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.
toml
[dependencies]
bevy-ui-navigation = "0.12.0"
The in-depth design specification is available here.
Check out the examples
directory for bevy examples.
Ultimate navigation example demo
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.
See this example for a quick start guide.
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:
rust, no_run
use bevy::prelude::*;
use bevy_ui_navigation::systems::{default_gamepad_input, default_keyboard_input, InputMapping};
use bevy_ui_navigation::NavigationPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(NavigationPlugin)
.init_resource::<InputMapping>()
.add_system(default_keyboard_input)
.add_system(default_gamepad_input)
.run();
}
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:
```rust
use bevy::prelude::*;
use bevyuinavigation::{NavEvent, NavRequest};
struct Gameui { startgamebutton: Entity, }
fn handlenavevents(mut events: EventReader
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:
```rust
fn system(mut cmds: Commands, myentity: Entity) {
cmds.entity(myentity).insert(Focusable::default());
}
``
That's it! Now
myentityis part of the navigation tree. The player can
select it with their controller the same way as any other [
Focusable`](https://docs.rs/bevy-ui-navigation/latest/bevyui_navigation/struct.Focusable.html) 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:
```rust
use bevy::prelude::*;
use bevyuinavigation::Focusable;
fn buttonsystem(
mut focusables: Query<(&Focusable, &mut UiColor), Changed
NavMenu
sSuppose 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:
text
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.
1. First you need a "root"
NavMenu
. This is a limit of the navigation
algorithm (which may be fixed in the future)
2. You also need the Entity
value of your "Options" button
3. You then add a
NavMenu::reachable_from(options_button)
to the
NodeBundle
containing all the options menu Focusable
entities.
This may look like this:
```rust
use bevy::prelude::*;
use bevyuinavigation::NavMenu;
use bevyuinavigation::components::FocusableButtonBundle;
fn spawnmenu(mut cmds: Commands) { let menu = NodeBundle { style: Style { flexdirection: FlexDirection::Column, ..Default::default()}, ..Default::default() }; let button = FocusableButtonBundle::from(ButtonBundle { color: Color::rgb(1.0, 0.3, 1.0).into(), ..Default::default() }); let mut spawn = |bundle: &FocusableButtonBundle| { cmds.spawnbundle(bundle.clone()).id() }; let options = spawn(&button); let graphicsoption = spawn(&button); let audiooptions = spawn(&button); let inputoptions = spawn(&button); let game = spawn(&button); let quit = spawn(&button); let load = spawn(&button);
// Spawn the game menu, with a `NavMenu`
let game_menu = cmds
.spawn_bundle(menu.clone())
// vvvvvvvvvvvvv
.insert(NavMenu::root())
.push_children(&[options, game, quit, load])
.id();
// Spawn the options menu
let options_menu = cmds
.spawn_bundle(menu)
// !!vvvvvvvvvvvvvvvvvvvvvvv!!
.insert(NavMenu::reachable_from(options))
.push_children(&[graphics_option, audio_options, input_options])
.id();
} ```
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
settingsA 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.
If you need to know from which menu a
NavEvent::FocusChanged
originated, you may want to use the marker
module.
A usage demo is available in the marking.rs
example
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
.
0.8.2
: Fix offsetting of mouse focus with UiCamera
s 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 frame0.9.1
: Fix #8, Panic on diagonal gamepad input0.10.0
: 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
default_mouse_input
, it now has
additional parametersui_focusable_at
and NodePosQuery
now have type parameters0.11.0
: 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.
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.Copyright © 2021 Nicola Papale
This software is licensed under either MIT or Apache 2.0 at your leisure. See LICENSE file for details.