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//! The resolution algorithm for the navigation system.
//!
//! # Overview
//!
//! This module defines two systems:
//! 1. [`listen_nav_requests`]: the system gathering [`NavRequest`] and running
//! the [`resolve`] algorithm on them, updating the [`Focusable`] states and
//! sending [`NavEvent`] as result.
//! 2. [`insert_tree_menus`]: system responsible to convert [`MenuBuilder`] defined
//! in [`crate::menu`] into [`TreeMenu`], which is the component used by
//! the resolution algorithm.
//!
//! The module also defines the [`Focusable`] component (also used in the
//! resolution algorithm) and its fields.
//!
//! The bulk of the resolution algorithm is implemented in [`resolve`],
//! delegating some abstract tasks to helper functions, of which:
//! * [`parent_menu`]
//! * [`ChildQueries::focusables_of`]
//! * [`child_menu`]
//! * [`focus_deep`]
//! * [`MenuNavigationStrategy::resolve_2d`]
//! * [`resolve_scope`]
//!
//! A trait [`MenuNavigationStrategy`] allows user-defined movements
//! through a custom system parameter by implementing `resolve_2d`.
//!
//! We define some `SystemParam`:
//! * [`ChildQueries`]: queries used to find the focusable children of a given entity.
//! * [`NavQueries`]: All **immutable** queries used by the resolution algorithm.
//! * [`MutQueries`]: Queries with mutable access to [`Focusable`] and [`TreeMenu`]
//! for updating them in [`listen_nav_requests`].
//! * [`UiProjectionQuery`]: A default implementation of [`MenuNavigationStrategy`]
//! for `bevy_ui`.
//!
//! [`listen_nav_requests`] uses a `ParamSet` to access the focusables immutably for
//! navigation resolution and mutably for updating them with the new navigation state.
use std::num::NonZeroUsize;
use bevy::hierarchy::{Children, Parent};
use bevy::log::warn;
use bevy::prelude::Changed;
#[cfg(feature = "bevy_reflect")]
use bevy::reflect::{FromReflect, Reflect};
use bevy::{
ecs::{
event::{EventReader, EventWriter},
prelude::{Commands, Component, Entity, ParamSet, Query, ResMut, With, Without},
system::{Resource, StaticSystemParam, SystemParam, SystemParamItem},
},
math::Vec2,
};
#[cfg(feature = "bevy_ui")]
use bevy::{
math::Vec3Swizzles,
prelude::{GlobalTransform, Res},
utils::FloatOrd,
};
use non_empty_vec::NonEmpty;
use crate::{
commands::set_focus_state,
events::{self, NavEvent, NavRequest},
menu::{MenuBuilder, MenuSetting},
};
/// System parameter used to resolve movement and cycling focus updates.
///
/// This is useful if you don't want to depend
/// on bevy's `GlobalTransform` for your UI,
/// or want to implement your own navigation algorithm.
/// For example, if you want your ui to be 3d elements in the world.
pub trait MenuNavigationStrategy {
/// Which [`Entity`] in `siblings` can be reached
/// from `focused` in `direction` if any, otherwise `None`.
///
/// * `focused`: The currently focused entity in the menu
/// * `direction`: The direction in which the focus should move
/// * `cycles`: Whether the navigation should loop
/// * `sibligns`: All the other focusable entities in this menu
///
/// Note that `focused` appears once in `siblings`.
fn resolve_2d<'a>(
&self,
focused: Entity,
direction: events::Direction,
cycles: bool,
siblings: &'a [Entity],
) -> Option<&'a Entity>;
}
/// A rectangle to specify the [`ScreenBoundaries`],
/// useful for 2d navigation wrapping.
#[derive(Debug, Clone, Copy)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub struct Rect {
/// The higher `x,y` coordinate of the `Rect`.
pub max: Vec2,
/// The lower `x,y` coordinate of the `Rect`.
pub min: Vec2,
}
/// Specify the boundaries of the screen when using 2d wrapping navigation.
///
/// This will be used in the default [`MenuNavigationStrategy`].
///
/// **NOTE**: This is deprecated since `bevy_ui` doesn't support moving
/// the UI camera anymore.
#[derive(Debug, Clone, Copy, Resource)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub struct ScreenBoundaries {
/// Position of the camera.
pub position: Vec2,
/// The borders of the camera.
pub screen_edge: Rect,
/// The zoom level of the camera.
pub scale: f32,
}
#[derive(SystemParam)]
pub(crate) struct ChildQueries<'w, 's> {
children: Query<'w, 's, &'static Children>,
is_focusable: Query<'w, 's, &'static Focusable>,
is_menu: Query<'w, 's, With<MenuSetting>>,
}
/// System parameter for the default cursor navigation system.
///
/// It uses the bevy [`GlobalTransform`] to compute relative positions
/// and change focus to the correct entity.
/// It uses the [`ScreenBoundaries`] resource to compute screen boundaries
/// and move the cursor accordingly when it reaches a screen border
/// in a cycling menu.
#[cfg(feature = "bevy_ui")]
#[derive(SystemParam)]
pub struct UiProjectionQuery<'w, 's> {
boundaries: Option<Res<'w, ScreenBoundaries>>,
transforms: Query<'w, 's, &'static GlobalTransform>,
}
/// Collection of queries to manage the navigation tree.
#[allow(clippy::type_complexity)]
#[derive(SystemParam)]
pub(crate) struct NavQueries<'w, 's> {
pub(crate) children: ChildQueries<'w, 's>,
parents: Query<'w, 's, &'static Parent>,
focusables: Query<'w, 's, (Entity, &'static Focusable), Without<TreeMenu>>,
menus: Query<'w, 's, (Entity, &'static TreeMenu, &'static MenuSetting), Without<Focusable>>,
}
impl<'w, 's> NavQueries<'w, 's> {
fn active_menu(
&self,
mut entity: Entity,
mut active_child: Entity,
) -> Option<(Entity, Entity)> {
let mut repeated = false;
loop {
let mut go_down_one_menu = || {
let (_, focus) = self.focusables.get(active_child).ok()?;
if focus.state() != FocusState::Active {
return None;
}
let (new_menu_entity, child_menu, _) = child_menu(active_child, self)?;
repeated = true;
entity = new_menu_entity;
active_child = child_menu.active_child;
Some(())
};
match go_down_one_menu() {
Some(()) => {}
None if !repeated => return None,
None => return Some((entity, active_child)),
}
}
}
/// The [`TreeMenu`] containing `focusable`, if any.
pub(crate) fn parent_menu(&self, focusable: Entity) -> Option<(Entity, TreeMenu, MenuSetting)> {
let parent = self.parents.get(focusable).ok()?.get();
match self.menus.get(parent) {
Ok((_, tree, setting)) => Some((parent, tree.clone(), *setting)),
Err(_) => self.parent_menu(parent),
}
}
// TODO: worst case this iterates 3 times through list of focusables and once menus.
// Could be improved to a single pass.
fn pick_first_focused(&self) -> Option<Entity> {
use FocusState::{Blocked, Focused, Inert};
let iter_focused = || self.focusables.iter().filter(|f| f.1.state() != Blocked);
let root_menu = || {
self.menus
.iter()
.find(|(_, menu, _)| menu.focus_parent.is_none())
};
let any_in_menu = |entity, active_child| {
match self.focusables.get(active_child) {
Ok((entity, _)) => Some(entity),
// TODO: non-Inert non-active_child
Err(_) => self.children.focusables_of(entity).first().copied(),
}
};
let any_in_active = || {
let (root_menu_entity, menu, _) = root_menu()?;
let (active_menu_entity, active) =
self.active_menu(root_menu_entity, menu.active_child)?;
any_in_menu(active_menu_entity, active)
};
let any_in_root = || {
let (root_menu_entity, menu, _) = root_menu()?;
any_in_menu(root_menu_entity, menu.active_child)
};
let any_prioritized =
|| iter_focused().find_map(|(e, focus)| (focus.state != Inert).then(|| e));
let fallback = || iter_focused().next().map(|(fo, _)| fo);
let focused = iter_focused().find_map(|(fo, focus)| (focus.state == Focused).then(|| fo));
focused
.or_else(any_in_active)
.or_else(any_prioritized)
.or_else(any_in_root)
.or_else(fallback)
}
fn root_path(&self, mut from: Entity) -> NonEmpty<Entity> {
let mut ret = NonEmpty::new(from);
loop {
from = match self.parent_menu(from) {
// purely personal preference over deeply nested pattern match
Some((_, menu, _)) if menu.focus_parent.is_some() => menu.focus_parent.unwrap(),
_ => return ret,
};
assert!(
!ret.contains(&from),
"Navigation graph cycle detected! This panic has prevented a stack \
overflow, please check usages of `MenuBuilder::Entity/NamedParent`"
);
ret.push(from);
}
}
}
/// Queries [`Focusable`] and [`TreeMenu`] in a mutable way.
#[derive(SystemParam)]
pub(crate) struct MutQueries<'w, 's> {
commands: Commands<'w, 's>,
parents: Query<'w, 's, &'static Parent>,
focusables: Query<'w, 's, &'static mut Focusable, Without<TreeMenu>>,
menus: Query<'w, 's, &'static mut TreeMenu, Without<Focusable>>,
}
impl<'w, 's> MutQueries<'w, 's> {
/// Set the [`active_child`](TreeMenu::active_child) field of the enclosing
/// [`TreeMenu`] and disables the previous one.
fn set_active_child(&mut self, child: Entity) {
let mut focusable = child;
let mut nav_menu = loop {
// Find the enclosing parent menu.
if let Ok(parent) = self.parents.get(focusable) {
let parent = parent.get();
focusable = parent;
if let Ok(menu) = self.menus.get_mut(parent) {
break menu;
}
} else {
return;
}
};
let entity = nav_menu.active_child;
nav_menu.active_child = child;
self.set_entity_focus(entity, FocusState::Inert);
}
fn set_entity_focus(&mut self, entity: Entity, state: FocusState) {
if let Ok(mut focusable) = self.focusables.get_mut(entity) {
focusable.state = state;
self.commands.add(set_focus_state(entity, state));
}
}
/// Change focus state of relevant entities.
fn update_focus(&mut self, from: &[Entity], to: &NonEmpty<Entity>) -> Entity {
use FocusState as Fs;
if to.as_slice() == from {
return *to.first();
}
let (disable, put_to_sleep) = from
.split_last()
.map_or((None, from), |(tail, heads)| (Some(tail), heads));
if let Some(disable) = disable {
self.set_entity_focus(*disable, Fs::Inert);
}
for &entity in put_to_sleep {
self.set_entity_focus(entity, Fs::Prioritized);
}
let (&focus, activate) = to.split_first();
self.set_active_child(focus);
self.set_entity_focus(focus, Fs::Focused);
for &entity in activate {
self.set_active_child(entity);
self.set_entity_focus(entity, Fs::Active);
}
focus
}
}
/// State of a [`Focusable`].
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub enum FocusState {
/// An entity that was previously [`FocusState::Active`]
/// from a branch of the menu tree that is currently not _focused_.
/// When focus comes back to the [`MenuSetting`] containing this [`Focusable`],
/// the `Prioritized` element will be the [`FocusState::Focused`] entity.
Prioritized,
/// The currently highlighted/used entity,
/// there is only a signle _focused_ entity.
///
/// All navigation requests start from it.
///
/// To set an arbitrary [`Focusable`] to _focused_, you should send a
/// [`NavRequest::FocusOn`] request.
Focused,
/// This [`Focusable`] is on the path in the menu tree
/// to the current [`FocusState::Focused`] entity.
///
/// [`FocusState::Active`] focusables are the [`Focusable`]s
/// from previous menus that were activated
/// in order to reach the [`MenuSetting`] containing
/// the currently _focused_ element.
///
/// It's the "breadcrumb" of buttons to activate to reach
/// the currently focused element from the root menu.
Active,
/// Prevents all interactions with this [`Focusable`].
///
/// This is equivalent to removing the `Focusable` component
/// from the entity, but without the latency.
Blocked,
/// None of the above:
/// This [`Focusable`] is neither `Prioritized`, `Focused` or `Active`.
Inert,
}
/// The reason why the navigation system is locked.
#[derive(Debug, PartialEq, Eq, Clone, Copy)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect, FromReflect))]
pub enum LockReason {
/// Navigation was locked by activating a [lock focusable].
///
/// [lock focusable] Focusable::lock
Focusable(Entity),
/// Navigation was locked by sending a [`NavRequest::Lock`].
NavRequest,
}
/// The navigation system's lock.
///
/// When locked, the navigation system doesn't process any [`NavRequest`].
/// It only waits on a [`NavRequest::Unlock`] event. It will then continue
/// processing new requests.
#[derive(Resource)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub struct NavLock {
lock_reason: Option<LockReason>,
}
impl NavLock {
pub(crate) fn new() -> Self {
Self { lock_reason: None }
}
/// The reason why navigation is locked, `None` if currently unlocked.
pub fn reason(&self) -> Option<LockReason> {
self.lock_reason
}
/// Whether the navigation system is locked.
pub fn is_locked(&self) -> bool {
self.lock_reason.is_some()
}
}
/// A menu that isolate children [`Focusable`]s from other focusables
/// and specify navigation method within itself.
///
/// The user can't create a `TreeMenu`,
/// they will use the [`MenuSetting`] API
/// and the `TreeMenu` component will be inserted
/// by the [`insert_tree_menus`] system.
#[derive(Debug, Component, Clone)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub(crate) struct TreeMenu {
/// The [`Focusable`] that sends to this `MenuSetting`
/// when receiving [`NavRequest::Action`].
pub(crate) focus_parent: Option<Entity>,
/// The currently prioritized or active focusable in this menu.
pub(crate) active_child: Entity,
}
/// The actions triggered by a [`Focusable`].
#[derive(Copy, Clone, PartialEq, Eq, Default, Debug)]
#[non_exhaustive]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub enum FocusAction {
/// Acts like a standard navigation node.
///
/// Goes into relevant menu if any [`MenuSetting`] is
/// [_reachable from_](MenuBuilder::from_named) this [`Focusable`].
#[default]
Normal,
/// If we receive [`NavRequest::Action`]
/// while this [`Focusable`] is focused,
/// it will act as a [`NavRequest::Cancel`]
/// (leaving submenu to enter the parent one).
Cancel,
/// If we receive [`NavRequest::Action`]
/// while this [`Focusable`] is focused,
/// the navigation system will freeze
/// until [`NavRequest::Unlock`] is received,
/// sending a [`NavEvent::Unlocked`].
///
/// This is useful to implement widgets with complex controls
/// you don't want to accidentally unfocus,
/// or suspending the navigation system while in-game.
Lock,
}
/// An [`Entity`] that can be navigated to, using the cursor navigation system.
///
/// It is in one of multiple [`FocusState`],
/// you can check its state with the [`Focusable::state`] method.
///
/// A `Focusable` can execute a variety of [`FocusAction`]
/// when receiving [`NavRequest::Action`],
/// the default one is [`FocusAction::Normal`].
///
/// **Note**: You should avoid updating manually the state of [`Focusable`]s.
/// You should instead use [`NavRequest`] to manipulate and change focus.
#[derive(Component, Clone, Debug)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect))]
pub struct Focusable {
pub(crate) state: FocusState,
action: FocusAction,
}
impl Default for Focusable {
fn default() -> Self {
Focusable {
state: FocusState::Inert,
action: FocusAction::Normal,
}
}
}
impl Focusable {
/// Default Focusable.
pub fn new() -> Self {
Self::default()
}
/// The [`FocusState`] of this `Focusable`.
pub fn state(&self) -> FocusState {
self.state
}
/// The [`FocusAction`] of this `Focusable`.
pub fn action(&self) -> FocusAction {
self.action
}
/// A "cancel" focusable, see [`FocusAction::Cancel`].
pub fn cancel() -> Self {
Focusable {
state: FocusState::Inert,
action: FocusAction::Cancel,
}
}
/// A "lock" focusable, see [`FocusAction::Lock`].
pub fn lock() -> Self {
Focusable {
state: FocusState::Inert,
action: FocusAction::Lock,
}
}
/// A focusable that will get highlighted in priority when none are set yet.
///
/// **WARNING**: Only use this when creating the UI.
/// Any of the following state is unspecified
/// and will likely result in broken behavior:
/// * Having multiple prioritized `Focusable`s in the same menu.
/// * Updating an already existing `Focusable` with this.
///
/// # Example
///
/// ```rust
/// # use bevy_ui_navigation::prelude::Focusable;
/// # use bevy_ui_navigation::components::FocusableButtonBundle;
/// # use bevy::prelude::*;
/// fn setup(mut commands: Commands) {
/// commands.spawn(FocusableButtonBundle {
/// focus: Focusable::new().prioritized(),
/// ..default()
/// });
/// }
/// ```
pub fn prioritized(self) -> Self {
Self {
state: FocusState::Prioritized,
..self
}
}
/// A [`FocusState::Blocked`] focusable.
///
/// This focusable will not be able to take focus until
/// [`Focusable::unblock`] is called on it.
///
/// # Example
///
/// ```rust
/// # use bevy_ui_navigation::prelude::Focusable;
/// # use bevy_ui_navigation::components::FocusableButtonBundle;
/// # use bevy::prelude::*;
/// fn setup(mut commands: Commands) {
/// commands.spawn(FocusableButtonBundle {
/// focus: Focusable::new().blocked(),
/// ..default()
/// });
/// }
/// ```
pub fn blocked(self) -> Self {
Self {
state: FocusState::Blocked,
..self
}
}
/// Prevent this [`Focusable`] from gaining focus until it is unblocked.
///
/// **Note**: Due to the way focus is handled, this does nothing
/// when the [`Focusable::state`] is [`FocusState::Active`]
/// or [`FocusState::Focused`].
///
/// Returns `true` if `self` has succesfully been blocked
/// (its [`Focusable::state`] was either `Inert` or `Prioritized`).
///
/// # Limitations
///
/// - If all the children of a menu are blocked, when activating the menu's
/// parent, the block state of the last active focusable will be ignored.
/// - When `FocusOn` to an focusable in a menu reachable from an blocked
/// focusable, its block state will be ignored.
pub fn block(&mut self) -> bool {
use FocusState::{Blocked, Inert, Prioritized};
let blockable = matches!(self.state(), Inert | Prioritized);
if blockable {
self.state = Blocked;
}
blockable
}
/// Allow this [`Focusable`] to gain focus again,
/// setting it to [`FocusState::Inert`].
///
/// Returns `true` if `self`'s state was [`FocusState::Blocked`].
pub fn unblock(&mut self) -> bool {
if self.state() == FocusState::Blocked {
self.state = FocusState::Inert;
true
} else {
false
}
}
}
/// The currently _focused_ [`Focusable`].
///
/// You cannot edit it or create new `Focused` component.
/// To set an arbitrary [`Focusable`] to _focused_,
/// you should send [`NavRequest::FocusOn`].
///
/// This [`Component`] is useful
/// if you needto query for the _currently focused_ element,
/// using `Query<Entity, With<Focused>>` for example.
///
/// If a [`Focusable`] is focused,
/// its [`Focusable::state()`] will be [`FocusState::Focused`],
///
/// # Notes
///
/// The `Focused` marker component is only updated
/// at the end of the `CoreStage::Update` stage.
/// This means it might lead to a single frame of latency
/// compared to using [`Focusable::state()`].
#[derive(Component)]
#[non_exhaustive]
pub struct Focused;
#[cfg(feature = "bevy_ui")]
impl<'w, 's> MenuNavigationStrategy for UiProjectionQuery<'w, 's> {
fn resolve_2d<'a>(
&self,
focused: Entity,
direction: events::Direction,
cycles: bool,
siblings: &'a [Entity],
) -> Option<&'a Entity> {
use events::Direction::*;
let pos_of = |entity: Entity| {
self.transforms
.get(entity)
.expect("Focusable entities must have a GlobalTransform component")
.translation()
.xy()
};
let focused_pos = pos_of(focused);
let closest = siblings
.iter()
.filter(|sibling| {
direction.is_in(focused_pos, pos_of(**sibling)) && **sibling != focused
})
.max_by_key(|s| FloatOrd(-focused_pos.distance_squared(pos_of(**s))));
match (closest, self.boundaries.as_ref()) {
(None, None) if cycles => {
warn!(
"Tried to move in {direction:?} from Focusable {focused:?} while no other \
Focusables were there. There were no `Res<ScreenBoundaries>`, so we couldn't \
compute the screen edges for cycling. Make sure you either add the \
bevy_ui_navigation::systems::update_boundaries system to your app or implement \
your own routine to manage a `Res<ScreenBoundaries>`."
);
None
}
(None, Some(boundaries)) if cycles => {
let (x, y) = (boundaries.position.x, boundaries.position.y);
let edge = boundaries.screen_edge;
let scale = boundaries.scale;
let focused_pos = match direction {
// NOTE: up/down axises are inverted in bevy
South => Vec2::new(focused_pos.x, y - scale * edge.min.y),
North => Vec2::new(focused_pos.x, y + scale * edge.max.y),
East => Vec2::new(x - edge.min.x * scale, focused_pos.y),
West => Vec2::new(x + edge.max.x * scale, focused_pos.y),
};
siblings
.iter()
.max_by_key(|s| FloatOrd(-focused_pos.distance_squared(pos_of(**s))))
}
(anyelse, _) => anyelse,
}
}
}
/// Returns the next or previous entity based on `direction`.
fn resolve_scope(
focused: Entity,
direction: events::ScopeDirection,
cycles: bool,
siblings: &[Entity],
) -> Option<&Entity> {
let focused_index = siblings.iter().position(|e| *e == focused)?;
let new_index = resolve_index(focused_index, cycles, direction, siblings.len() - 1);
new_index.and_then(|i| siblings.get(i))
}
/// Find the event created by `request` where the focused element is `focused`.
fn resolve<STGY: MenuNavigationStrategy>(
focused: Entity,
request: NavRequest,
queries: &NavQueries,
// this is to avoid triggering change detection if not updated.
lock: &mut ResMut<NavLock>,
from: Vec<Entity>,
strategy: &STGY,
) -> NavEvent {
use FocusState::Blocked;
use NavRequest::*;
assert!(
queries.focusables.get(focused).is_ok(),
"The resolution algorithm MUST go from a focusable element"
);
assert!(
!from.contains(&focused),
"Navigation graph cycle detected! This panic has prevented a stack overflow, \
please check usages of `MenuSetting::reachable_from`"
);
let mut from = (from, focused).into();
// Early exit with a `NoChanges` event.
macro_rules! or_none {
($to_match:expr) => {
match $to_match {
Some(x) => x,
None => return NavEvent::NoChanges { from, request },
}
};
}
match request {
Lock => {
if lock.is_locked() {
return NavEvent::NoChanges { from, request };
}
let reason = LockReason::NavRequest;
lock.lock_reason = Some(reason);
NavEvent::Locked(reason)
}
Move(direction) => {
let (parent, cycles) = match queries.parent_menu(focused) {
Some(val) if !val.2.is_2d() => return NavEvent::NoChanges { from, request },
Some(val) => (Some(val.0), !val.2.bound()),
None => (None, true),
};
let unblocked = |(e, focus): (_, &Focusable)| (focus.state != Blocked).then(|| e);
let siblings = match parent {
Some(parent) => queries.children.focusables_of(parent),
None => queries.focusables.iter().filter_map(unblocked).collect(),
};
let to = strategy.resolve_2d(focused, direction, cycles, &siblings);
NavEvent::focus_changed(*or_none!(to), from)
}
Cancel => {
let to = or_none!(queries.parent_menu(focused));
let to = or_none!(to.1.focus_parent);
from.push(to);
NavEvent::focus_changed(to, from)
}
Action => {
match queries.focusables.get(focused).map(|e| e.1.action) {
Ok(FocusAction::Cancel) => {
let mut from = from.to_vec();
from.truncate(from.len() - 1);
return resolve(focused, NavRequest::Cancel, queries, lock, from, strategy);
}
Ok(FocusAction::Lock) => {
let reason = LockReason::Focusable(focused);
lock.lock_reason = Some(reason);
return NavEvent::Locked(reason);
}
Err(_) | Ok(FocusAction::Normal) => {}
}
let child_menu = child_menu(focused, queries);
let (_, menu, _) = or_none!(child_menu);
let to = (menu.active_child, from.clone().into()).into();
NavEvent::FocusChanged { to, from }
}
// "Tab move" nested movement
ScopeMove(scope_dir) => {
let (parent, menu, setting) = or_none!(queries.parent_menu(focused));
let siblings = queries.children.focusables_of(parent);
if !setting.is_scope() {
let focused = or_none!(menu.focus_parent);
resolve(focused, request, queries, lock, from.into(), strategy)
} else {
let cycles = !setting.bound();
let to = or_none!(resolve_scope(focused, scope_dir, cycles, &siblings));
let extra = match child_menu(*to, queries) {
Some((_, menu, _)) => focus_deep(menu, queries),
None => Vec::new(),
};
let to = (extra, *to).into();
NavEvent::FocusChanged { to, from }
}
}
FocusOn(new_to_focus) => {
// assumption here is that there is a common ancestor
// though nothing really breaks if there isn't
let mut from = queries.root_path(focused);
let mut to = queries.root_path(new_to_focus);
trim_common_tail(&mut from, &mut to);
if from == to {
NavEvent::NoChanges { from, request }
} else {
NavEvent::FocusChanged { from, to }
}
}
Unlock => {
if let Some(lock_entity) = lock.lock_reason.take() {
NavEvent::Unlocked(lock_entity)
} else {
warn!("Received a NavRequest::Unlock while not locked");
NavEvent::NoChanges { from, request }
}
}
}
}
/// Replaces [`MenuBuilder`]s with proper [`TreeMenu`]s.
pub(crate) fn insert_tree_menus(
mut commands: Commands,
builders: Query<(Entity, &MenuBuilder), With<MenuSetting>>,
queries: NavQueries,
) {
use FocusState::{Active, Focused, Prioritized};
let mut inserts = Vec::new();
let no_focus_msg = "Within a menu built with MenuBuilder, there must be at least one entity \
with the Focusable component, none were found";
for (entity, builder) in &builders {
let children = queries.children.focusables_of(entity);
let child = children
.iter()
.find_map(|e| {
let (_, focusable) = queries.focusables.get(*e).ok()?;
matches!(focusable.state, Prioritized | Active | Focused).then_some(e)
})
.unwrap_or_else(|| children.first().expect(no_focus_msg));
if let Ok(focus_parent) = builder.try_into() {
let menu = TreeMenu {
focus_parent,
active_child: *child,
};
inserts.push((entity, (menu,)));
} else {
warn!("Encountered a non-translated named menu builder");
}
commands.entity(entity).remove::<MenuBuilder>();
}
commands.insert_or_spawn_batch(inserts);
}
/// System to set the first [`Focusable`] to [`FocusState::Focused`]
/// when no navigation has been done yet.
///
/// This also sets `Active` state and `active_child` of menus leading
/// to the current focusable.
pub(crate) fn set_first_focused(
has_focused: Query<(), With<Focused>>,
mut queries: ParamSet<(NavQueries, MutQueries)>,
mut events: EventWriter<NavEvent>,
) {
if has_focused.is_empty() {
if let Some(to_focus) = queries.p0().pick_first_focused() {
let breadcrumb = queries.p0().root_path(to_focus);
queries.p1().update_focus(&[], &breadcrumb);
events.send(NavEvent::InitiallyFocused(to_focus));
}
}
}
pub(crate) fn consistent_menu(
updated_focusables: Query<(Entity, &Focusable), Changed<Focusable>>,
children: ChildQueries,
mut menus: Query<(Entity, &mut TreeMenu)>,
) {
for (entity, updated) in &updated_focusables {
if updated.state() != FocusState::Blocked {
continue;
}
for (menu_entity, mut menu) in &mut menus {
if menu.active_child != entity {
continue;
}
if let Some(new_active) = children.focusables_of(menu_entity).first().copied() {
menu.active_child = new_active;
}
// We found the unique menu that leads to the changed entity
// continue to check for next changed focusable.
break;
}
}
}
/// Listen to [`NavRequest`] and update the state of [`Focusable`] entities
/// when relevant.
pub(crate) fn listen_nav_requests<STGY: SystemParam>(
mut queries: ParamSet<(NavQueries, MutQueries)>,
mquery: StaticSystemParam<STGY>,
mut lock: ResMut<NavLock>,
mut requests: EventReader<NavRequest>,
mut events: EventWriter<NavEvent>,
) where
for<'w, 's> SystemParamItem<'w, 's, STGY>: MenuNavigationStrategy,
{
let no_focused = "Tried to execute a NavRequest \
when no focusables exist, \
NavRequest does nothing if \
there isn't any navigation to do.";
// Cache focus result from previous iteration to avoid re-running costly `pick_first_focused`
let mut computed_focused = None;
for request in requests.iter() {
if lock.is_locked() && *request != NavRequest::Unlock {
continue;
}
// We use `pick_first_focused` instead of `Focused` component for first
// iteration because `set_first_focused` just before `listen_nav_request`
// without a command flush in-between.
let picked = || queries.p0().pick_first_focused();
let focused = match computed_focused.or_else(picked) {
Some(focused) => focused,
None => {
warn!(no_focused);
return;
}
};
let from = Vec::new();
let event = resolve(focused, *request, &queries.p0(), &mut lock, from, &*mquery);
if let NavEvent::FocusChanged { to, from } = &event {
computed_focused = Some(queries.p1().update_focus(from, to));
};
events.send(event);
}
}
/// The child [`TreeMenu`] of `focusable`.
fn child_menu<'a>(
focusable: Entity,
queries: &'a NavQueries,
) -> Option<(Entity, &'a TreeMenu, &'a MenuSetting)> {
queries
.menus
.iter()
.find(|e| e.1.focus_parent == Some(focusable))
}
/// The [`TreeMenu`] containing `focusable`, if any.
pub(crate) fn parent_menu(
focusable: Entity,
queries: &NavQueries,
) -> Option<(Entity, TreeMenu, MenuSetting)> {
let parent = queries.parents.get(focusable).ok()?.get();
match queries.menus.get(parent) {
Ok((_, tree, setting)) => Some((parent, tree.clone(), *setting)),
Err(_) => parent_menu(parent, queries),
}
}
impl<'w, 's> ChildQueries<'w, 's> {
/// All sibling [`Focusable`]s within a single [`TreeMenu`].
pub(crate) fn focusables_of(&self, menu: Entity) -> Vec<Entity> {
use FocusState::Blocked;
let is_focusable = |e: &&_| {
self.is_focusable
.get(**e)
.map_or(false, |f| f.state != Blocked)
};
match self.children.get(menu) {
Ok(direct_children) => {
let focusables = direct_children.iter().filter(is_focusable).cloned();
let transitive_focusables = direct_children
.iter()
.filter(|e| !self.is_focusable.contains(**e))
.filter(|e| !self.is_menu.contains(**e))
.flat_map(|e| self.focusables_of(*e));
focusables.chain(transitive_focusables).collect()
}
Err(_) => Vec::new(),
}
}
}
/// Remove all mutually identical elements at the end of `v1` and `v2`.
fn trim_common_tail<T: PartialEq>(v1: &mut NonEmpty<T>, v2: &mut NonEmpty<T>) {
let mut i1 = v1.len().get() - 1;
let mut i2 = v2.len().get() - 1;
loop {
if v1[i1] != v2[i2] {
// unwraps: any usize + 1 (saturating) is NonZero
let l1 = NonZeroUsize::new(i1.saturating_add(1)).unwrap();
let l2 = NonZeroUsize::new(i2.saturating_add(1)).unwrap();
v1.truncate(l1);
v2.truncate(l2);
return;
} else if i1 != 0 && i2 != 0 {
i1 -= 1;
i2 -= 1;
} else {
// There is no changes to be made to the input vectors
return;
}
}
}
/// Navigate downward the menu hierarchy, traversing all prioritized children.
fn focus_deep<'a>(mut menu: &'a TreeMenu, queries: &'a NavQueries) -> Vec<Entity> {
let mut ret = Vec::with_capacity(4);
loop {
let last = menu.active_child;
ret.insert(0, last);
menu = match child_menu(last, queries) {
Some((_, menu, _)) => menu,
None => return ret,
};
}
}
/// Cycle through a [scoped menu](MenuSetting::scope) according to menu settings.
///
/// Returns the index of the element to focus according to `direction`.
/// Cycles if `cycles` and goes over `max_value` or goes bellow 0.
/// `None` if the direction is a dead end.
fn resolve_index(
from: usize,
cycles: bool,
direction: events::ScopeDirection,
max_value: usize,
) -> Option<usize> {
use events::ScopeDirection::*;
match (direction, from) {
(Previous, 0) => cycles.then_some(max_value),
(Previous, from) => Some(from - 1),
(Next, from) if from == max_value => cycles.then_some(0),
(Next, from) => Some(from + 1),
}
}
#[cfg(test)]
mod tests {
use super::trim_common_tail;
#[test]
fn test_trim_common_tail() {
use non_empty_vec::ne_vec;
let mut v1 = ne_vec![1, 2, 3, 4, 5, 6, 7];
let mut v2 = ne_vec![3, 2, 1, 4, 5, 6, 7];
trim_common_tail(&mut v1, &mut v2);
assert_eq!(v1, ne_vec![1, 2, 3]);
assert_eq!(v2, ne_vec![3, 2, 1]);
}
}