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//! Improve the keyboard and gamepads usage for egui in Bevy.
//!
//! Usage:
//! * Add [`KbgpPlugin`](crate::KbgpPlugin).
//! * Use [the extension methods](crate::KbgpEguiResponseExt) on the egui widgets to add KBGP's
//! functionality.
//! * Call [`ui.kbgp_clear_input`](crate::KbgpEguiUiCtxExt::kbgp_clear_input) when triggering a
//! state transition as a response to a click on an egui widget. To control the focus in the new
//! state, use [`kbgp_focus_label`](KbgpEguiResponseExt::kbgp_focus_label) (and
//! [`kbgp_set_focus_label`](KbgpEguiUiCtxExt::kbgp_set_focus_label)) - otherwise egui will pick
//! the widget to focus on (or elect to drop the focus entirely)
//! * To set special actions, see [the example here](crate::KbgpNavCommand::user). To avoid having
//! to deal with both Bevy's input methods and KBGP's input, it's better to use these actions for
//! entering the pause menu from within the game.
//!
//! ```no_run
//! use bevy_egui_kbgp::{egui, bevy_egui};
//! use bevy::prelude::*;
//! use bevy_egui::{EguiContexts, EguiPlugin};
//! use bevy_egui_kbgp::prelude::*;
//!
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugin(EguiPlugin)
//! .add_plugin(KbgpPlugin)
//! .add_system(ui_system)
//! .run();
//! }
//!
//! fn ui_system(
//! mut egui_context: EguiContexts,
//! keys: Res<Input<KeyCode>>,
//! ) {
//! egui::CentralPanel::default().show(egui_context.ctx_mut(), |ui| {
//! if ui
//! .button("Button")
//! .kbgp_initial_focus()
//! .kbgp_navigation()
//! .clicked()
//! {
//! // Button action
//! }
//!
//! if let Some(input_selected_by_player) = ui
//! .button("Set Input")
//! .kbgp_navigation()
//! .kbgp_pending_input()
//! {
//! // Do something with the input
//! }
//! });
//! }
//! ```
//!
//! ## Creating Key-Setting UI
//!
//! Use functions like [`kbgp_pending_input`](crate::KbgpEguiResponseExt::kbgp_pending_input) to
//! convert a regular button to a key-setting button. When the players presses that button, they'll
//! be prompted to enter input from the keyboard, the mouse, or a gamepad. That input will be
//! returned as a [`KbgpInput`].
//!
//! [`kbgp_pending_chord`](crate::KbgpEguiResponseExt::kbgp_pending_chord) is similar, but prompts
//! the player to enter multiple keys instead of just one.
//!
//! Both functions have several variants that allow limiting the chords/keys accepted by that
//! button.
//!
//! By default, mouse wheel input is disabled. The reason is that mouse wheel events are a pain to
//! deal with, and most third party crates that ease input handling don't support them - so it's
//! better not to let the player select input that the game is unable to deal with.
pub use bevy_egui;
pub use bevy_egui::egui;
use bevy::prelude::*;
use bevy::utils::{HashMap, HashSet};
use bevy_egui::EguiContexts;
use self::navigation::KbgpNavigationState;
use self::navigation::KbgpPrepareNavigation;
pub use self::navigation::{KbgpNavActivation, KbgpNavBindings, KbgpNavCommand};
use self::pending_input::KbgpPendingInputState;
pub use self::pending_input::{KbgpInputManualHandle, KbgpPreparePendingInput};
mod navigation;
mod pending_input;
pub mod prelude {
pub use crate::kbgp_prepare;
pub use crate::KbgpEguiResponseExt;
pub use crate::KbgpEguiUiCtxExt;
pub use crate::KbgpInput;
pub use crate::KbgpInputSource;
pub use crate::KbgpNavActivation;
pub use crate::KbgpNavBindings;
pub use crate::KbgpNavCommand;
pub use crate::KbgpPlugin;
pub use crate::KbgpSettings;
}
/// Adds KBGP input handling system and [`KbgpSettings`](crate::KbgpSettings).
pub struct KbgpPlugin;
impl Plugin for KbgpPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(KbgpSettings::default());
app.add_system(
kbgp_system_default_input
.in_base_set(CoreSet::PreUpdate)
.after(bevy_egui::EguiSet::BeginFrame),
);
}
}
/// General configuration resource for KBGP.
///
/// Note: [`KbgpPlugin`](crate::KbgpPlugin) will add the default settings, so custom settings
/// should either be added after the plugin or modified with a system. The default is to enable
/// everything except the mouse wheel.
#[derive(Resource)]
pub struct KbgpSettings {
/// Whether or not egui's tab navigation should work
pub disable_default_navigation: bool,
/// Whether or not egui's Enter and Space should work. These keys can still be assigned with
/// [`bindings`](KbgpSettings::bindings):
///
/// ```no_run
/// # use bevy::prelude::*;
/// # use bevy_egui_kbgp::prelude::*;
/// App::new()
/// // ...
/// .insert_resource(KbgpSettings {
/// disable_default_activation: true,
/// bindings: KbgpNavBindings::default()
/// .with_key(KeyCode::Space, KbgpNavCommand::Click)
/// .with_key(KeyCode::Return, KbgpNavCommand::Click),
/// ..Default::default()
/// })
/// // ...
/// # ;
/// ```
pub disable_default_activation: bool,
/// Whether or not to force that there is always an egui widget that has the focus.
pub prevent_loss_of_focus: bool,
/// Whether or not to transfer focus when the mouse moves into a widget.
///
/// Only works for widgets marked with [`kbgp_navigation`](crate::KbgpEguiResponseExt::kbgp_navigation).
pub focus_on_mouse_movement: bool,
/// Whether or not keyboard input is accepted for navigation and for chords.
pub allow_keyboard: bool,
/// Whether or not mouse buttons are accepted for chords.
pub allow_mouse_buttons: bool,
/// Whether or not mouse wheel is accepted for chords. Defaults to `false`.
pub allow_mouse_wheel: bool,
/// Whether or not mouse wheel sideways scrolling is accepted for chords. Defaults to `false`.
pub allow_mouse_wheel_sideways: bool,
/// Whether or not gamepads input is accepted for navigation and for chords.
pub allow_gamepads: bool,
/// Input mapping for navigation.
pub bindings: KbgpNavBindings,
}
impl Default for KbgpSettings {
fn default() -> Self {
Self {
disable_default_navigation: false,
disable_default_activation: false,
prevent_loss_of_focus: false,
focus_on_mouse_movement: false,
allow_keyboard: true,
allow_mouse_buttons: true,
allow_mouse_wheel: false,
allow_mouse_wheel_sideways: false,
allow_gamepads: true,
bindings: Default::default(),
}
}
}
/// Object used to configure KBGP's behavior in [`kbgp_prepare`].
pub enum KbgpPrepare<'a> {
Navigation(&'a mut KbgpPrepareNavigation),
PendingInput(&'a mut KbgpPreparePendingInput),
}
#[derive(Default)]
struct Kbgp {
common: KbgpCommon,
state: KbgpState,
}
fn kbgp_get(egui_ctx: &egui::Context) -> std::sync::Arc<egui::mutex::Mutex<Kbgp>> {
egui_ctx.memory_mut(|memory| {
memory
.data
.get_temp_mut_or_default::<std::sync::Arc<egui::mutex::Mutex<Kbgp>>>(egui::Id::null())
.clone()
})
}
/// Must be called every frame, either manually or by using [`KbgpPlugin`].
///
/// Should be called between bevy_egui's input handling system and the system that generates the
/// UI - so in the `CoreStage::PreUpdate` stage after the `EguiSystem::ProcessInput` label.
///
/// The `prepare_dlg` argument is a closure that accepts a [`KbgpPrepare`](crate::KbgpPrepare), and
/// used to:
///
/// * Register the input from the keyboard and the gamepads.
/// * Set preferences.
///
/// Typical usage:
///
/// ```no_run
/// # use bevy_egui_kbgp::bevy_egui;
/// # use bevy::prelude::*;
/// # use bevy_egui::{EguiContexts, EguiPlugin, EguiSettings};
/// # use bevy_egui_kbgp::prelude::*;
/// # use bevy_egui_kbgp::KbgpPrepare;
/// fn custom_kbgp_system(
/// mut egui_context: EguiContexts,
/// keys: Res<Input<KeyCode>>,
/// gamepads: Res<Gamepads>,
/// gamepad_axes: Res<Axis<GamepadAxis>>,
/// gamepad_buttons: Res<Input<GamepadButton>>,
/// mouse_buttons: Res<Input<MouseButton>>,
/// settings: Res<KbgpSettings>,
/// ) {
/// kbgp_prepare(egui_context.ctx_mut(), |prp| {
/// match prp {
/// KbgpPrepare::Navigation(prp) => {
/// prp.navigate_keyboard_by_binding(&keys, &settings.bindings.keyboard);
/// prp.navigate_gamepad_by_binding(&gamepads, &gamepad_axes, &gamepad_buttons, &settings.bindings.gamepad_buttons);
/// }
/// KbgpPrepare::PendingInput(prp) => {
/// prp.accept_keyboard_input(&keys);
/// prp.accept_mouse_buttons_input(&mouse_buttons);
/// prp.accept_gamepad_input(&gamepads, &gamepad_axes, &gamepad_buttons);
/// }
/// }
/// });
/// }
/// ```
pub fn kbgp_prepare(egui_ctx: &egui::Context, prepare_dlg: impl FnOnce(KbgpPrepare<'_>)) {
let kbgp = kbgp_get(egui_ctx);
let mut kbgp = kbgp.lock();
// Since Bevy is allow to reorder systems mid-run, there is a risk that the KBGP prepare system
// run twice between egui drawing systems. The stale counter allows up to two such invocations
// - after that it assumes the widget is no longer drawn.
kbgp.common.nodes.retain(|_, data| data.seen_this_frame);
for node_data in kbgp.common.nodes.values_mut() {
node_data.seen_this_frame = false;
}
let Kbgp { common, state } = &mut *kbgp;
match state {
KbgpState::Navigation(state) => {
state.prepare(common, egui_ctx, |prp| {
prepare_dlg(KbgpPrepare::Navigation(prp))
});
if let Some(focus_on) = state.focus_on.take() {
egui_ctx.memory_mut(|memory| memory.request_focus(focus_on));
}
state.focus_label = state.next_frame_focus_label.take();
if common.nodes.is_empty() && state.focus_label.is_none() {
state.focus_label = Some(Box::new(KbgpInitialFocusLabel));
}
}
KbgpState::PendingInput(state) => {
state.prepare(common, egui_ctx, |prp| {
prepare_dlg(KbgpPrepare::PendingInput(prp))
});
if common.nodes.is_empty() {
kbgp.state = KbgpState::Navigation(Default::default());
}
}
}
}
/// Cancel's any tab-based navigation egui did in its `BeginFrame`.
pub fn kbgp_intercept_default_navigation(egui_ctx: &egui::Context) {
egui_ctx.memory_mut(|memory| {
if let Some(focus) = memory.focus() {
memory.lock_focus(focus, true);
}
});
}
/// Hide from egui Space and Enter key events.
///
/// KBGP gets its keys directly from Bevy, so this function will not hide these keys from it.
pub fn kbgp_intercept_default_activation(egui_ctx: &egui::Context) {
egui_ctx.input_mut(|input| {
input.events.retain(|evt| match evt {
egui::Event::Key {
key,
pressed: true,
modifiers: _,
repeat: _,
} => !matches!(key, egui::Key::Enter | egui::Key::Space),
_ => true,
});
});
}
/// Make sure there is always an egui widget that has the focus.
pub fn kbgp_prevent_loss_of_focus(egui_ctx: &egui::Context) {
let kbgp = kbgp_get(egui_ctx);
let mut kbgp = kbgp.lock();
match &mut kbgp.state {
KbgpState::PendingInput(_) => {}
KbgpState::Navigation(state) => {
let current_focus = egui_ctx.memory(|memory| memory.focus());
if let Some(current_focus) = current_focus {
state.last_focus = Some(current_focus);
} else if let Some(last_focus) = state.last_focus.take() {
egui_ctx.memory_mut(|memory| memory.request_focus(last_focus));
}
}
}
}
/// Transfer focus when the mouse moves into a widget.
///
/// Only works for widgets marked with [`kbgp_navigation`](crate::KbgpEguiResponseExt::kbgp_navigation).
pub fn kbgp_focus_on_mouse_movement(egui_ctx: &egui::Context) {
let kbgp = kbgp_get(egui_ctx);
let mut kbgp = kbgp.lock();
let Kbgp { common, state } = &mut *kbgp;
match state {
KbgpState::PendingInput(_) => {}
KbgpState::Navigation(state) => {
let node_at_pos = egui_ctx.input(|input| {
input.pointer.interact_pos().and_then(|pos| {
common.nodes.iter().find_map(|(node_id, node_data)| {
node_data.rect.contains(pos).then_some(*node_id)
})
})
});
if node_at_pos != state.mouse_was_last_on {
state.mouse_was_last_on = node_at_pos;
if let Some(node_at_pos) = node_at_pos {
egui_ctx.memory_mut(|memory| memory.request_focus(node_at_pos));
}
}
}
}
}
/// System that operates KBGP with the default input scheme.
///
/// * Keyboard:
/// * Arrow keys - navigation.
/// * egui already uses Space and Enter for widget activation.
/// * Gamepad:
/// * DPad - navigation.
/// * Left stick - navigation.
/// * South face button (depends on model - usually X or A): widget activation.
#[allow(clippy::too_many_arguments)]
fn kbgp_system_default_input(
mut egui_context: EguiContexts,
settings: Res<KbgpSettings>,
keys: Res<Input<KeyCode>>,
mouse_buttons: Res<Input<MouseButton>>,
mut mouse_wheel_events: EventReader<bevy::input::mouse::MouseWheel>,
gamepads: Res<Gamepads>,
gamepad_axes: Res<Axis<GamepadAxis>>,
gamepad_buttons: Res<Input<GamepadButton>>,
) {
let egui_ctx = egui_context.ctx_mut();
if settings.disable_default_navigation {
kbgp_intercept_default_navigation(egui_ctx);
}
if settings.disable_default_activation {
kbgp_intercept_default_activation(egui_ctx);
}
if settings.prevent_loss_of_focus {
kbgp_prevent_loss_of_focus(egui_ctx);
}
if settings.focus_on_mouse_movement {
kbgp_focus_on_mouse_movement(egui_ctx);
}
kbgp_prepare(egui_ctx, |prp| match prp {
KbgpPrepare::Navigation(prp) => {
if settings.allow_keyboard {
prp.navigate_keyboard_by_binding(&keys, &settings.bindings.keyboard);
}
if settings.allow_gamepads {
prp.navigate_gamepad_by_binding(
&gamepads,
&gamepad_axes,
&gamepad_buttons,
&settings.bindings.gamepad_buttons,
);
}
}
KbgpPrepare::PendingInput(prp) => {
if settings.allow_keyboard {
prp.accept_keyboard_input(&keys);
}
if settings.allow_mouse_buttons {
prp.accept_mouse_buttons_input(&mouse_buttons);
}
if settings.allow_mouse_wheel || settings.allow_mouse_wheel_sideways {
for event in mouse_wheel_events.iter() {
prp.accept_mouse_wheel_event(
event,
settings.allow_mouse_wheel,
settings.allow_mouse_wheel_sideways,
);
}
}
if settings.allow_gamepads {
prp.accept_gamepad_input(&gamepads, &gamepad_axes, &gamepad_buttons);
}
}
});
}
#[derive(Default)]
struct KbgpCommon {
nodes: HashMap<egui::Id, NodeData>,
}
enum KbgpState {
Navigation(KbgpNavigationState),
PendingInput(KbgpPendingInputState),
}
impl Default for KbgpState {
fn default() -> Self {
Self::Navigation(Default::default())
}
}
#[derive(Debug)]
struct NodeData {
rect: egui::Rect,
seen_this_frame: bool,
}
#[derive(PartialEq)]
struct KbgpInitialFocusLabel;
/// Extensions for egui's `Response` to activate KBGP's functionality.
///
/// ```no_run
/// # use bevy_egui_kbgp::egui;
/// # use bevy::prelude::*;
/// # use bevy_egui_kbgp::prelude::*;
/// # let ui: egui::Ui = todo!();
/// if ui
/// .button("My Button")
/// .kbgp_initial_focus() // focus on this button when starting the UI
/// .kbgp_navigation() // navigate to and from this button with keyboard/gamepad
/// .clicked()
/// {
/// // ...
/// }
/// ```
pub trait KbgpEguiResponseExt: Sized {
/// Focus on this widget when [`kbgp_set_focus_label`](KbgpEguiUiCtxExt::kbgp_set_focus_label)
/// is called with the same label.
///
/// This will only happen if `kbgp_set_focus_label` was called in the previous frame. A single
/// widget can be marked with multiple labels by calling `kbgp_focus_label` multiple times.
///
/// ```no_run
/// # use bevy_egui_kbgp::egui;
/// # use bevy_egui_kbgp::prelude::*;
/// # let ui: egui::Ui = todo!();
/// #[derive(PartialEq)]
/// enum FocusLabel {
/// Left,
/// Right,
/// }
/// if ui
/// .button("Focus >")
/// .kbgp_navigation()
/// .kbgp_focus_label(FocusLabel::Left)
/// .clicked()
/// {
/// ui.kbgp_set_focus_label(FocusLabel::Right);
/// }
/// if ui
/// .button("< Focus")
/// .kbgp_navigation()
/// .kbgp_focus_label(FocusLabel::Right)
/// .clicked()
/// {
/// ui.kbgp_set_focus_label(FocusLabel::Left);
/// }
/// ```
fn kbgp_focus_label<T: 'static + PartialEq<T>>(self, label: T) -> Self;
/// When the UI is first created, focus on this widget.
///
/// Note that if [`kbgp_set_focus_label`](KbgpEguiUiCtxExt::kbgp_set_focus_label) was called in
/// the previous frame the widget marked with
/// [`kbgp_focus_label`](KbgpEguiResponseExt::kbgp_focus_label) will receive focus instead. A
/// single widget can be marked with both `kbgp_focus_label` and `kbgp_initial_focus`.
fn kbgp_initial_focus(self) -> Self {
self.kbgp_focus_label(KbgpInitialFocusLabel)
}
/// Navigate to and from this widget.
fn kbgp_navigation(self) -> Self;
/// Check if the player pressed a user action button while focused on this widget.
///
/// ```no_run
/// # use bevy_egui_kbgp::egui;
/// # use bevy_egui_kbgp::prelude::*;
/// # let ui: egui::Ui = todo!();
/// # #[derive(Clone)]
/// # enum MyUserAction { Action1, Action2 }
/// match ui.button("Button").kbgp_user_action() {
/// None => {}
/// Some(MyUserAction::Action1) => println!("User action 1"),
/// Some(MyUserAction::Action2) => println!("User action 2"),
/// }
/// ```
fn kbgp_user_action<T: 'static + Clone>(&self) -> Option<T>;
/// Check if the player activated this widget or pressed a user action button while focused on
/// it.
///
/// ```no_run
/// # use bevy_egui_kbgp::egui;
/// # use bevy_egui_kbgp::prelude::*;
/// # let ui: egui::Ui = todo!();
/// # #[derive(Clone)]
/// # enum SpecialAction { Special1, Special2 }
/// match ui.button("Button").kbgp_activated() {
/// KbgpNavActivation::Clicked => println!("Regular activateion"),
/// KbgpNavActivation::ClickedSecondary | KbgpNavActivation::User(SpecialAction::Special1) => println!("Special activateion 1"),
/// KbgpNavActivation::ClickedMiddle | KbgpNavActivation::User(SpecialAction::Special2) => println!("Special activateion 2"),
/// _ => {}
/// }
/// ```
fn kbgp_activated<T: 'static + Clone>(&self) -> KbgpNavActivation<T>;
/// Accept a single key/button input from this widget.
///
/// Must be called on widgets that had
/// [`kbgp_navigation`](crate::KbgpEguiResponseExt::kbgp_navigation) called on them.
///
/// ```no_run
/// use bevy::prelude::*;
/// use bevy_egui::{EguiContexts, EguiPlugin};
/// use bevy_egui_kbgp::{egui, bevy_egui};
/// use bevy_egui_kbgp::prelude::*;
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(EguiPlugin)
/// .add_plugin(KbgpPlugin)
/// .add_system(ui_system)
/// .insert_resource(JumpInput(KbgpInput::Keyboard(KeyCode::Space)))
/// .run();
/// }
///
/// #[derive(Resource)]
/// struct JumpInput(KbgpInput);
///
/// fn ui_system(
/// mut egui_context: EguiContexts,
/// mut jump_input: ResMut<JumpInput>,
/// ) {
/// egui::CentralPanel::default().show(egui_context.ctx_mut(), |ui| {
/// ui.horizontal(|ui| {
/// ui.label("Set button for jumping");
/// if let Some(new_jump_input) = ui.button(format!("{}", jump_input.0))
/// .kbgp_navigation()
/// .kbgp_pending_input()
/// {
/// jump_input.0 = new_jump_input;
/// }
/// });
/// });
/// }
fn kbgp_pending_input(&self) -> Option<KbgpInput>;
/// Accept a single key/button input from this widget, limited to a specific input source.
fn kbgp_pending_input_of_source(&self, source: KbgpInputSource) -> Option<KbgpInput>;
/// Accept a single key/button input from this widget, with the ability to filter which inputs
/// to accept.
fn kbgp_pending_input_vetted(&self, pred: impl FnMut(KbgpInput) -> bool) -> Option<KbgpInput>;
/// Accept a chord of key/button inputs from this widget.
///
/// Must be called on widgets that had
/// [`kbgp_navigation`](crate::KbgpEguiResponseExt::kbgp_navigation) called on them.
///
/// ```no_run
/// use bevy::prelude::*;
/// use bevy_egui::{EguiContexts, EguiPlugin};
/// use bevy_egui_kbgp::{egui, bevy_egui};
/// use bevy_egui_kbgp::prelude::*;
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(EguiPlugin)
/// .add_plugin(KbgpPlugin)
/// .add_system(ui_system)
/// .insert_resource(JumpChord(vec![KbgpInput::Keyboard(KeyCode::Space)]))
/// .run();
/// }
///
/// #[derive(Resource)]
/// struct JumpChord(Vec<KbgpInput>);
///
/// fn ui_system(
/// mut egui_context: EguiContexts,
/// mut jump_chord: ResMut<JumpChord>,
/// ) {
/// egui::CentralPanel::default().show(egui_context.ctx_mut(), |ui| {
/// ui.horizontal(|ui| {
/// ui.label("Set chord of buttons for jumping");
/// if let Some(new_jump_chord) = ui
/// .button(KbgpInput::format_chord(jump_chord.0.iter().cloned()))
/// .kbgp_navigation()
/// .kbgp_pending_chord()
/// {
/// jump_chord.0 = new_jump_chord.into_iter().collect();
/// }
/// });
/// });
/// }
fn kbgp_pending_chord(&self) -> Option<HashSet<KbgpInput>>;
/// Accept a chord of key/button inputs from this widget, limited to a specific input source.
fn kbgp_pending_chord_of_source(&self, source: KbgpInputSource) -> Option<HashSet<KbgpInput>>;
/// Accept a chord of key/button inputs from this widget, where all inputs are from the same
/// source.
///
/// "Same source" means either all the inputs are from the same gamepad, or all the inputs are
/// from the keyboard and the mouse.
fn kbgp_pending_chord_same_source(&self) -> Option<HashSet<KbgpInput>>;
/// Accept a chord of key/button inputs from this widget, with the ability to filter which
/// inputs to accept.
///
/// The predicate accepts as a first argument the inputs that already participate in the chord,
/// to allow vetting the new input based on them.
fn kbgp_pending_chord_vetted(
&self,
pred: impl FnMut(&HashSet<KbgpInput>, KbgpInput) -> bool,
) -> Option<HashSet<KbgpInput>>;
/// Helper for manually implementing custom methods for input-setting
///
/// Inside the delegate, one would usually:
/// * Call
/// [`process_new_input`](crate::pending_input::KbgpInputManualHandle::process_new_input) to
/// decide which new input to register.
/// * Call
/// [`show_current_chord`](crate::pending_input::KbgpInputManualHandle::show_current_chord)
/// to show the tooltip, or generate some other visual cue.
/// * Return `None` if the player did not finish entering the input.
fn kbgp_pending_input_manual<T>(
&self,
dlg: impl FnOnce(&Self, KbgpInputManualHandle) -> Option<T>,
) -> Option<T>;
}
impl KbgpEguiResponseExt for egui::Response {
fn kbgp_focus_label<T: 'static + PartialEq<T>>(self, label: T) -> Self {
let kbgp = kbgp_get(&self.ctx);
let mut kbgp = kbgp.lock();
match &mut kbgp.state {
KbgpState::Navigation(state) => {
if let Some(focus_label) = &state.focus_label {
if let Some(focus_label) = focus_label.downcast_ref::<T>() {
if focus_label == &label {
state.focus_label = None;
state.focus_on = Some(self.id);
}
}
}
}
KbgpState::PendingInput(_) => {}
}
self
}
//fn kbgp_initial_focus(self) -> Self {
//let kbgp = kbgp_get(&self.ctx);
//let mut kbgp = kbgp.lock();
//match &mut kbgp.state {
//KbgpState::Inactive(state) => {
//state.focus_on = Some(self.id);
//}
//KbgpState::Navigation(_) => {}
//KbgpState::PendingInput(_) => {}
//}
//self
//}
fn kbgp_navigation(self) -> Self {
let kbgp = kbgp_get(&self.ctx);
let mut kbgp = kbgp.lock();
kbgp.common.nodes.insert(
self.id,
NodeData {
rect: self.rect,
seen_this_frame: true,
},
);
self
}
fn kbgp_user_action<T: 'static + Clone>(&self) -> Option<T> {
if self.has_focus() {
self.ctx.kbgp_user_action()
} else {
None
}
}
fn kbgp_activated<T: 'static + Clone>(&self) -> KbgpNavActivation<T> {
if self.clicked() {
KbgpNavActivation::Clicked
} else if self.secondary_clicked() {
KbgpNavActivation::ClickedSecondary
} else if self.middle_clicked() {
KbgpNavActivation::ClickedMiddle
} else if let Some(action) = self.kbgp_user_action() {
KbgpNavActivation::User(action)
} else {
KbgpNavActivation::None
}
}
fn kbgp_pending_input_manual<T>(
&self,
dlg: impl FnOnce(&Self, KbgpInputManualHandle) -> Option<T>,
) -> Option<T> {
let kbgp = kbgp_get(&self.ctx);
let mut kbgp = kbgp.lock();
match &mut kbgp.state {
KbgpState::Navigation(_) => {
if self.clicked() {
kbgp.state = KbgpState::PendingInput(KbgpPendingInputState::new(self.id));
}
None
}
KbgpState::PendingInput(state) => {
if state.acceptor_id != self.id {
return None;
}
self.request_focus();
self.ctx
.memory_mut(|memory| memory.lock_focus(self.id, true));
let handle = KbgpInputManualHandle { state };
let result = dlg(self, handle);
if result.is_some() {
kbgp.state = KbgpState::Navigation(KbgpNavigationState::default());
}
result
}
}
}
fn kbgp_pending_input(&self) -> Option<KbgpInput> {
self.kbgp_pending_input_vetted(|_| true)
}
fn kbgp_pending_input_of_source(&self, source: KbgpInputSource) -> Option<KbgpInput> {
self.kbgp_pending_input_vetted(|input| input.get_source() == source)
}
fn kbgp_pending_input_vetted(
&self,
mut pred: impl FnMut(KbgpInput) -> bool,
) -> Option<KbgpInput> {
self.kbgp_pending_input_manual(|response, mut hnd| {
hnd.process_new_input(|hnd, input| hnd.received_input().is_empty() && pred(input));
hnd.show_current_chord(response);
if hnd
.input_this_frame()
.any(|inp| hnd.received_input().contains(&inp))
{
None
} else {
let mut it = hnd.received_input().iter();
let single_input = it.next();
assert!(
it.next().is_none(),
"More than one input in chord, but limit is 1"
);
// This will not be empty and we'll return a value if and only if there was some
// input in received_input.
single_input.cloned()
}
})
}
fn kbgp_pending_chord(&self) -> Option<HashSet<KbgpInput>> {
self.kbgp_pending_chord_vetted(|_, _| true)
}
fn kbgp_pending_chord_of_source(&self, source: KbgpInputSource) -> Option<HashSet<KbgpInput>> {
self.kbgp_pending_chord_vetted(|_, input| input.get_source() == source)
}
fn kbgp_pending_chord_same_source(&self) -> Option<HashSet<KbgpInput>> {
self.kbgp_pending_chord_vetted(|existing, input| {
if let Some(existing_input) = existing.iter().next() {
input.get_source() == existing_input.get_source()
} else {
true
}
})
}
fn kbgp_pending_chord_vetted(
&self,
mut pred: impl FnMut(&HashSet<KbgpInput>, KbgpInput) -> bool,
) -> Option<HashSet<KbgpInput>> {
self.kbgp_pending_input_manual(|response, mut hnd| {
hnd.process_new_input(|hnd, input| pred(hnd.received_input(), input));
hnd.show_current_chord(response);
if hnd.input_this_frame().any(|_| true) || hnd.received_input().is_empty() {
None
} else {
Some(hnd.received_input().clone())
}
})
}
}
/// Input from the keyboard or from a gamepad.
#[derive(Hash, PartialEq, Eq, Debug, Clone)]
pub enum KbgpInput {
Keyboard(KeyCode),
MouseButton(MouseButton),
MouseWheelUp,
MouseWheelDown,
MouseWheelLeft,
MouseWheelRight,
GamepadAxisPositive(GamepadAxis),
GamepadAxisNegative(GamepadAxis),
GamepadButton(GamepadButton),
}
impl core::fmt::Display for KbgpInput {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
KbgpInput::Keyboard(key) => write!(f, "{key:?}")?,
KbgpInput::MouseButton(MouseButton::Other(button)) => {
write!(f, "MouseButton{button:?}")?
}
KbgpInput::MouseButton(button) => write!(f, "Mouse{button:?}")?,
KbgpInput::MouseWheelUp => write!(f, "MouseScrollUp")?,
KbgpInput::MouseWheelDown => write!(f, "MouseScrollDown")?,
KbgpInput::MouseWheelLeft => write!(f, "MouseScrollLeft")?,
KbgpInput::MouseWheelRight => write!(f, "MouseScrollRight")?,
KbgpInput::GamepadButton(GamepadButton {
gamepad: Gamepad { id },
button_type,
}) => write!(f, "[{id}]{button_type:?}")?,
KbgpInput::GamepadAxisPositive(GamepadAxis {
gamepad: Gamepad { id },
axis_type,
}) => write!(f, "[{id}]{axis_type:?}")?,
KbgpInput::GamepadAxisNegative(GamepadAxis {
gamepad: Gamepad { id },
axis_type,
}) => write!(f, "[{id}]-{axis_type:?}")?,
}
Ok(())
}
}
impl KbgpInput {
/// Create a string that describes a chord of multiple inputs.
pub fn format_chord(chord: impl Iterator<Item = Self>) -> String {
let mut chord_text = String::new();
for input in chord {
use std::fmt::Write;
if !chord_text.is_empty() {
write!(&mut chord_text, " & ").unwrap();
}
write!(&mut chord_text, "{input}").unwrap();
}
chord_text
}
/// Return the source responsible for this input.
pub fn get_source(&self) -> KbgpInputSource {
match self {
KbgpInput::Keyboard(_) => KbgpInputSource::KeyboardAndMouse,
KbgpInput::MouseButton(_) => KbgpInputSource::KeyboardAndMouse,
KbgpInput::MouseWheelUp => KbgpInputSource::KeyboardAndMouse,
KbgpInput::MouseWheelDown => KbgpInputSource::KeyboardAndMouse,
KbgpInput::MouseWheelLeft => KbgpInputSource::KeyboardAndMouse,
KbgpInput::MouseWheelRight => KbgpInputSource::KeyboardAndMouse,
KbgpInput::GamepadAxisPositive(GamepadAxis {
gamepad,
axis_type: _,
}) => KbgpInputSource::Gamepad(*gamepad),
KbgpInput::GamepadAxisNegative(GamepadAxis {
gamepad,
axis_type: _,
}) => KbgpInputSource::Gamepad(*gamepad),
KbgpInput::GamepadButton(GamepadButton {
gamepad,
button_type: _,
}) => KbgpInputSource::Gamepad(*gamepad),
}
}
}
/// Input from the keyboard or from a gamepad.
#[derive(Hash, PartialEq, Eq, Debug, Clone, Copy)]
pub enum KbgpInputSource {
KeyboardAndMouse,
Gamepad(Gamepad),
}
/// A source of input for chords
impl core::fmt::Display for KbgpInputSource {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
KbgpInputSource::KeyboardAndMouse => write!(f, "Keyboard&Mouse"),
KbgpInputSource::Gamepad(Gamepad { id }) => write!(f, "Gamepad {id}"),
}
}
}
impl KbgpInputSource {
/// The gamepad of the source, of `None` if the source is keyboard or mouse.
pub fn gamepad(&self) -> Option<Gamepad> {
match self {
KbgpInputSource::KeyboardAndMouse => None,
KbgpInputSource::Gamepad(gamepad) => Some(*gamepad),
}
}
}
/// Extensions for egui's `UI` and Context to activate KBGP's functionality.
pub trait KbgpEguiUiCtxExt {
/// Needs to be called when triggering state transition from egui.
///
/// Otherwise, the same player input that triggered the transition will be applied again to the
/// GUI in the new state.
fn kbgp_clear_input(&self);
/// Focus on the widget that called [`kbgp_focus_label`](KbgpEguiResponseExt::kbgp_focus_label)
/// with the same label.
///
/// This will only happen on the next frame.
fn kbgp_set_focus_label<T: 'static + Send + Sync>(&self, label: T);
/// Check if the player pressed a user action button.
///
/// Note that if the focus is on a widget that handles a user action, it will be reported both
/// by that widget's [`kbgp_user_action`](crate::KbgpEguiResponseExt::kbgp_user_action) or
/// [`kbgp_activated`](crate::KbgpEguiResponseExt::kbgp_activated) and by this method.
///
/// ```no_run
/// # use bevy_egui_kbgp::egui;
/// # use bevy_egui_kbgp::prelude::*;
/// # let ui: egui::Ui = todo!();
/// # #[derive(Clone)]
/// # enum MyUserAction { Action1, Action2 }
/// match ui.kbgp_user_action() {
/// None => {}
/// Some(MyUserAction::Action1) => println!("User action 1"),
/// Some(MyUserAction::Action2) => println!("User action 2"),
/// }
/// ```
fn kbgp_user_action<T: 'static + Clone>(&self) -> Option<T>;
}
impl KbgpEguiUiCtxExt for egui::Ui {
fn kbgp_clear_input(&self) {
self.ctx().kbgp_clear_input()
}
fn kbgp_set_focus_label<T: 'static + Send + Sync>(&self, label: T) {
self.ctx().kbgp_set_focus_label(label);
}
fn kbgp_user_action<T: 'static + Clone>(&self) -> Option<T> {
self.ctx().kbgp_user_action()
}
}
impl KbgpEguiUiCtxExt for egui::Context {
fn kbgp_clear_input(&self) {
let kbgp = kbgp_get(self);
let mut kbgp = kbgp.lock();
match &mut kbgp.state {
KbgpState::PendingInput(_) => {}
KbgpState::Navigation(state) => {
state.user_action = None;
}
}
self.input_mut(|input| {
input.pointer = Default::default();
#[allow(clippy::match_like_matches_macro)]
input.events.retain(|event| match event {
egui::Event::Key {
key: egui::Key::Space | egui::Key::Enter,
pressed: true,
modifiers: _,
repeat: _,
} => false,
egui::Event::PointerButton {
pos: _,
button: egui::PointerButton::Primary,
pressed: true,
modifiers: _,
} => false,
_ => true,
});
});
}
fn kbgp_set_focus_label<T: 'static + Send + Sync>(&self, label: T) {
let kbgp = kbgp_get(self);
let mut kbgp = kbgp.lock();
match &mut kbgp.state {
KbgpState::PendingInput(_) => {}
KbgpState::Navigation(state) => {
state.next_frame_focus_label = Some(Box::new(label));
}
}
}
fn kbgp_user_action<T: 'static + Clone>(&self) -> Option<T> {
let kbgp = kbgp_get(self);
let kbgp = kbgp.lock();
match &kbgp.state {
KbgpState::PendingInput(_) => None,
KbgpState::Navigation(state) => state.user_action.as_ref()?.downcast_ref().cloned(),
}
}
}