pub struct MenuSetting {
    pub wrapping: bool,
    pub scope: bool,
}
Expand description

A menu that isolate children Focusables from other focusables and specify navigation method within itself.

Usage

A MenuSetting can be used to:

  • Prevent navigation from one specific submenu to another
  • Specify if 2d navigation wraps around the screen, see MenuSetting::wrapping.
  • Specify “scope menus” such that sending a NavRequest::ScopeMove when the focused element is a Focusable nested within this MenuSetting will move cursor within this menu. See MenuSetting::scope.
  • Specify submenus and specify from where those submenus are reachable.
  • Specify which entity will be the parents of this MenuSetting. See MenuBuilder.

If you want to specify which Focusable should be focused first when entering a menu, you should mark one of the children of this menu with Focusable::prioritized.

Limitations

Menu navigation relies heavily on the bevy hierarchy being consistent. You might get inconsistent state under the folowing conditions:

The navigation system might still work as expected, however, Focusable::state may be missleading for the length of one frame.

Panics

Menu loops will cause a panic. A menu loop is a way to go from menu A to menu B and then from menu B to menu A while never going back.

Don’t worry though, menu loops are really hard to make by accident, and it will only panic if you use a NavRequest::FocusOn(entity) where entity is inside a menu loop.

Fields

wrapping: bool

Whether to wrap navigation.

When the player moves to a direction where there aren’t any focusables, if this is true, the focus will “wrap” to the other direction of the screen.

scope: bool

Whether this is a scope menu.

A scope menu is controlled with NavRequest::ScopeMove even when the focused element is not in this menu, but in a submenu reachable from this one.

Implementations

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