Expand description
Improve the keyboard and gamepads usage for egui in Bevy.
Usage:
- Add
KbgpPlugin
. - Use the extension methods on the egui widgets to add KBGP’s functionality.
- Call
ui.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, usekbgp_focus_label
(andkbgp_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. 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.
- Use
kbgp_click_released
instead of egui’sclicked
to register the button presss only when the user releases the key/button. This is useful for exiting menus, to avoid having the same key/button that was used to exit the menu registered as actual game input.
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_plugins(EguiPlugin)
.add_plugins(KbgpPlugin)
.add_systems(Update, ui_system)
.run();
}
fn ui_system(
mut egui_context: EguiContexts,
keys: Res<ButtonInput<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
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
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.
Re-exports§
Modules§
Structs§
- Handle for
kbgp_pending_input_manual
. - Input mapping for navigation.
- Adds KBGP input handling system and
KbgpSettings
. - An option of
KbgpPrepare
. - General configuration resource for KBGP.
Enums§
- Input from the keyboard or from a gamepad.
- Input from the keyboard or from a gamepad.
- Object used to configure KBGP’s behavior in
kbgp_prepare
.
Traits§
- Extensions for egui’s
Response
to activate KBGP’s functionality. - Extensions for egui’s
UI
and Context to activate KBGP’s functionality.
Functions§
- Transfer focus when the mouse moves into a widget.
- Hide from egui Space and Enter key events.
- Cancel’s any tab-based navigation egui did in its
BeginFrame
. - Must be called every frame, either manually or by using
KbgpPlugin
. - Make sure there is always an egui widget that has the focus.