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#![warn(
clippy::undocumented_unsafe_blocks,
clippy::missing_safety_doc,
unsafe_op_in_unsafe_fn
)]
#![allow(
clippy::needless_lifetimes, // can be good for clarity
clippy::needless_doctest_main, // sometimes a full copy-pasteable standalone example is better
clippy::too_many_arguments,
clippy::type_complexity,
)]
//! This crate contains
//! - general purpose machinery for displaying [`Reflect`](bevy_reflect::Reflect) values in [`reflect_inspector`],
//! - a way of associating arbitrary options with fields and enum variants in [`inspector_options`]
//! - utility functions for displaying bevy resource, entities and assets in [`bevy_inspector`]
//! - some drop-in plugins in [`quick`] to get you started without any code necessary.
//!
//! # Use case 1: Quick plugins
//! These plugins can be easily added to your app, but don't allow for customization of the presentation and content.
//!
//! ## WorldInspectorPlugin
//! Displays the world's entities, resources and assets.
//!
//! 
//!
//! ```no_run
//! use bevy::prelude::*;
//! use bevy_inspector_egui::quick::WorldInspectorPlugin;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(WorldInspectorPlugin::new())
//! .run();
//! }
//!
//! ```
//! ## ResourceInspectorPlugin
//! Display a single resource in a window.
//!
//! 
//!
//! ```no_run
//! use bevy::prelude::*;
//! use bevy_inspector_egui::prelude::*;
//! use bevy_inspector_egui::quick::ResourceInspectorPlugin;
//!
//! // `InspectorOptions` are completely optional
//! #[derive(Reflect, Resource, Default, InspectorOptions)]
//! #[reflect(Resource, InspectorOptions)]
//! struct Configuration {
//! name: String,
//! #[inspector(min = 0.0, max = 1.0)]
//! option: f32,
//! }
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .init_resource::<Configuration>() // `ResourceInspectorPlugin` won't initialize the resource
//! .register_type::<Configuration>() // you need to register your type to display it
//! .add_plugins(ResourceInspectorPlugin::<Configuration>::default())
//! // also works with built-in resources, as long as they implement `Reflect`
//! .add_plugins(ResourceInspectorPlugin::<Time>::default())
//! .run();
//! }
//! ```
//!
//! <hr>
//!
//! There is also the [`StateInspectorPlugin`](quick::StateInspectorPlugin) and the [`AssetInspectorPlugin`](quick::AssetInspectorPlugin).
//!
//! # Use case 2: Manual UI
//! The [`quick`] plugins don't allow customization of the egui window or its content, but you can easily build your own UI:
//!
//! ```no_run
//! use bevy::prelude::*;
//! use bevy_egui::{EguiPlugin, EguiContext};
//! use bevy_inspector_egui::prelude::*;
//! use bevy_inspector_egui::bevy_inspector;
//! use bevy_window::PrimaryWindow;
//! use std::any::TypeId;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(EguiPlugin)
//! .add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s
//! .add_systems(Update, inspector_ui)
//! .run();
//! }
//!
//! fn inspector_ui(world: &mut World) {
//! let mut egui_context = world
//! .query_filtered::<&mut EguiContext, With<PrimaryWindow>>()
//! .single(world)
//! .clone();
//!
//! egui::Window::new("UI").show(egui_context.get_mut(), |ui| {
//! egui::ScrollArea::both().show(ui, |ui| {
//! // equivalent to `WorldInspectorPlugin`
//! bevy_inspector::ui_for_world(world, ui);
//!
//! // works with any `Reflect` value, including `Handle`s
//! let mut any_reflect_value: i32 = 5;
//! bevy_inspector::ui_for_value(&mut any_reflect_value, ui, world);
//!
//! egui::CollapsingHeader::new("Materials").show(ui, |ui| {
//! bevy_inspector::ui_for_assets::<StandardMaterial>(world, ui);
//! });
//!
//! ui.heading("Entities");
//! bevy_inspector::ui_for_world_entities(world, ui);
//! });
//! });
//! }
//! ```
//!
//! Pair this with a crate like [`egui_dock`](https://docs.rs/egui_dock/latest/egui_dock/) and you have your own editor in less than 100 lines: [`examples/egui_dock.rs`](https://github.com/jakobhellermann/bevy-inspector-egui/blob/main/crates/bevy-inspector-egui/examples/integrations/egui_dock.rs).
//! 
//!
//! # FAQ
//!
//! **Q: How do I change the names of the entities in the world inspector?**
//!
//! **A:** You can insert the [`Name`](bevy_core::Name) component.
//!
//! **Q: What if I just want to display a single value without passing in the whole `&mut World`?**
//!
//! **A:** You can use [`ui_for_value`](crate::reflect_inspector::ui_for_value). Note that displaying things like `Handle<StandardMaterial>` won't be able to display the asset's value.
pub mod bevy_inspector;
pub mod inspector_egui_impls;
pub mod inspector_options;
pub mod quick;
pub mod reflect_inspector;
pub mod restricted_world_view;
mod egui_utils;
mod utils;
pub use bevy_egui;
pub use egui;
/// [`bevy_app::Plugin`] used to register default [`struct@InspectorOptions`] and [`InspectorEguiImpl`](crate::inspector_egui_impls::InspectorEguiImpl)s
pub struct DefaultInspectorConfigPlugin;
impl bevy_app::Plugin for DefaultInspectorConfigPlugin {
fn build(&self, app: &mut bevy_app::App) {
if app.is_plugin_added::<Self>() {
return;
}
let type_registry = app.world.resource::<bevy_ecs::prelude::AppTypeRegistry>();
let mut type_registry = type_registry.write();
inspector_options::default_options::register_default_options(&mut type_registry);
inspector_egui_impls::register_std_impls(&mut type_registry);
inspector_egui_impls::register_glam_impls(&mut type_registry);
inspector_egui_impls::register_bevy_impls(&mut type_registry);
}
}
#[doc(inline)]
pub use inspector_options::InspectorOptions;
#[doc(hidden)]
pub mod __macro_exports {
pub use bevy_reflect;
}
/// Reexports of commonly used types
pub mod prelude {
// for `#[derive(Reflect)] #[reflect(InspectorOptions)]
pub use crate::inspector_options::InspectorOptions;
pub use crate::inspector_options::ReflectInspectorOptions;
}