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/*!
[`ButtonBundle`]: bevy::prelude::ButtonBundle
[Changed]: bevy::prelude::Changed
[doc-root]: ./index.html
[`Entity`]: bevy::prelude::Entity
[entity-id]: bevy::ecs::system::EntityCommands::id
[`FocusableButtonBundle`]: components::FocusableButtonBundle
[`Focusable::cancel`]: resolve::Focusable::cancel
[`Focusable::dormant`]: resolve::Focusable::dormant
[`Focusable`]: resolve::Focusable
[`Focusable::lock`]: resolve::Focusable::lock
[`generic_default_mouse_input`]: systems::generic_default_mouse_input
[`InputMapping`]: systems::InputMapping
[`InputMapping::keyboard_navigation`]: systems::InputMapping::keyboard_navigation
[module-event_helpers]: events::NavEventReaderExt
[module-marking]: mark
[module-systems]: systems
[Name]: bevy::core::Name
[`NavEvent::FocusChanged`]: events::NavEvent::FocusChanged
[`NavEvent`]: events::NavEvent
[`NavEvent::InitiallyFocused`]: events::NavEvent::InitiallyFocused
[`MenuSetting`]: menu::MenuSetting
[`NavMenu`]: menu::MenuSetting
[`MenuBuilder`]: menu::MenuBuilder
[MenuBuilder::reachable_from]: menu::MenuBuilder::EntityParent
[MenuBuilder::reachable_from_named]: menu::MenuBuilder::from_named
[`NavRequest`]: events::NavRequest
[`NavRequest::Action`]: events::NavRequest::Action
[`NavRequest::FocusOn`]: events::NavRequest::FocusOn
[`NavRequest::Free`]: events::NavRequest::Free
[`NavRequest::ScopeMove`]: events::NavRequest::ScopeMove
[`NavRequestSystem`]: NavRequestSystem
*/
#![doc = include_str!("../Readme.md")]
mod commands;
#[cfg(feature = "bevy_ui")]
pub mod components;
pub mod events;
mod marker;
pub mod menu;
mod named;
mod resolve;
pub mod systems;
use std::marker::PhantomData;
use bevy::app::prelude::*;
use bevy::ecs::{
prelude::Component,
schedule::{ParallelSystemDescriptorCoercion, SystemLabel},
system::{SystemParam, SystemParamItem},
};
pub use non_empty_vec::NonEmpty;
#[cfg(feature = "bevy_ui")]
use resolve::UiProjectionQuery;
/// Default imports for `bevy_ui_navigation`.
pub mod prelude {
pub use crate::events::{NavEvent, NavEventReaderExt, NavRequest};
pub use crate::menu::{MenuBuilder, MenuSetting};
pub use crate::resolve::{
FocusAction, FocusState, Focusable, Focused, MenuNavigationStrategy, NavLock,
};
pub use crate::NavRequestSystem;
#[cfg(feature = "bevy_ui")]
pub use crate::{DefaultNavigationPlugins, NavigationPlugin};
}
/// Utilities to mark focusables within a menu with a specific component.
pub mod mark {
pub use crate::menu::NavMarker;
pub use crate::NavMarkerPropagationPlugin;
}
/// Types useful to define your own custom navigation inputs.
pub mod custom {
#[cfg(feature = "bevy_ui")]
pub use crate::resolve::UiProjectionQuery;
pub use crate::resolve::{Rect, ScreenBoundaries};
pub use crate::GenericNavigationPlugin;
}
/// Plugin for menu marker propagation.
///
/// For a marker of type `T` to be propagated when using
/// [`mark::NavMarker`], you need to add a
/// `NavMarkerPropagationPlugin<T>` to your bevy app. It is possible to add any
/// amount of `NavMarkerPropagationPlugin<T>` for as many `T` you need to
/// propagate through the menu system.
pub struct NavMarkerPropagationPlugin<T>(PhantomData<T>);
impl<T> NavMarkerPropagationPlugin<T> {
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
NavMarkerPropagationPlugin(PhantomData)
}
}
impl<T: 'static + Sync + Send + Component + Clone> Plugin for NavMarkerPropagationPlugin<T> {
fn build(&self, app: &mut App) {
app.add_system(marker::mark_new_menus::<T>)
.add_system(marker::mark_new_focusables::<T>);
}
}
/// The label of the system in which the [`NavRequest`] events are handled, the
/// focus state of the [`Focusable`]s is updated and the [`NavEvent`] events
/// are sent.
///
/// Systems updating visuals of UI elements should run _after_ the `NavRequestSystem`,
/// while systems that emit [`NavRequest`] should run _before_ it.
/// For example, an input system should run before the `NavRequestSystem`.
///
/// Failing to do so won't cause logical errors, but will make the UI feel more slugish
/// than necessary. This is especially critical of you are running on low framerate.
///
/// # Example
///
/// ```rust, no_run
/// use bevy_ui_navigation::prelude::*;
/// use bevy_ui_navigation::events::Direction;
/// use bevy_ui_navigation::custom::GenericNavigationPlugin;
/// use bevy::prelude::*;
/// # use std::marker::PhantomData;
/// # use bevy::ecs::system::SystemParam;
/// # #[derive(SystemParam)] struct MoveCursor3d<'w, 's> {
/// # #[system_param(ignore)] _foo: PhantomData<(&'w (), &'s ())>
/// # }
/// # impl<'w, 's> MenuNavigationStrategy for MoveCursor3d<'w, 's> {
/// # fn resolve_2d<'a>(
/// # &self,
/// # focused: Entity,
/// # direction: Direction,
/// # cycles: bool,
/// # siblings: &'a [Entity],
/// # ) -> Option<&'a Entity> { None }
/// # }
/// # fn button_system() {}
/// fn main() {
/// App::new()
/// .add_plugin(GenericNavigationPlugin::<MoveCursor3d>::new())
/// // ...
/// // Add the button color update system after the focus update system
/// .add_system(button_system.after(NavRequestSystem))
/// // ...
/// .run();
/// }
/// ```
///
/// [`NavRequest`]: prelude::NavRequest
/// [`NavEvent`]: prelude::NavEvent
/// [`Focusable`]: prelude::Focusable
#[derive(Clone, Debug, Hash, PartialEq, Eq, SystemLabel)]
pub struct NavRequestSystem;
/// The navigation plugin.
///
/// Add it to your app with `.add_plugin(NavigationPlugin::new())` and send
/// [`NavRequest`]s to move focus within declared [`Focusable`] entities.
///
/// You should prefer `bevy_ui` provided defaults
/// if you don't want to bother with that.
///
/// # Note on generic parameters
///
/// The `STGY` type parameter might seem complicated, but all you have to do
/// is for your type to implement [`SystemParam`] and [`MenuNavigationStrategy`].
///
/// [`MenuNavigationStrategy`]: resolve::MenuNavigationStrategy
/// [`Focusable`]: prelude::Focusable
/// [`NavRequest`]: prelude::NavRequest
#[derive(Default)]
pub struct GenericNavigationPlugin<STGY>(PhantomData<fn() -> STGY>);
#[cfg(feature = "bevy_ui")]
pub type NavigationPlugin<'w, 's> = GenericNavigationPlugin<UiProjectionQuery<'w, 's>>;
impl<STGY: resolve::MenuNavigationStrategy> GenericNavigationPlugin<STGY> {
pub fn new() -> Self {
Self(PhantomData)
}
}
impl<STGY: SystemParam + 'static> Plugin for GenericNavigationPlugin<STGY>
where
for<'w, 's> SystemParamItem<'w, 's, STGY>: resolve::MenuNavigationStrategy,
{
fn build(&self, app: &mut App) {
app.add_event::<events::NavRequest>()
.add_event::<events::NavEvent>()
.insert_resource(resolve::NavLock::new())
.add_system(resolve::set_first_focused.before(NavRequestSystem))
.add_system(resolve::listen_nav_requests::<STGY>.label(NavRequestSystem))
// PostUpdate because we want the Menus to be setup correctly before the
// next call to `set_first_focused`, which depends on the Menu tree layout
// existing already to chose a "intuitively correct" first focusable.
// The user is most likely to spawn his UI in the Update stage, so it makes
// sense to react to changes in the PostUpdate stage.
.add_system_to_stage(
CoreStage::PostUpdate,
named::resolve_named_menus.before(resolve::insert_tree_menus),
)
.add_system_to_stage(CoreStage::PostUpdate, resolve::insert_tree_menus);
}
}
/// The navigation plugin and the default input scheme.
///
/// Add it to your app with `.add_plugins(DefaultNavigationPlugins)`.
///
/// This provides default implementations for input handling, if you want
/// your own custom input handling, you should use [`NavigationPlugin`] and
/// provide your own input handling systems.
#[cfg(feature = "bevy_ui")]
pub struct DefaultNavigationPlugins;
#[cfg(feature = "bevy_ui")]
impl PluginGroup for DefaultNavigationPlugins {
fn build(&mut self, group: &mut bevy::app::PluginGroupBuilder) {
group.add(NavigationPlugin::new());
group.add(systems::DefaultNavigationSystems);
}
}