A generic UI navigation algorithm for the Bevy engine default UI library.
toml
[dependencies]
bevy-ui-navigation = "0.15.0"
The in-depth design specification is available here.
Check out the examples
directory for bevy examples.
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.
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.
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::systems::{
default_gamepad_input, default_keyboard_input, default_mouse_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_mouse_input)
.add_system(default_gamepad_input)
.run();
}
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:
```rust use bevy::prelude::*; use bevyuinavigation::{NavEvent, NavRequest};
struct Gameui { startgamebutton: Entity, }
fn handlenavevents(mut events: EventReader
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:
```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/0.15.0/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::{FocusState, Focusable};
fn buttonsystem(
mut focusables: Query<(&Focusable, &mut UiColor), Changed
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:
rust, no_run
use bevy::prelude::*;
use bevy_ui_navigation::{NavRequestSystem, NavigationPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(NavigationPlugin)
// ...
// Add the button color update system after the focus update system
.add_system(button_system.after(NavRequestSystem))
// ...
.run();
}
// Implementation from earlier
fn button_system() {}
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
.
```rust use bevy::prelude::*; use bevyuinavigation::NavRequest;
fn setfocustoarbitraryfocusable(
entity: Entity,
mut requests: EventWriter
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
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
NavMenu
.
The high level usage of NavMenu
is as follow:
1. First you need a "root" NavMenu
.
2. 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 the Focusable
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();
)
3. to the NodeBundle
containing all the options menu
Focusable
entities, you add the following bundle:
* NavMenu::Bound2d.reachable_from_named("opt_btn_name")
if you opted for adding the Name
component.
* NavMenu::Bound2d.reachable_from(opt_btn)
if you have the Entity
id.
In code, This will look like this: ```rust use bevy::prelude::*; use bevyuinavigation::{Focusable, NavMenu}; use bevyuinavigation::components::FocusableButtonBundle;
struct SaveFile;
impl SaveFile {
fn bundle(&self) -> impl Bundle {
// UI bundle to show this in game
NodeBundle::default()
}
}
fn spawnmenu(mut cmds: Commands, savefiles: Vec
// Spawn the game menu
cmds.spawn_bundle(menu_node.clone())
// Root NavMenu vvvvvvvvvvvvvv
.insert_bundle(NavMenu::Bound2d.root())
.push_children(&[options, game, quit, load]);
// Spawn the load menu
cmds.spawn_bundle(menu_node.clone())
// Sub menu accessible through the load button
// vvvvvvvvvvvvvvvvvvvv
.insert_bundle(NavMenu::Bound2d.reachable_from(load))
.with_children(|cmds| {
// can only access the save file UI nodes from the load menu
for file in save_files.iter() {
cmds.spawn_bundle(file.bundle()).insert(Focusable::default());
}
});
// Spawn the options menu
cmds.spawn_bundle(menu_node)
// Sub menu accessible through the "options" button
// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
.insert_bundle(NavMenu::Bound2d.reachable_from_named("options"))
.push_children(&[graphics_option, audio_options, input_options]);
} ```
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.
NavMenu
sA 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 to NavMenu::Bound*
) enables looping
navigation, where going offscreen in one direction "wraps" to the opposite
screen edge.
* NavMenu::*Scope
creates a "scope" menu that 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 NavMenu
documentation or the "ultimate" menu navigation
example
for details.
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.
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.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:
scope
menus.NavMenu
constructor API with an enum (KISS) and a
set of methods that return various types of Bundle
s. Each variant does
what the cycle
and scope
methods used to do.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.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.Direction
and ScopeDirection
are now in the
events
module.0.13.1
: Fix broken URLs in Readme.md0.14.0
: Some important changes, and a bunch of new very useful features.
Focusable::dormant()
constructor to specify which focusable you want to be the first to focus, this also works for Focusable
s within NavMenu
s.Focused
entity set. Add a system to set the first
Focused
whenever Focusable
s are added to the world.NavEvent::InitiallyFocused
to handle this first Focused
event.default_gamepad_input
and default_keyboard_input
when
there are no Focusable
elements in the world. This saves your precious
CPU cycles. And prevents spurious warn
log messages.NavRequest
s while no Focusable
s exists in
the world. Instead, it now prints a warning message.NavRequest
s
per frame. If previously you erroneously sent multiple NavRequest
per
update and relied on the ignore mechanism, you'll have a bad time.NavRequestSystem
label can be used to order your system in
relation to the focus update system. This makes the focus change much
snappier.ultimate_menu_navigation.rs
without the build_ui!
macro
because we shouldn't expect users to be familiar with my personal weird
macro.Default
impl on NavLock
. The user shouldn't be
able to mutate it, you could technically overwrite the NavLock
resource
by using insert_resource(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)| bevy | latest supporting version | |------|--------| | 0.7 | 0.15.0 | | 0.6 | 0.14.0 |
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).
Copyright © 2022 Nicola Papale
This software is licensed under either MIT or Apache 2.0 at your leisure. See LICENSE file for details.