pub enum NavEvent {
    InitiallyFocused(Entity),
    FocusChanged {
        to: NonEmpty<Entity>,
        from: NonEmpty<Entity>,
    },
    NoChanges {
        from: NonEmpty<Entity>,
        request: NavRequest,
    },
    Locked(Entity),
    Unlocked(Entity),
}
Expand description

Events emitted by the navigation system.

Useful if you want to react to NavEvent::NoChanges event, for example when a “start game” button is focused and the NavRequest::Action is pressed.

Variants

InitiallyFocused(Entity)

Tells the app which element is the first one to be focused.

This will be sent whenever the number of focused elements go from 0 to 1. Meaning: whenever you spawn a new UI with crate::Focusable elements.

FocusChanged

Fields

to: NonEmpty<Entity>

The list of elements that has become active after the focus change

from: NonEmpty<Entity>

The list of active elements from the focused one to the last active which is affected by the focus change

Focus changed

Notes

Both to and from are ascending, meaning that the focused and newly focused elements are the first of their respective vectors.

NonEmpty enables you to safely check to.first() or from.first() without returning an option. It is guaranteed that there is at least one element.

NoChanges

Fields

from: NonEmpty<Entity>

The list of active elements from the focused one to the last active which is affected by the focus change

request: NavRequest

The NavRequest that didn’t do anything

The NavRequest didn’t lead to any change in focus.

Locked(Entity)

A lock focusable has been triggered

Once the navigation plugin enters a locked state, the only way to exit it is to send a NavRequest::Free.

Unlocked(Entity)

A lock focusable has been triggered

Once the navigation plugin enters a locked state, the only way to exit it is to send a NavRequest::Free.

Trait Implementations

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