Bevy UI navigation
A generic UI navigation algorithm meant to be adaptable to any UI library, but currently limiting itself to targeting the Bevy engine default UI library.
[]
= "0.10.0"
The in-depth design specification is available here.
Examples
Check out the examples
directory for bevy examples.
Ultimate navigation example demo
Cargo Features
This crate exposes the bevy-ui
feature. It is enabled by default. Toggling
off this feature let you compile this crate without requiring the bevy render
feature. But you won't be able to use FocusableButtonBundle
, and you'll have
to use generic_default_mouse_input
for mouse input and define special spacial
components to get it working.
Usage
See this example for a quick start guide.
Simple case
You just have a collection of buttons displayed on screen and you want the
player to be able to select between them with their controller? Simply use the
bevy_ui_navigation::components::FocusableButtonBundle
instead of
ButtonBundle
. The navigation system is capable of switching focus based on
the 2D position of each focusable element.
This won't work out of the box though, you must wire the UI to the control
scheme, by sending requests to the NavRequest
event queue. We do not provide
out of the box a way to do this, but we provide default input handling systems.
Try this:
use ;
The default button mapping may not be what you want, or you may want to change it
in-game (for example when the user is in an input mapping menu) The controls
are modifiable with the InputMapping
resource. Check out the doc for it for
more details.
Check the examples
directory for more example code.
To respond to relevant user input, for example when the player pressed the
"Action" button when focusing start_game_button
, you should read the
NavEvent
event queue:
The focus navigation works across the whole UI tree, regardless of how or where you've put your focusable entities. You just move in the direction you want to go, and you get there.
In truth, FocusableButtonBundle
is just a ButtonBundle
with an extra
Focusable
component field.
Any Entity
can be converted into a focusable entity by adding the Focusable
component to it. To do so, just:
commands.entity.insert;
That's it! Now my_entity
is part of the navigation tree. The player can
select it with their controller the same way as any other Focusable
element.
You probably want to render the focused button differently than other buttons,
this can be done with the Changed<Focusable>
query parameter as follow:
More complex use cases
With NavMenu
s
Suppose you have a more complex game with menus sub-menus and sub-sub-menus etc. For example, in your everyday 2021 AAA game, to change the antialiasing you would go through a few menus:
game menu → options menu → graphics menu → custom graphics menu → AA
In this case, you need to be capable of specifying which button in the previous menu leads to the next menu (for example, you would press the "Options" button in the game menu to access the options menu).
For that, you need to use the NavMenu
component.
- First you need a "root"
NavMenu
. This is a limit of the navigation algorithm (which may be fixed in the future) - You also need the
Entity
value of your "Options" button - You then add a
NavMenu::reachable_from(options_button)
to theNodeBundle
containing all the options menuFocusable
entities. This may look like this:
let menu = NodeBundle ;
let button = from;
let mut spawn_button = ;
let options_button = spawn;
// Spawn the game menu !!vvvvvv!!
let game_menu = commands.spawn.insert.id;
commads.entity.insert;
commads.entity.insert;
commads.entity.insert;
commads.entity.insert;
// Spawn the options menu
let options_menu = commands
.spawn
// !!vvvvvvvvvvvvvvvvvvvvvvvvvvvvvv!!
.insert
.id;
commads.entity.insert;
commads.entity.insert;
commads.entity.insert;
commads.entity.insert;
With this, your game menu will be isolated from your options menu, you can only
access it by sending the NavRequest::Action
when options_button
is focused,
or by sending a NavRequest::FocusOn(input_options_button)
.
Specifically, navigation between Focusable
entities will be constrained to
other Focusable
that are children of the same NavMenu
. It creates a
self-contained menu.
NavRequest::FocusOn
You can't directly manipulate which entity is focused, because we need to keep
track of a lot of thing on the backend to make the navigation work as expected.
But you can set the focused element to any arbitrary entity with the
NavRequest::FocusOn
request.
NavMenu
settings
A NavMenu
doesn't only define menu-to-menu navigation, but it also gives you
finner-grained control on how navigation is handled within a menu.
NavMenu::{cycle, closed}
controls whether or not going left from the
leftmost element goes to the rightmost and vis-versa. NavMenu::scope
sets the menu as a sort of global control menu. It catches NavRequest::ScopeMove
requests even when the focused entity is in another sub-menu reachable from this
menu. This behaves like you would expect a tabbed menu to behave. See the
"ultimate" menu navigation
example
for a demonstration.
Changelog
0.8.2
: Fix offsetting of mouse focus withUiCamera
s with a transform set to anything else than zero.0.9.0
: AddFocusable::cancel
(see documentation for details); Add warning message rather than do dumb things when there is more than a singleNavRequest
per frame0.9.1
: Fix #8, Panic on diagonal gamepad input0.10.0
: Add thebevy-ui
feature, technically this includes breaking changes, but it is very unlikely you need to change your code to get it working- Breaking: if you were manually calling
default_mouse_input
, it now has additional parameters - Breaking:
ui_focusable_at
andNodePosQuery
now have type parameters
- Breaking: if you were manually calling
License
Copyright © 2021 Nicola Papale
This software is licensed under either MIT or Apache 2.0 at your leisure. See LICENSE file for details.