messing around with egui editor prototype
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@ -4,7 +4,6 @@ use peachy::{Colour, Config, Game, Palette};
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struct EditorState {
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game: Option<peachy::Game>,
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// selected_palette: Option<&Palette>,
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}
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impl epi::App for EditorState {
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@ -37,21 +36,40 @@ impl epi::App for EditorState {
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// todo if game is none, add a "load project" window?
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if let Some(game) = &mut self.game {
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// for palette in &mut game.palettes {
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// }
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// todo store selected palette in application state
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// todo show palette window if selected
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let palette = game.find_palette("example palette".into());
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if let Some(palette) = palette {
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egui::Window::new(&palette.name)
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egui::Window::new("palettes")
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.default_width(200.0)
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.collapsible(false)
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.show(ctx, |ui| {
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ui.label("palette name");
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ui.text_edit_singleline(&mut palette.name);
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for palette in game.palettes.iter_mut() {
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ui.columns(2, |columns | {
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columns[0].label(&palette.name);
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if columns[1].button("edit").clicked() {
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egui::Window::new(&palette.name)
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.default_width(200.0)
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.collapsible(true)
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.show(ctx, |ui| {
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for (i, colour) in palette.colours.iter().enumerate() {
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ui.columns(2, |row| {
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// todo edit each colour... this is broken
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row[0].color_edit_button_rgb(&mut [
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colour.red as f32,
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colour.green as f32,
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colour.blue as f32
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]);
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if row[1].button("delete").clicked() {
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// can't alter palettes while iterating... what to do?
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// palette.colours.remove(i);
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}
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});
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}
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// todo "add colour" button
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});
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}
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});
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}
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});
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}
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});
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}
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@ -93,7 +111,7 @@ fn main() {
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scenes: vec![],
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tiles: vec![],
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music: vec![]
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})
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}),
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};
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let native_options = eframe::NativeOptions::default();
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