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// pub mod helpers;
use *;
use Stylesheet;
use ;
use Debug;
use Hash;
pub use NavigationMenu;
pub use ;
/// The quickmenu plugin.
/// It requires multiple generic parameters in order to setup. A minimal example.
/// For a full explanation refer to the examples or the README.
/// ```
/// use bevy::prelude::*;
///
/// use bevy_quickmenu::{
/// style::Stylesheet, ActionTrait, Menu, MenuIcon, MenuItem, MenuState, QuickMenuPlugin,
/// ScreenTrait,
/// };
///
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugins(BasicPlugin);
/// //.run();
/// }
///
/// /// This custom event can be emitted by the action handler (below) in order to
/// /// process actions with access to the bevy ECS
/// #[derive(Debug, Event)]
/// enum BasicEvent {
/// Close,
/// }
///
/// /// This state represents the UI. Mutations to this state (via `MenuState::state_mut`)
/// /// cause a re-render of the menu UI
/// #[derive(Debug, Clone, Default)]
/// struct BasicState {
/// boolean1: bool,
/// boolean2: bool,
/// }
///
/// pub struct BasicPlugin;
///
/// impl Plugin for BasicPlugin {
/// fn build(&self, app: &mut App) {
/// app
/// // Register a event that can be called from your action handler
/// .add_event::<BasicEvent>()
/// // The plugin
/// .add_plugins(QuickMenuPlugin::<Screens>::new())
/// // Some systems
/// .add_systems(Startup, setup)
/// .add_systems(Update, event_reader);
/// }
/// }
///
/// fn setup(mut commands: Commands) {
/// commands.spawn(Camera3dBundle::default());
/// // Create a default stylesheet. You can customize these as you wish
/// let sheet = Stylesheet::default();
///
/// commands.insert_resource(MenuState::new(
/// BasicState::default(),
/// Screens::Root,
/// Some(sheet),
/// ))
/// }
///
/// /// The possible actions in our settings
/// #[derive(Debug, PartialEq, Eq, Clone, Copy, Hash)]
/// enum Actions {
/// Close,
/// Toggle1,
/// Toggle2,
/// }
///
/// /// Handle the possible actions
/// impl ActionTrait for Actions {
/// type State = BasicState;
/// type Event = BasicEvent;
/// fn handle(&self, state: &mut BasicState, event_writer: &mut EventWriter<BasicEvent>) {
/// match self {
/// Actions::Close => event_writer.send(BasicEvent::Close),
/// Actions::Toggle1 => state.boolean1 = !state.boolean1,
/// Actions::Toggle2 => state.boolean2 = !state.boolean2,
/// }
/// }
/// }
///
/// /// All possible screens in our example
/// #[derive(Debug, PartialEq, Eq, Clone, Copy, Hash)]
/// enum Screens {
/// Root,
/// Booleans,
/// }
///
/// /// Map from from `Screens` to the actual menu
/// impl ScreenTrait for Screens {
/// type Action = Actions;
/// type State = BasicState;
/// fn resolve(&self, state: &BasicState) -> Menu<Screens> {
/// match self {
/// Screens::Root => root_menu(state),
/// Screens::Booleans => boolean_menu(state),
/// }
/// }
/// }
///
/// /// The `root` menu that is displayed first
/// fn root_menu(_state: &BasicState) -> Menu<Screens> {
/// Menu::new(
/// "root",
/// vec![
/// MenuItem::headline("Basic Example"),
/// MenuItem::action("Close", Actions::Close).with_icon(MenuIcon::Back),
/// MenuItem::label("A submenu"),
/// MenuItem::screen("Boolean", Screens::Booleans),
/// ],
/// )
/// }
///
/// /// The boolean menu which is accessed from the `Screens::Boolean` entry in the root_menu
/// fn boolean_menu(state: &BasicState) -> Menu<Screens> {
/// Menu::new(
/// "boolean",
/// vec![
/// MenuItem::label("Toggles some booleans"),
/// MenuItem::action("Toggle Boolean 1", Actions::Toggle1).checked(state.boolean1),
/// MenuItem::action("Toggle Boolean 2", Actions::Toggle2).checked(state.boolean2),
/// ],
/// )
/// }
///
/// /// This allows to react to actions with custom bevy resources or eventwriters or queries.
/// /// In this example we use it to close the menu
/// fn event_reader(mut commands: Commands, mut event_reader: EventReader<BasicEvent>) {
/// for event in event_reader.iter() {
/// match event {
/// BasicEvent::Close => bevy_quickmenu::cleanup(&mut commands),
/// }
/// }
/// }
/// ```
/// Remove the menu
/// A type conforming to this trait is used to handle the events that
/// are generated as the user interacts with the menu
/// Each Menu / Screen uses this trait to define which menu items lead
/// to which other screens
/// The primary state resource of the menu