Bevy UI navigation
A generic UI navigation algorithm for the Bevy engine default UI library.
[]
= "0.15.1"
The in-depth design specification is available here.
Examples
Check out the examples
directory for bevy examples.
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.
The crate documentation is extensive, but for practical reason doesn't include many examples. This page contains most of the doc examples, you should check the examples directory for examples showcasing all features of this crate.
Simple case
To create a simple menu with navigation between buttons, simply replace usages
of ButtonBundle
with FocusableButtonBundle
.
You will need to create your own system to change the color of focused elements, and add manually the input systems, but with that setup you get: Complete physical position based navigation with controller, mouse and keyboard. Including rebindable mapping.
use *;
use ;
use NavigationPlugin;
Use the InputMapping
resource to change keyboard and gamepad button mapping.
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:
use *;
use ;
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.
Any Entity
can be converted into a focusable entity by adding the
Focusable
component to it. To do so, just:
# use *;
# use Focusable;
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:
use *;
use ;
Snappy feedback
You will want the interaction feedback to be snappy. This means the
interaction feedback should run the same frame as the focus change. For this to
happen every frame, you should add button_system
to your app using the
NavRequestSystem
label like so:
use *;
use ;
// Implementation from earlier
More complex use cases
Locking
If you need to supress the navigation algorithm temporarily, you can declare a
Focusable
as
Focusable::lock
.
This is useful for example if you want to implement custom widget with their
own controls, or if you want to disable menu navigation while in game. To
resume the navigation system, you'll need to send a
NavRequest::Free
.
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 Focusable
entity with
NavRequest::FocusOn
.
use *;
use NavRequest;
Set the first focused element
You probably want to be able to chose which element is the first one to gain
focus. By default, the system picks the first Focusable
it finds. To change
this behavior, spawn a dormant Focusable
with Focusable::dormant
.
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
NavMenu
.
The high level usage of NavMenu
is as follow:
- First you need a "root"
NavMenu
. - You need to spawn into the ECS your "options" button with a
Focusable
component. To link the button to your options menu, you need to do one of the following:- Add a
Name("opt_btn_name")
component in addition to theFocusable
component to your options button. - Pre-spawn the options button and store somewhere it's
Entity
id (let opt_btn = commands.spawn_bundle(FocusableButtonBundle).id();
)
- Add a
- to the
NodeBundle
containing all the options menuFocusable
entities, you add the following bundle:NavMenu::Bound2d.reachable_from_named("opt_btn_name")
if you opted for adding theName
component.NavMenu::Bound2d.reachable_from(opt_btn)
if you have theEntity
id.
In code, This will look like this:
use *;
use ;
use FocusableButtonBundle;
;
With this, your game menu will be isolated from your options menu, you can only
access it by sending NavRequest::Action
when options_button
is focused, or by sending a
NavRequest::FocusOn(entity)
where entity
is any of graphics_option
, audio_options
or input_options
.
Note that you won't need to manually send the NavRequest
if you are using one
of the default input systems provided in the systems
module.
Specifically, navigation between
Focusable
entities will be constrained to other
Focusable
that are children of the same
NavMenu
.
It creates a self-contained menu.
Types of NavMenu
s
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::Wrapping*
(as opposed toNavMenu::Bound*
) enables looping navigation, where going offscreen in one direction "wraps" to the opposite screen edge.NavMenu::*Scope
creates a "scope" menu that catchesNavRequest::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 NavMenu
documentation or the "ultimate" menu navigation
example
for details.
Marking
If you need to know from which menu a
NavEvent::FocusChanged
originated, you can use one of the marking
methods on the NavMenu
seeds.
A usage demo is available in the marking.rs
example.
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
0.11.0
: Add theFocusable::lock
feature. A focusable now can be declared as "lock" and block the ui navigation systems until the user sends aNavRequest::Free
. See thelocking.rs
example for illustration.- Breaking: New enum variants on
NavRequest
andNavEvent
- Breaking: New enum variants on
0.11.1
: Add themarker
module, enabling propagation of user-specified components toFocusable
children of aNavMenu
.0.12.0
: RemoveNavMenu
methods fromMarkingMenu
and make themenu
field public instead. Internally, this represented too much duplicate code.0.12.1
: Add by-name menus, making declaring complex menus in one go much easier.0.13.0
: Complete rewrite of theNavMenu
declaration system:- Add automatic submenu access for
scope
menus. - Rename examples, they were named weirdly.
- Breaking: Replace
NavMenu
constructor API with an enum (KISS) and a set of methods that return various types ofBundle
s. Each variant does what thecycle
andscope
methods used to do. - Breaking:
NavMenu
is not a component anymore, the one used in the navigation algorithm is now private, you can't match onNavMenu
in query parameters anymore. If you need that functionality, create your own marker component and add it manually to your menu entities. - Breaking: Remove
is_*
methods fromFocusable
. Please use thestate
method instead. The resulting program will be more correct. If you are only worried about discriminating theFocused
element from others, just use aif let Focused = focus.state() {} else {}
. Please see the examples directory for usage patterns. - Breaking: A lot of struct and module reordering to make documentation
more discoverable. Notably
Direction
andScopeDirection
are now in theevents
module.
- Add automatic submenu access for
0.13.1
: Fix broken URLs in Readme.md0.14.0
: Some important changes, and a bunch of new very useful features.- Add a
Focusable::dormant()
constructor to specify which focusable you want to be the first to focus, this also works forFocusable
s withinNavMenu
s. - Important: This changes the library behavior, now there will
automatically be a
Focused
entity set. Add a system to set the firstFocused
wheneverFocusable
s are added to the world. - Add
NavEvent::InitiallyFocused
to handle this firstFocused
event. - Early-return in
default_gamepad_input
anddefault_keyboard_input
when there are noFocusable
elements in the world. This saves your precious CPU cycles. And prevents spuriouswarn
log messages. - Do not crash when resolving
NavRequest
s while noFocusable
s exists in the world. Instead, it now prints a warning message. - Important: Now the focus handling algorithm supports multiple
NavRequest
s per frame. If previously you erroneously sent multipleNavRequest
per update and relied on the ignore mechanism, you'll have a bad time. - This also means the focus changes are visible as soon as the system ran,
the new
NavRequestSystem
label can be used to order your system in relation to the focus update system. This makes the focus change much snappier. - Rewrite the
ultimate_menu_navigation.rs
without thebuild_ui!
macro because we shouldn't expect users to be familiar with my personal weird macro. - Breaking: Remove
Default
impl onNavLock
. The user shouldn't be able to mutate it, you could technically overwrite theNavLock
resource by usinginsert_resource(NavLock::default())
.
- Add a
0.15.0
: Breaking: bump bevy version to0.7
(you should be able to upgrade from0.14.0
without changing your code)0.15.1
: Fix themarker
systems panicking at startup.
Version matrix
bevy | latest supporting version |
---|---|
0.7 | 0.15.1 |
0.6 | 0.14.0 |
Notes on API Stability
In the 4th week of January, there has been 5 breaking version changes. 0.13.0
marks the end of this wave of API changes. And things should go much slower in
the future.
The new NavMenu
construction system helps adding orthogonal features to the
library without breaking API changes. However, since bevy is still in 0.*
territory, it doesn't make sense for this library to leave the 0.*
range.
Also, the way cargo handles versioning for 0.*
crates is in infraction of
the semver specification. Meaning that additional features without breakages
requires bumping the minor version rather than the patch version (as should
pre-1.
versions do).
License
Copyright © 2022 Nicola Papale
This software is licensed under either MIT or Apache 2.0 at your leisure. See LICENSE file for details.