๐Ÿ“ฆ rparrett / bevy-alt-ui-navigation-lite

A fork of bevy-ui-navigation without dependencies on other Bevy ecosystem crates.

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Bevy UI navigation

Bevy tracking Latest version MIT/Apache 2.0 Documentation

A generic UI navigation algorithm for the Bevy engine default UI library.

[dependencies]
bevy-ui-navigation = "0.30.0"

The in-depth design specification is [available here].

Examples

Check out the [examples] directory for bevy examples.

Demonstration of "Ultimate navigation" example

Cargo Features

This crate exposes the cuicui_dsl feature. Disabled by default. Enabling it will add the dsl module, defining NavigationDsl useable with the dsl! macro.

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, however, it requires implementing your own input handling. Check out the source code for the [systems] module for leads on implementing your own input handling.

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**.

``rust, no_run use bevy::prelude::*; use bevy_ui_navigation::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(DefaultNavigationPlugins) .run(); } %%CODEBLOCK1%%rust, no_run use bevy::prelude::*; use bevy_ui_navigation::prelude::*; fn custom_input_system_emitting_nav_requests(mut events: EventWriter<NavRequest>) { // handle input and events.send(NavRequest::FooBar) } fn main() { App::new() .add_plugins((DefaultPlugins, NavigationPlugin::new())) .add_systems(Update, custom_input_system_emitting_nav_requests) .run(); } %%CODEBLOCK2%%rust use bevy::{app::AppExit, prelude::*}; use bevy_ui_navigation::prelude::*; #[derive(Component)] enum MenuButton { StartGame, ToggleFullscreen, ExitGame, Counter(i32), //.. etc. } fn handle_nav_events( mut buttons: Query<&mut MenuButton>, mut events: EventReader<NavEvent>, mut exit: EventWriter<AppExit> ) { // Note: we have a closure here because the buttons query is mutable. // for immutable queries, you can use .activatedinquery which returns an iterator. // Do something when player activates (click, press "A" etc.) a Focusable button. events.nav_iter().activated_in_query_foreach_mut(&mut buttons, |mut button| match &mut *button { MenuButton::StartGame => { // start the game } MenuButton::ToggleFullscreen => { // toggle fullscreen here } MenuButton::ExitGame => { exit.send(AppExit); } MenuButton::Counter(count) => { *count += 1; } //.. etc. }) } %%CODEBLOCK3%%rust # use bevy::prelude::*; # use bevy_ui_navigation::prelude::Focusable; fn system(mut cmds: Commands, my_entity: Entity) { cmds.entity(my_entity).insert(Focusable::default()); } %%CODEBLOCK4%%rust use bevy::prelude::*; use bevy_ui_navigation::prelude::{FocusState, Focusable}; fn button_system( mut focusables: Query<(&Focusable, &mut BackgroundColor), Changed<Focusable>>, ) { for (focus, mut color) in focusables.iter_mut() { let new_color = if matches!(focus.state(), FocusState::Focused) { Color::RED } else { Color::BLACK }; *color = new_color.into(); } } %%CODEBLOCK5%%rust, no_run use bevy::prelude::*; use bevy_ui_navigation::prelude::{NavRequestSystem, NavRequest, NavigationPlugin}; fn custom_mouse_input(mut events: EventWriter<NavRequest>) { // handle input and events.send(NavRequest::FooBar) } fn main() { App::new() .add_plugins((DefaultPlugins, NavigationPlugin::new())) // ... .add_systems(Update, ( // Add input systems before the focus update system custom_mouse_input.before(NavRequestSystem), // Add the button color update system after the focus update system button_system.after(NavRequestSystem), )) // ... .run(); } // Implementation from earlier fn button_system() {} %%CODEBLOCK6%%rust use bevy::prelude::*; use bevy_ui_navigation::prelude::NavRequest; fn set_focus_to_arbitrary_focusable( entity: Entity, mut requests: EventWriter<NavRequest>, ) { requests.send(NavRequest::FocusOn(entity)); } %%CODEBLOCK7%%text game menu โ†’ options menu โ†’ graphics menu โ†’ custom graphics menu โ†’ AA %%CODEBLOCK8%%rust use bevy::prelude::*; use bevy_ui_navigation::prelude::{Focusable, MenuSetting, MenuBuilder}; use bevy_ui_navigation::components::FocusableButtonBundle; struct SaveFile; impl SaveFile { fn bundle(&self) -> impl Bundle { // UI bundle to show this in game NodeBundle::default() } } fn spawn_menu(mut cmds: Commands, save_files: Vec<SaveFile>) { let menu_node = NodeBundle { style: Style { flex_direction: FlexDirection::Column, ..Default::default()}, ..Default::default() }; let button = FocusableButtonBundle::from(ButtonBundle { background_color: Color::rgb(1.0, 0.3, 1.0).into(), ..Default::default() }); let mut spawn = |bundle: &FocusableButtonBundle, name: &'static str| { cmds.spawn(bundle.clone()).insert(Name::new(name)).id() }; let options = spawn(&button, "options"); let graphics_option = spawn(&button, "graphics"); let audio_options = spawn(&button, "audio"); let input_options = spawn(&button, "input"); let game = spawn(&button, "game"); let quit = spawn(&button, "quit"); let load = spawn(&button, "load"); // Spawn the game menu cmds.spawn(menu_node.clone()) // Root Menu vvvvvvvvvvvvvvvvv .insert((MenuSetting::new(), MenuBuilder::Root)) .push_children(&[options, game, quit, load]); // Spawn the load menu cmds.spawn(menu_node.clone()) // Sub menu accessible through the load button // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv .insert((MenuSetting::new(), MenuBuilder::EntityParent(load))) .with_children(|cmds| { // can only access the save file UI nodes from the load menu for file in save_files.iter() { cmds.spawn(file.bundle()).insert(Focusable::default()); } }); // Spawn the options menu cmds.spawn(menu_node) // Sub menu accessible through the "options" button // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv .insert((MenuSetting::new(), MenuBuilder::from_named("options"))) .push_children(&[graphics_option, audio_options, input_options]); } %%CODEBLOCK9%%rust use bevy::prelude::*; use bevy_ui_navigation::prelude::{NavRequest, NavRequestSystem}; fn main() { App::new() // ... .add_systems(Update, ( return_trigger_action.before(NavRequestSystem), )); } fn return_trigger_action(mut requests: EventWriter<NavRequest>, input: Res<Input<KeyCode>>) { if input.just_pressed(KeyCode::Return) { requests.send(NavRequest::Action); } } ` ## Changelog * 0.8.2: Fix offsetting of mouse focus with UiCameras with a transform set to anything else than zero. * 0.9.0: Add [Focusable::cancel] (see documentation for details); Add warning message rather than do dumb things when there is more than a single [NavRequest] per frame * 0.9.1: Fix #8, Panic on diagonal gamepad input * 0.10.0: Add the bevy-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 defaultmouseinput, it now has additional parameters * **Breaking**: uifocusableat and NodePosQuery now have type parameters * 0.11.0: Add the Focusable::lock feature. A focusable now can be declared as "lock" and block the ui navigation systems until the user sends a NavRequest::Free. See the locking.rs example for illustration. * Breaking: New enum variants on NavRequest and NavEvent * 0.11.1: Add the marker module, enabling propagation of user-specified components to Focusable children of a NavMenu. * 0.12.0: Remove NavMenu methods from MarkingMenu and make the menu 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 the [NavMenu] 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 of Bundles. Each variant does what the cycle and scope 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 on NavMenu 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 from Focusable. Please use the state method instead. The resulting program will be more correct. If you are only worried about discriminating the Focused element from others, just use a if 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 and ScopeDirection are now in the events module. * 0.13.1: Fix broken URLs in Readme.md * 0.14.0: 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 for [Focusable]s within [NavMenu]s. * **Important**: This changes the library behavior, now there will automatically be a Focused entity set. Add a system to set the first Focused whenever Focusables are added to the world. * Add [NavEvent::InitiallyFocused] to handle this first Focused event. * Early-return in defaultgamepadinput and defaultkeyboardinput when there are no Focusable elements in the world. This saves your precious CPU cycles. And prevents spurious warn log messages. * Do not crash when resolving NavRequests while no Focusables exists in the world. Instead, it now prints a warning message. * **Important**: Now the focus handling algorithm supports multiple NavRequests per frame. If previously you erroneously sent multiple NavRequest 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 ultimatemenunavigation.rs without the buildui! macro because we shouldn't expect users to be familiar with my personal weird macro. * **Breaking**: Remove Default impl on NavLock. The user shouldn't be able to mutate it, you could technically overwrite the NavLock resource by using insertresource(NavLock::default()). * 0.15.0: **Breaking**: bump bevy version to 0.7 (you should be able to upgrade from 0.14.0 without changing your code) * 0.15.1: Fix the marker systems panicking at startup. * 0.16.0: * Cycling now wraps around the screen properly, regardless of UI camera position and scale. See the new offscreenfocusables.rs example for a demo. * Fix the defaultmouseinput system not accounting for camera scale. * Update examples to make use of NavRequestSystem label, add more recommendations with regard to system ordering. * **Warning**: if you have some funky UI that goes beyond the screen (which you are likely to have if you use the Overflow feature), this might result in unexpected behavior. Please fill a bug if you hit that limitation. * Add a nice stress test example with 96000 focusable nodes. This crate is not particularly optimized, but it's nice to see it holds up! * **Breaking**: Removed the undocumented public UiCamera marker component, please use the bevy native bevy::ui::entity::CameraUi instead. Furthermore, the defaultmouseinput system has one less parameter. * **Warning**: if you have multiple UI camera, things will definitively break. Please fill an issue if you stumble uppon that case. * 0.17.0: Non-breaking, but due to cargo semver handling is a minor bump. * Add the eventhelpers module to simplify ui event handling * Fix README and crate-level documentation links * 0.18.0: * **Breaking**: Remove marker generic type parameter from systems::NodePosQuery. The [genericdefaultmouseinput] system now relies on the newly introduced [ScreenBoundaries] that abstracts camera offset and zoom settings. * **Important**: Introduced new plugins to make it even simpler to get started. * Add eventhelpers module introduction to README. * Fix bevy-ui feature not building. This issue was introduced in 0.16.0. * 0.19.0: **Breaking**: Update to bevy 0.8.0 * Please look at the [diff][diff-18-19] for the examples directory for help on migration. * **Important**: Huge API modifications to comply with feedback from [RFC 41][rfc41]. * **Breaking**: Removed the eventhelpers module, use instead the .naviter method on EventReader. You should import the NavEventReaderExt trait for .naviter to be available on EventReader. * **Breaking**: Renamed dormant โ†’ prioritized * **Breaking**: Renamed NavMenu โ†’ MenuSetting * Instead of an enum, NavMenu is now a struct with two boolean fields * **Breaking**: Renamed bundles โ†’ menu * Note: Dealing with "seeds" (aka bundles) is now much simpler and similar to other bevy plugins * This is serious breaking change, please check the [MenuBuilder] docs * Disclaimer: MenuBuilder is likely to be renamed in the future. * **Breaking**: Add a prelude module, for all your crazy folks who like to not name stuff they use (such as myself); this replaces the names being available at the top crate level, if your code breaks because "bevy_ui_navigation doesn't export this symbol", try importing prelude instead. * **Warning**: 0.8.0 removed the ability for the user to change the ui camera position and perspective, see <https://github.com/bevyengine/bevy/pull/5252> Generic support for user-defined UIs still allows custom cropping, but it not a relevant use case to the default bevy_ui library. * Keyboard navigation in the style of games pre-dating computer mouses is now disabled by default. While you can still use the escape and tab keys for interaction, you cannot use keyboard keys to navigate between focusables anymore, this prevents keyboard input conflicts. You can enable keyboard movement using the [InputMapping::keyboardnavigation] field. * Improved the heuristic to set the first focused element, now it tries to find an element in root menus if there is such a thing. * Touch input handling has been removed, it was untested and probably broken, better let the user who knows what they are doing do it. * **NEW**: Add complete user-customizable focus movement. Now it should be possible to implement focus navigation in 3d space. * **Breaking**: This requires making the plugin generic over the navigation system, if you were manually adding NavigationPlugin, please consider using DefaultNavigationPlugins instead, if it is not possible, then use NavigationPlugin::new(). * **Breaking**: moved the inserttreemenus and resolvenamedmenus systems to CoreStage::PostUpdate, which fixes a variety of bugs and unspecified behaviors with regard to adding menus and selecting the first focused element. * 0.20.0: Improve lock system * **Breaking**: Rename NavRequest::Free โ†’ NavRequest::Unlock for consistency. * **Breaking**: NavEvent::Unlocked now contains a [LockReason] rather than an Entity. * Add NavRequest::Lock request to block navigation through a request. * Add a way to spawn and set focusables as not focusable at all with [Focusable::block]. * **Breaking**: The default mouse input system now by default does not immediately focus on hovered elements. This is more in line with conventional UI libraries. To keep the old behavior, set the InputMapping.focusfollowsmouse field to true. If you want to have graphical effects on hover, please define your own hover system. [Here is how it was done in the bevy merge PR][pr-hover]. * 0.21.0: Add the [NavEventReader::types] method * 0.22.0: Update to bevy 0.9.0 * 0.23.0: Start porting back to this crate all the changes made in [the RFC PR] * Add (optional) Reflect derive to all navigation components, it's on by default, disable it using --no-default-features --features "bevy-ui-navigation/bevyui" * Add a bunch of tests * Re-order TreeMenu insertion, the transformation from MenuBuilder to the internally used component (TreeMenu) is now done in PreUpdate instead of PostUpdate. This fixes a potential frame lag. * 0.23.1: Fix docs.rs rustdoc-scrape-examples flags. * 0.24.0: * Improve performance on NavEventReader::activatedinqueryforeachmut * **BREAKING**: Update to bevy 0.10.0 * 0.24.1: - Fix the ultimatemenunavigation.rs example - add keyboard navigation to it, toomanyfocusables.rs, menunavigation.rs and simple.rs. - Add focus follow mouse to simple.rs and ultimatemenunavigation.rs - Add bevyframepace to all examples. - Remove #[bundle] attribute from navigation bundles (it's now useless) * 0.25.0: **BREAKING**: Update ot bevy 0.11.0 * 0.26.0: **BREAKING**: Fix the bevyui feature. Ooops sorry. * 0.27.0: Non-breaking: Add a cuicuidsl DslBundle behind the cuicuidsl feature flag. * 0.28.0: Bump cuicuidsl version to 0.8.1. * 0.29.0: Refelct and register MenuBuilder. * 0.30.0: Handle gracefully when MenuBuilder::NamedParent can't find an Focusable with the given name. Now instead of giving up, it retries next frame to find Focusables with the provided name. * **FUTURE**: 0.31.0 The goal is to split this crate so that it fits better with the rest of the bevy ecosystem. Future Plans involve Split the crate in 3 sub-crate, as described in the now [closed RFC][rfc41]: * A plugin to translate bevy_ui things into events * A plugin for gamepad-based navigation system * A plugin for complex hierarchical menu navigation [the RFC PR]: https://github.com/bevyengine/bevy/pull/5378 [diff-18-19]: https://github.com/nicopap/ui-navigation/compare/v0.18.0...v0.19.0 [ButtonBundle]: https://docs.rs/bevy/latest/bevy/ui/entity/struct.ButtonBundle.html [Changed]: https://docs.rs/bevy/latest/bevy/ecs/prelude/struct.Changed.html [doc-root]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/ [Entity]: https://docs.rs/bevy/latest/bevy/ecs/entity/struct.Entity.html [entity-id]: https://docs.rs/bevy/latest/bevy/ecs/system/struct.EntityCommands.html#method.id [example-marking]: https://github.com/nicopap/ui-navigation/tree/vlatest/examples/marking.rs [examples]: https://github.com/nicopap/ui-navigation/tree/vlatest/examples [example-simple]: https://github.com/nicopap/ui-navigation/tree/vlatest/examples/simple.rs [example-ultimate]: https://github.com/nicopap/ui-navigation/blob/vlatest/examples/ultimate_menu_navigation.rs [FocusableButtonBundle]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/components/struct.FocusableButtonBundle.html [Focusable::cancel]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/struct.Focusable.html#method.cancel [Focusable::block]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/struct.Focusable.html#method.block [Focusable::prioritized]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/struct.Focusable.html#method.prioritized [Focusable]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/struct.Focusable.html [Focusable::lock]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/struct.Focusable.html#method.lock [genericdefaultmouseinput]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/systems/fn.generic_default_mouse_input.html [InputMapping]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/systems/struct.InputMapping.html [module-event_helpers]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/trait.NavEventReaderExt.html [module-marking]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/mark/index.html [module-systems]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/systems/index.html [Name]: https://docs.rs/bevy/latest/bevy/core/enum.Name.html [NavEvent::FocusChanged]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavEvent.html#variant.FocusChanged [NavEvent]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavEvent.html [NavEvent::InitiallyFocused]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavEvent.html#variant.InitiallyFocused [MenuSetting]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/menu/enum.MenuSetting.html [NavMenu]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/menu/enum.MenuSetting.html [MenuBuilder]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/menu/enum.MenuBuilder.html [MenuBuilder::reachable_from]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/menu/enum.MenuBuilder.html#variant.EntityParent [MenuBuilder::reachable_from_named]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/menu/enum.MenuBuilder.html#method.from_named [NavRequest]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html [NavRequest::Action]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html#variant.Action [NavRequest::FocusOn]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html#variant.FocusOn [NavRequest::Free]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html#variant.Unlock [NavRequest::Unlock]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html#variant.Unlock [NavRequest::ScopeMove]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/enum.NavRequest.html#variant.ScopeMove [NavRequestSystem]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/struct.NavRequestSystem.html [rfc41]: https://github.com/nicopap/rfcs/blob/ui-navigation/rfcs/41-ui-navigation.md [ScreenBoundaries]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/custom/struct.ScreenBoundaries.html [LockReason]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/prelude/enum.LockReason.html [pr-hover]: https://github.com/nicopap/bevy/blob/0530d03b514e5e1e3d42a89283b5e6d050e9c265/crates/bevy_ui/src/focus.rs#L190-L223 [NavEventReader::types]: https://docs.rs/bevy-ui-navigation/latest/bevy_ui_navigation/events/struct.NavEventReader.html#method.types ### Changelog See the changelog at <CHANGELOG.md> ### Version matrix | bevy | latest supporting version | |------|--------| | 0.11 | 0.30.0 | | 0.10 | 0.24.1 | | 0.9 | 0.23.1 | | 0.8 | 0.21.0 | | 0.7 | 0.18.0 | | 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 ยฉ 2022 Nicola Papale

This software is licensed under either MIT or Apache 2.0 at your leisure. See licenses directory for details.