Files
Sylpheed/crates/sylpheed-viewer/src/lib.rs

102 lines
3.6 KiB
Rust

//! # sylpheed-viewer
//!
//! Bevy-based asset viewer for Project Sylpheed: Arc of Deception.
//!
//! This crate serves as both:
//! - A **native binary** (via `main.rs`) — full desktop viewer
//! - A **WASM app**, also entered through `main.rs` — browser viewer at
//! `index.html`. Trunk builds the *bin* target (`data-bin` in index.html) and
//! wasm-bindgen calls `main()`; there is no `#[wasm_bindgen(start)]` here and
//! this file is NOT the wasm entry point. Selecting the lib target instead
//! links an empty 1.4 KB module that still exits 0 — see #11.
//!
//! ## Architecture
//! - `sylpheed_formats` handles all binary parsing — no Bevy dependency
//! - This crate is the thin Bevy integration layer on top
//! - `asset_loader` bridges the two: wraps parsers as `AssetLoader` impls
//!
//! ## WASM notes
//! On the web, local file access is unavailable. Assets must be
//! pre-extracted and served over HTTP. XISO reading is native-only.
use bevy::prelude::*;
use bevy_egui::EguiPlugin;
pub mod asset_loader;
pub mod camera;
pub mod iso_loader;
pub mod ui;
// ── Application state ────────────────────────────────────────────────────────
/// Global viewer state, shared across all UI and rendering systems.
#[derive(Resource)]
pub struct ViewerState {
/// Whether the plain-text viewer wraps long lines.
pub text_wrap: bool,
}
impl Default for ViewerState {
fn default() -> Self {
Self { text_wrap: true }
}
}
// ── App builder ──────────────────────────────────────────────────────────────
/// Build and run the viewer application.
///
/// Called from `main.rs`, on both native and wasm.
pub fn run() {
let mut app = App::new();
app.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Project Sylpheed: Arc of Deception — Asset Viewer".into(),
resolution: (1280.0_f32, 720.0_f32).into(),
..default()
}),
..default()
}));
app.add_plugins(EguiPlugin);
app.add_plugins(asset_loader::SylpheedAssetPlugin);
app.add_plugins(iso_loader::IsoLoaderPlugin);
app.add_plugins(camera::OrbitCameraPlugin);
app.add_plugins(ui::ViewerUiPlugin);
app.init_resource::<ViewerState>();
// Minimal 3D scene: a directional light so meshes are visible
app.add_systems(Startup, setup_scene);
app.run();
}
fn setup_scene(mut commands: Commands) {
// Bright ambient so surfaces facing away from every light aren't pure black.
commands.insert_resource(AmbientLight {
color: Color::srgb(0.9, 0.93, 1.0),
brightness: 900.0,
});
// A multi-directional rig (key + fills + rim + underside) so an orbiting
// camera always has some light on the visible side — the single front light
// left the backside unreadable.
let lights = [
(Vec3::new(1.0, 2.0, 1.5), 10_000.0, true), // key: front-top-right
(Vec3::new(-2.0, 1.0, 0.5), 4_500.0, false), // fill: left
(Vec3::new(0.5, 0.8, -2.0), 6_000.0, false), // rim: behind
(Vec3::new(0.0, -1.5, 0.5), 2_500.0, false), // underside fill
];
for (from, lux, shadows) in lights {
commands.spawn((
DirectionalLight {
illuminance: lux,
shadows_enabled: shadows,
..default()
},
Transform::from_translation(from).looking_at(Vec3::ZERO, Vec3::Y),
));
}
}