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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::block`]: resolve::Focusable::block
[`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::Unlock
[`NavRequest::Unlock`]: events::NavRequest::Unlock
[`NavRequest::ScopeMove`]: events::NavRequest::ScopeMove
[`NavRequestSystem`]: NavRequestSystem
*/
#![forbid(missing_docs)]
#![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::PluginGroupBuilder;
use bevy::ecs::system::{SystemParam, SystemParamItem};
use bevy::prelude::*;
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)]
/// Create a new [`NavMarkerPropagationPlugin`].
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, SystemSet)]
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")]
/// A default [`GenericNavigationPlugin`] for `bevy_ui`.
pub type NavigationPlugin<'w, 's> = GenericNavigationPlugin<UiProjectionQuery<'w, 's>>;
impl<STGY: resolve::MenuNavigationStrategy> GenericNavigationPlugin<STGY> {
/// Create a new [`GenericNavigationPlugin`] with the provided `STGY`,
/// see also [`resolve::MenuNavigationStrategy`].
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) {
#[cfg(feature = "bevy_reflect")]
app.register_type::<resolve::Focusable>()
.register_type::<resolve::FocusState>()
.register_type::<resolve::FocusAction>()
.register_type::<menu::MenuSetting>()
.register_type::<resolve::TreeMenu>();
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::consistent_menu.before(NavRequestSystem))
.add_system(resolve::listen_nav_requests::<STGY>.in_set(NavRequestSystem))
.add_system(
named::resolve_named_menus
.before(resolve::insert_tree_menus)
.in_base_set(CoreSet::PreUpdate),
)
.add_system(resolve::insert_tree_menus.in_base_set(CoreSet::PreUpdate));
}
}
/// 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(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(NavigationPlugin::new())
.add(systems::DefaultNavigationSystems)
}
}
#[cfg(test)]
mod test {
use crate::prelude::*;
use bevy::{
ecs::{event::Event, world::EntityMut},
prelude::*,
};
use super::*;
// Why things might fail?
// -> State becomes inconsistent, assumptions are broken
// How would assumptions be broken?
// -> The ECS hierarchy changed under our feet
// -> state was modified by users and we didn't expect it
// -> internal state is not updated correctly to reflect the actual state
// Consistency design:
// - Strong dependency on bevy hierarchy not being mucked with
// (doesn't handle changed parents well)
// - Need to get rid of TreeMenu::active_child probably
// - Possible to "check and fix" the state in a system that accepts
// Changed<Parent> + RemovedComponent<Focusable | TreeMenu | Parent>
// - But the check cannot anticipate when the hierarchy is changed,
// so we are doomed to expose to users inconsistent states
// -> implication: we don't need to maintain it in real time, since
// after certain hierarchy manipulations, it will be inconsistent either way.
// So we could do with only checking and updating when receiving
// NavRequest (sounds like good use case for system chaining)
/// Define a menu structure to spawn.
///
/// This just describes the menu structure, use [`SpawnHierarchy::spawn`],
/// to spawn the entities in the world,.
enum SpawnHierarchy {
Rootless(SpawnRootless),
Menu(SpawnMenu),
}
impl SpawnHierarchy {
fn spawn(self, world: &mut World) {
match self {
Self::Rootless(menu) => menu.spawn(world),
Self::Menu(menu) => menu.spawn(&mut world.spawn_empty()),
};
}
}
struct SpawnFocusable {
name: &'static str,
prioritized: bool,
child_menu: Option<SpawnMenu>,
}
impl SpawnFocusable {
fn spawn(self, mut entity: EntityMut) {
let SpawnFocusable {
name,
prioritized,
child_menu,
} = self;
entity.insert(Name::new(name));
let focusable = if prioritized {
Focusable::new().prioritized()
} else {
Focusable::new()
};
entity.insert(focusable);
if let Some(child_menu) = child_menu {
// SAFETY: we do not call any methods on `entity` after `world_mut()`
unsafe {
child_menu.spawn(&mut entity.world_mut().spawn_empty());
};
std::mem::drop(entity);
}
}
}
struct SpawnMenu {
name: &'static str,
children: Vec<SpawnFocusable>,
}
impl SpawnMenu {
fn spawn(self, entity: &mut EntityMut) {
let SpawnMenu { name, children } = self;
let parent_focusable = name.strip_suffix(" Menu");
let menu_builder = match parent_focusable {
Some(name) => MenuBuilder::from_named(name),
None => MenuBuilder::Root,
};
entity.insert((Name::new(name), menu_builder, MenuSetting::new()));
entity.with_children(|commands| {
for child in children.into_iter() {
child.spawn(commands.spawn_empty());
}
});
}
}
struct SpawnRootless {
focusables: Vec<SpawnFocusable>,
}
impl SpawnRootless {
fn spawn(self, world: &mut World) {
for focusable in self.focusables.into_iter() {
focusable.spawn(world.spawn_empty())
}
}
}
/// Define a `SpawnHierarchy`.
///
/// Syntax:
/// - `spawn_hierarchy![ <focus_kind>, ... ]`:
/// A hierarchy of focusable components with a root menu.
/// - `spawn_hierarchy!(@rootless [ <focus_kind> , ...] )`:
/// A hierarchy of focusable components **without** a root menu.
/// - `<focus_kind>` is one of the following:
/// - `focusable("Custom")`: a focusable with the `Name::new("Custom")` component
/// - `focusable_to("Custom" [ <focus_kind> , ...] )`:
/// a focusable with the `Name::new("Custom")` component, parent of a menu (`MenuBuilder`)
/// marked with the `Name::new("Custom Menu")` component. The menu content is the
/// content of the provided list
/// - `prioritized("Custom")`: a focusable with the `Name::new("Custom")` component,
/// spawned with `Focusable::new().prioritized()`.
macro_rules! spawn_hierarchy {
( @rootless [ $( $elem_kind:ident $elem_args:tt ),* $(,)? ] ) => (
SpawnHierarchy::Rootless(SpawnRootless {
focusables: vec![ $(
spawn_hierarchy!(@elem $elem_kind $elem_args),
)* ],
})
);
( @menu $name:expr, $( $elem_name:ident $elem_args:tt ),* $(,)? ) => (
SpawnMenu {
name: $name,
children: vec![ $(
spawn_hierarchy!(@elem $elem_name $elem_args),
)* ],
}
);
( @elem prioritized ( $name:literal ) ) => (
SpawnFocusable {
name: $name,
prioritized: true,
child_menu: None,
}
);
( @elem focusable ( $name:literal ) ) => (
SpawnFocusable {
name: $name,
prioritized: false,
child_menu: None,
}
);
( @elem focusable_to ( $name:literal [ $( $submenu:tt )* ] ) ) => (
SpawnFocusable {
name: $name,
prioritized: false,
child_menu: Some( spawn_hierarchy!(@menu concat!( $name , " Menu"), $( $submenu )* ) ),
}
);
($( $elem_name:ident $elem_args:tt ),* $(,)? ) => (
SpawnHierarchy::Menu(spawn_hierarchy!(@menu "Root", $( $elem_name $elem_args ),*))
);
}
/// Assert identity of a list of entities by their `Name` component
/// (makes understanding test failures easier)
///
/// This is a macro, so that when there is an assert failure or panic,
/// the line of code it points to is the calling site,
/// rather than the function body.
///
/// There is nothing beside that that would prevent converting this into a function.
macro_rules! assert_expected_focus_change {
($app:expr, $events:expr, $expected_from:expr, $expected_to:expr $(,)?) => {
if let [NavEvent::FocusChanged { to, from }] = $events {
let actual_from = $app.name_list(&*from);
assert_eq!(&*actual_from, $expected_from);
let actual_to = $app.name_list(&*to);
assert_eq!(&*actual_to, $expected_to);
} else {
panic!(
"Expected a signle FocusChanged NavEvent, got: {:#?}",
$events
);
}
};
}
// A navigation strategy that does nothing, useful for testing.
#[derive(SystemParam)]
struct MockNavigationStrategy<'w, 's> {
#[system_param(ignore)]
_f: PhantomData<fn() -> (&'w (), &'s ())>,
}
// Just to make the next `impl` block shorter, unused otherwise.
use events::Direction as D;
impl<'w, 's> MenuNavigationStrategy for MockNavigationStrategy<'w, 's> {
fn resolve_2d<'a>(&self, _: Entity, _: D, _: bool, _: &'a [Entity]) -> Option<&'a Entity> {
None
}
}
fn receive_events<E: Event + Clone>(world: &World) -> Vec<E> {
let events = world.resource::<Events<E>>();
events.iter_current_update_events().cloned().collect()
}
/// Wrapper around `App` to make it easier to test the navigation systems.
struct NavEcsMock {
app: App,
}
impl NavEcsMock {
fn currently_focused(&mut self) -> &str {
let mut query = self.app.world.query_filtered::<&Name, With<Focused>>();
&**query.iter(&self.app.world).next().unwrap()
}
fn kill_named(&mut self, to_kill: &str) -> Vec<NavEvent> {
let mut query = self.app.world.query::<(Entity, &Name)>();
let requested = query
.iter(&self.app.world)
.find_map(|(e, name)| (&**name == to_kill).then(|| e));
if let Some(to_kill) = requested {
self.app.world.despawn(to_kill);
}
self.app.update();
receive_events(&mut self.app.world)
}
fn name_list(&mut self, entity_list: &[Entity]) -> Vec<&str> {
let mut query = self.app.world.query::<&Name>();
entity_list
.iter()
.filter_map(|e| query.get(&self.app.world, *e).ok())
.map(|name| &**name)
.collect()
}
fn new(hierarchy: SpawnHierarchy) -> Self {
let mut app = App::new();
app.add_plugin(GenericNavigationPlugin::<MockNavigationStrategy>::new());
hierarchy.spawn(&mut app.world);
// Run once to convert the `MenuSetting` and `MenuBuilder` into `TreeMenu`.
app.update();
Self { app }
}
fn run_focus_on(&mut self, entity_name: &str) -> Vec<NavEvent> {
let mut query = self.app.world.query::<(Entity, &Name)>();
let requested = query
.iter(&self.app.world)
.find_map(|(e, name)| (&**name == entity_name).then(|| e))
.unwrap();
self.app.world.send_event(NavRequest::FocusOn(requested));
self.app.update();
receive_events(&mut self.app.world)
}
fn run_request(&mut self, request: NavRequest) -> Vec<NavEvent> {
self.app.world.send_event(request);
self.app.update();
receive_events(&mut self.app.world)
}
fn state_of(&mut self, requested: &str) -> FocusState {
let mut query = self.app.world.query::<(&Focusable, &Name)>();
let requested = query
.iter(&self.app.world)
.find_map(|(focus, name)| (&**name == requested).then(|| focus));
requested.unwrap().state()
}
}
// ====
// Expected basic functionalities
// ====
#[test]
fn move_in_menuless() {
let mut app = NavEcsMock::new(spawn_hierarchy!(@rootless [
prioritized("Initial"),
focusable("Left"),
focusable("Right"),
]));
assert_eq!(app.currently_focused(), "Initial");
app.run_focus_on("Left");
assert_eq!(app.currently_focused(), "Left");
}
#[test]
fn deep_initial_focusable() {
let mut app = NavEcsMock::new(spawn_hierarchy![
focusable("Middle"),
focusable_to("Left" [
focusable("LCenter1"),
focusable("LCenter2"),
focusable_to("LTop" [
prioritized("LTopForward"),
focusable("LTopBackward"),
]),
focusable("LCenter3"),
focusable("LBottom"),
]),
focusable("Right"),
]);
use FocusState::{Active, Inert};
assert_eq!(app.currently_focused(), "LTopForward");
assert_eq!(app.state_of("Left"), Active);
assert_eq!(app.state_of("Right"), Inert);
assert_eq!(app.state_of("Middle"), Inert);
assert_eq!(app.state_of("LTop"), Active);
assert_eq!(app.state_of("LCenter1"), Inert);
assert_eq!(app.state_of("LTopBackward"), Inert);
}
#[test]
fn move_in_complex_menu_hierarchy() {
let mut app = NavEcsMock::new(spawn_hierarchy![
prioritized("Initial"),
focusable_to("Left" [
focusable_to("LTop" [
focusable("LTopForward"),
focusable("LTopBackward"),
]),
focusable_to("LBottom" [
focusable("LBottomForward"),
focusable("LBottomForward1"),
focusable("LBottomForward2"),
prioritized("LBottomBackward"),
focusable("LBottomForward3"),
focusable("LBottomForward4"),
focusable("LBottomForward5"),
]),
]),
focusable_to("Right" [
focusable_to("RTop" [
focusable("RTopForward"),
focusable("RTopBackward"),
]),
focusable("RBottom"),
]),
]);
assert_eq!(app.currently_focused(), "Initial");
// Move deep into a menu
let events = app.run_focus_on("RBottom");
assert_expected_focus_change!(app, &events[..], ["Initial"], ["RBottom", "Right"]);
// Go up and back down several layers of menus
let events = app.run_focus_on("LTopForward");
assert_expected_focus_change!(
app,
&events[..],
["RBottom", "Right"],
["LTopForward", "LTop", "Left"],
);
// See if cancel event works
let events = app.run_request(NavRequest::Cancel);
assert_expected_focus_change!(app, &events[..], ["LTopForward", "LTop"], ["LTop"]);
// Move to sibling within menu
let events = app.run_focus_on("LBottom");
assert_expected_focus_change!(app, &events[..], ["LTop"], ["LBottom"]);
// Move down into menu by activating a focusable
// (also make sure `prioritized` works)
let events = app.run_request(NavRequest::Action);
assert_expected_focus_change!(
app,
&events[..],
["LBottom"],
["LBottomBackward", "LBottom"]
);
}
// ====
// What happens when Focused element is killed
// ====
// Select a new focusable in the same menu (or anything if no menus exist)
#[test]
fn focus_rootless_kill_robust() {
let mut app = NavEcsMock::new(spawn_hierarchy!(@rootless [
prioritized("Initial"),
focusable("Right"),
]));
assert_eq!(app.currently_focused(), "Initial");
app.kill_named("Initial");
assert_eq!(app.currently_focused(), "Right");
app.kill_named("Right");
let events = app.run_request(NavRequest::Action);
assert_eq!(events.len(), 0, "{:#?}", events);
}
// Go up the menu tree if it was the last focusable in the menu
// And swap to something in the same menu if focusable killed in it.
#[test]
fn menu_elem_kill_robust() {
let mut app = NavEcsMock::new(spawn_hierarchy![
focusable_to("Left" [
focusable("LTop"),
focusable("LBottom"),
]),
focusable_to("Antony" [
prioritized("Caesar"),
focusable("Brutus"),
]),
focusable_to("Octavian" [
focusable("RTop"),
focusable("RBottom"),
]),
]);
// NOTE: was broken because didn't properly set
// active_child and Active when initial focus was given to
// a deep element.
assert_eq!(app.currently_focused(), "Caesar");
assert_eq!(app.state_of("Antony"), FocusState::Active);
app.kill_named("Caesar");
assert_eq!(app.currently_focused(), "Brutus");
app.kill_named("Brutus");
assert_eq!(app.currently_focused(), "Antony");
}
// ====
// removal of parent menu and focusables
// ====
// Relink the child menu to the removed parent's parents
// Make sure this works with root as well
// Relink when the focusable parent of a menu is killed
// NOTE: user is warned against engaging in such operations, implementation can wait
// ====
// some reparenting potential problems
// ====
// Focused element is reparented to a new menu
// Active element is reparented to a new menu
// NOTE: those are not expected to work. Currently considered a user error.
}