,
border: UiRect::all(Val::Px(1.0)),
..default()
},
ThemedBundle::new(ThemeElement::Panel, theme),
)
}
/// Extension trait for Commands to easily spawn themed elements
pub trait ThemedCommands {
fn spawn_themed_text(
&mut self,
text: impl Into<String>,
element_type: ThemeElement,
font_size: f32,
) -> EntityCommands;
fn spawn_themed_button(&mut self, size: (f32, f32)) -> EntityCommands;
fn spawn_themed_panel(&mut self, title: impl Into<String>) -> EntityCommands;
}
impl ThemedCommands for Commands<'_, '_> {
fn spawn_themed_text(
&mut self,
text: impl Into<String>,
element_type: ThemeElement,
font_size: f32,
) -> EntityCommands {
let theme = EditorTheme::default(); // In practice, get from resource
self.spawn(themed_text(text, element_type, &theme, font_size))
}
fn spawn_themed_button(&mut self, size: (f32, f32)) -> EntityCommands {
let theme = EditorTheme::default(); // In practice, get from resource
self.spawn(themed_button(&theme, size))
}
fn spawn_themed_panel(&mut self, title: impl Into<String>) -> EntityCommands {
let theme = EditorTheme::default(); // In practice, get from resource
self.spawn(themed_panel(&theme, title))
}
}
/// Utility functions for bevy_feathers integration
/// Converts EditorTheme to a format compatible with bevy_feathers UiTheme
/// This would be used when extracting to bevy_feathers
pub fn editor_theme_to_feathers_palette(theme: &EditorTheme) -> FeathersPalette {
FeathersPalette {
background: theme.background_primary,
surface: theme.background_secondary,
surface_variant: theme.background_tertiary,
on_surface: theme.text_primary,
on_surface_variant: theme.text_secondary,
primary: theme.accent_color,
outline: theme.border_color,
outline_variant: theme.border_color.with_alpha(0.5),
}
}
/// Placeholder for bevy_feathers palette structure
/// This would match the actual bevy_feathers palette when integrating
#[derive(Clone)]
pub struct FeathersPalette {
pub background: Color,
pub surface: Color,
pub surface_variant: Color,
pub on_surface: Color,
pub on_surface_variant: Color,
pub primary: Color,
pub outline: Color,
pub outline_variant: Color,
}