Renamed Floating to Popover; work on menus.
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@ -23,6 +23,7 @@ bevy_transform = { path = "../bevy_transform", version = "0.17.0-dev" }
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bevy_ui = { path = "../bevy_ui", version = "0.17.0-dev", features = [
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"bevy_ui_picking_backend",
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] }
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bevy_window = { path = "../bevy_window", version = "0.17.0-dev" }
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# other
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accesskit = "0.19"
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@ -2,15 +2,30 @@
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use accesskit::Role;
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use bevy_a11y::AccessibilityNode;
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use bevy_app::{App, Plugin};
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use bevy_ecs::{
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component::Component,
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entity::Entity,
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event::{EntityEvent, Event},
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system::SystemId,
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traversal::Traversal,
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hierarchy::ChildOf,
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lifecycle::Add,
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observer::On,
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query::{Has, With},
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system::{Commands, Query, ResMut},
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};
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use bevy_input::{
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keyboard::{KeyCode, KeyboardInput},
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ButtonState,
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};
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use bevy_input_focus::{
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tab_navigation::{NavAction, TabGroup, TabNavigation},
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AcquireFocus, FocusedInput, InputFocus,
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};
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use bevy_log::warn;
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use bevy_ui::InteractionDisabled;
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use bevy_window::PrimaryWindow;
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use crate::portal::{PortalTraversal, PortalTraversalItem};
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use crate::{Callback, Notify};
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/// Event use to control the state of the open menu. This bubbles upwards from the menu items
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/// and the menu container, through the portal relation, and to the menu owner entity.
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@ -26,9 +41,10 @@ pub enum MenuEvent {
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/// Close the menu and despawn it. Despawning may not happen immediately if there is a closing
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/// transition animation.
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Close,
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/// Move the input focs to the parent element. This usually happens as the menu is closing,
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/// although will not happen if the close was a result of clicking on the background.
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FocusParent,
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/// Close the entire menu stack. The boolean argument indicates whether we want to retain
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/// focus on the menu owner (the menu button). Whether this is true will depend on the reason
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/// for closing: a click on the background should not restore focus to the button.
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CloseAll(bool),
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/// Move the input focus to the first child in the parent's hierarchy (Home).
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FocusFirst,
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/// Move the input focus to the last child in the parent's hierarchy (End).
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@ -47,37 +63,173 @@ pub enum MenuEvent {
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FocusRight,
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}
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impl Traversal<MenuEvent> for PortalTraversal {
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fn traverse(item: Self::Item<'_, '_>, _event: &MenuEvent) -> Option<Entity> {
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let PortalTraversalItem {
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child_of,
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portal_child_of,
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} = item;
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// Send event to portal parent, if it has one.
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if let Some(portal_child_of) = portal_child_of {
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return Some(portal_child_of.parent());
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};
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// Send event to parent, if it has one.
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if let Some(child_of) = child_of {
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return Some(child_of.parent());
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};
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None
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}
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}
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/// Component that defines a popup menu container.
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///
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/// A popup menu *must* contain at least one focusable entity. The first such entity will acquire
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/// focus when the popup is spawned; arrow keys can be used to navigate between menu items. If no
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/// descendant of the menu has focus, the menu will automatically close. This rule has several
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/// consequences:
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///
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/// * Clicking on another widget or empty space outside the menu will cause the menu to close.
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/// * Two menus cannot be displayed at the same time unless one is an ancestor of the other.
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#[derive(Component, Debug)]
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#[require(AccessibilityNode(accesskit::Node::new(Role::MenuListPopup)))]
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#[require(
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AccessibilityNode(accesskit::Node::new(Role::MenuListPopup)),
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TabGroup::modal()
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)]
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pub struct CoreMenuPopup;
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/// Component that defines a menu item.
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#[derive(Component, Debug)]
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#[require(AccessibilityNode(accesskit::Node::new(Role::MenuItem)))]
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pub struct CoreMenuItem {
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/// Optional system to run when the menu item is clicked, or when the Enter or Space key
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/// Callback to invoke when the menu item is clicked, or when the `Enter` or `Space` key
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/// is pressed while the item is focused.
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pub on_click: Option<SystemId>,
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pub on_activate: Callback,
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}
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fn menu_on_spawn(
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ev: On<Add, CoreMenuPopup>,
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mut focus: ResMut<InputFocus>,
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tab_navigation: TabNavigation,
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) {
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// When a menu is spawned, attempt to find the first focusable menu item, and set focus
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// to it.
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if let Ok(next) = tab_navigation.initialize(ev.target(), NavAction::First) {
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focus.0 = Some(next);
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} else {
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warn!("No focusable menu items for popup menu: {}", ev.target());
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}
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}
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fn menu_on_key_event(
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mut ev: On<FocusedInput<KeyboardInput>>,
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q_item: Query<(&CoreMenuItem, Has<InteractionDisabled>)>,
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q_menu: Query<&CoreMenuPopup>,
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mut commands: Commands,
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) {
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if let Ok((menu_item, disabled)) = q_item.get(ev.target()) {
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if !disabled {
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let event = &ev.event().input;
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if !event.repeat && event.state == ButtonState::Pressed {
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match event.key_code {
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// Activate the item and close the popup
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KeyCode::Enter | KeyCode::Space => {
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ev.propagate(false);
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commands.notify(&menu_item.on_activate);
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commands.trigger_targets(MenuEvent::CloseAll(true), ev.target());
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}
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_ => (),
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}
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}
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}
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} else if let Ok(menu) = q_menu.get(ev.target()) {
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let event = &ev.event().input;
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if !event.repeat && event.state == ButtonState::Pressed {
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match event.key_code {
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// Close the popup
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KeyCode::Escape => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::CloseAll(true), ev.target());
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}
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// Focus the adjacent item in the up direction
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KeyCode::ArrowUp => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusUp, ev.target());
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}
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// Focus the adjacent item in the down direction
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KeyCode::ArrowDown => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusDown, ev.target());
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}
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// Focus the adjacent item in the left direction
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KeyCode::ArrowLeft => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusLeft, ev.target());
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}
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// Focus the adjacent item in the right direction
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KeyCode::ArrowRight => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusRight, ev.target());
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}
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// Focus the first item
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KeyCode::Home => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusFirst, ev.target());
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}
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// Focus the last item
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KeyCode::End => {
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ev.propagate(false);
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commands.trigger_targets(MenuEvent::FocusLast, ev.target());
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}
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_ => (),
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}
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}
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}
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}
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fn menu_on_menu_event(
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mut ev: On<MenuEvent>,
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q_popup: Query<(), With<CoreMenuPopup>>,
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q_parent: Query<&ChildOf>,
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windows: Query<Entity, With<PrimaryWindow>>,
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mut commands: Commands,
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) {
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if q_popup.contains(ev.target()) {
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match ev.event() {
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MenuEvent::Open => todo!(),
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MenuEvent::Close => {
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ev.propagate(false);
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commands.entity(ev.target()).despawn();
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}
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MenuEvent::CloseAll(retain_focus) => {
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// For CloseAll, find the root menu popup and despawn it
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// This will propagate the despawn to all child popups
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let root_menu = q_parent
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.iter_ancestors(ev.target())
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.filter(|&e| q_popup.contains(e))
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.last()
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.unwrap_or(ev.target());
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// Get the parent of the root menu and trigger an AcquireFocus event.
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if let Ok(root_parent) = q_parent.get(root_menu) {
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if *retain_focus {
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if let Ok(window) = windows.single() {
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commands.trigger_targets(AcquireFocus { window }, root_parent.parent());
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}
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}
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}
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ev.propagate(false);
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commands.entity(root_menu).despawn();
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}
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MenuEvent::FocusFirst => todo!(),
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MenuEvent::FocusLast => todo!(),
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MenuEvent::FocusPrev => todo!(),
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MenuEvent::FocusNext => todo!(),
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MenuEvent::FocusUp => todo!(),
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MenuEvent::FocusDown => todo!(),
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MenuEvent::FocusLeft => todo!(),
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MenuEvent::FocusRight => todo!(),
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}
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}
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}
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/// Plugin that adds the observers for the [`CoreButton`] widget.
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pub struct CoreMenuPlugin;
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impl Plugin for CoreMenuPlugin {
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fn build(&self, app: &mut App) {
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app.add_observer(menu_on_spawn)
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.add_observer(menu_on_key_event)
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.add_observer(menu_on_menu_event);
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}
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}
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@ -1,264 +0,0 @@
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//! Framework for positioning of popups, tooltips, and other floating UI elements.
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use bevy_app::{App, Plugin, PreUpdate};
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use bevy_ecs::{
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component::Component, entity::Entity, query::Without, schedule::IntoScheduleConfigs,
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system::Query,
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};
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use bevy_math::{Rect, Vec2};
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use bevy_ui::{
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ComputedNode, ComputedNodeTarget, Node, PositionType, UiGlobalTransform, UiSystems, Val,
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};
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/// Which side of the anchor element the floating element should be placed.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]
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pub enum FloatSide {
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/// The floating element should be placed above the anchor.
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Top,
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/// The floating element should be placed below the anchor.
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#[default]
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Bottom,
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/// The floating element should be placed to the left of the anchor.
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Left,
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/// The floating element should be placed to the right of the anchor.
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Right,
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}
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impl FloatSide {
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/// Returns the side that is the mirror image of this side.
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pub fn mirror(&self) -> Self {
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match self {
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FloatSide::Top => FloatSide::Bottom,
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FloatSide::Bottom => FloatSide::Top,
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FloatSide::Left => FloatSide::Right,
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FloatSide::Right => FloatSide::Left,
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}
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}
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}
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/// How the floating element should be aligned to the anchor element. The alignment will be along an
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/// axis that is perpendicular to the direction of the float side. So for example, if the popup is
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/// positioned below the anchor, then the [`FloatAlign`] variant controls the horizontal aligment of
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/// the popup.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]
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pub enum FloatAlign {
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/// The starting edge of the floating element should be aligned to the starting edge of the
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/// anchor.
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#[default]
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Start,
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/// The ending edge of the floating element should be aligned to the ending edge of the anchor.
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End,
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/// The center of the floating element should be aligned to the center of the anchor.
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Center,
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}
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/// Indicates a possible position of a floating element relative to an anchor element. You can
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/// specify multiple possible positions; the positioning code will check to see if there is
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/// sufficient space to display the popup without clipping. If any position has sufficient room,
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/// it will pick the first one; if there are none, then it will pick the least bad one.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]
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pub struct FloatPosition {
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/// The side of the anchor the floating element should be placed.
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pub side: FloatSide,
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/// How the floating element should be aligned to the anchor.
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pub align: FloatAlign,
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/// If true, the floating element will be at least as large as the anchor on the adjacent
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/// side.
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pub stretch: bool,
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/// The size of the gap between the anchor and the floating element. This will offset the
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/// float along the direction of the [`FloatSide`].
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pub gap: f32,
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}
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/// Defines the anchor position which the floating element is positioned relative to.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum FloatAnchor {
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/// The anchor is an entity with a UI [`Node`] component.
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Node(Entity),
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/// The anchor is an arbitrary rectangle in window coordinates.
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Rect(Rect),
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}
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/// Component which is inserted into a floating element to make it dynamically position relative to
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/// an anchor element.
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#[derive(Component, PartialEq)]
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pub struct Floating {
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/// The entity that this floating element is anchored to.
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pub anchor: FloatAnchor,
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/// List of potential positions for the floating element relative to the anchor.
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pub positions: Vec<FloatPosition>,
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}
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impl Clone for Floating {
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fn clone(&self) -> Self {
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Self {
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anchor: self.anchor,
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positions: self.positions.clone(),
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}
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}
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}
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fn position_floating(
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mut q_float: Query<(&mut Node, &ComputedNode, &ComputedNodeTarget, &Floating)>,
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q_anchor: Query<(&ComputedNode, &UiGlobalTransform), Without<Floating>>,
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) {
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for (mut node, computed_node, computed_target, floating) in q_float.iter_mut() {
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// Logical size isn't set initially, ignore until it is.
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if computed_target.logical_size().length_squared() == 0.0 {
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continue;
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}
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// A rectangle which represents the area of the window.
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let window_rect = Rect {
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min: Vec2::ZERO,
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max: computed_target.logical_size(),
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};
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// Compute the anchor rectangle.
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let anchor_rect: Rect = match floating.anchor {
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FloatAnchor::Node(anchor_entity) => {
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let Ok((anchor_node, anchor_transform)) = q_anchor.get(anchor_entity) else {
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continue;
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};
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Rect::from_center_size(
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anchor_transform.translation * anchor_node.inverse_scale_factor,
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anchor_node.size() * anchor_node.inverse_scale_factor,
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)
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}
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FloatAnchor::Rect(rect) => rect,
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};
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let mut best_occluded = f32::MAX;
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let mut best_rect = Rect::default();
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let mut best_position: FloatPosition = Default::default();
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// Loop through all the potential positions and find a good one.
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for position in &floating.positions {
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let float_size = computed_node.size() * computed_node.inverse_scale_factor;
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let mut rect = Rect::default();
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// Taraget width and height depends on whether 'stretch' is true.
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let target_width = if position.stretch && position.side == FloatSide::Top
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|| position.side == FloatSide::Bottom
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{
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float_size.x.max(anchor_rect.width())
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} else {
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float_size.x
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};
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let target_height = if position.stretch && position.side == FloatSide::Left
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|| position.side == FloatSide::Right
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{
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float_size.y.max(anchor_rect.height())
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} else {
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float_size.y
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};
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// Position along main axis.
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match position.side {
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FloatSide::Top => {
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rect.max.y = anchor_rect.min.y - position.gap;
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rect.min.y = rect.max.y - float_size.y;
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}
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FloatSide::Bottom => {
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rect.min.y = anchor_rect.max.y + position.gap;
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rect.max.y = rect.min.y + float_size.y;
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}
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FloatSide::Left => {
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rect.max.x = anchor_rect.min.x - position.gap;
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rect.min.x = rect.max.x - float_size.x;
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}
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FloatSide::Right => {
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rect.min.x = anchor_rect.max.x + position.gap;
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rect.max.x = rect.min.x + float_size.x;
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}
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}
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// Position along secondary axis.
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match position.align {
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FloatAlign::Start => match position.side {
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FloatSide::Top | FloatSide::Bottom => {
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rect.min.x = anchor_rect.min.x;
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rect.max.x = rect.min.x + target_width;
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}
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FloatSide::Left | FloatSide::Right => {
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rect.min.y = anchor_rect.min.y;
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rect.max.y = rect.min.y + target_height;
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}
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},
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FloatAlign::End => match position.side {
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FloatSide::Top | FloatSide::Bottom => {
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rect.max.x = anchor_rect.max.x;
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rect.min.x = rect.max.x - target_width;
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}
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FloatSide::Left | FloatSide::Right => {
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rect.max.y = anchor_rect.max.y;
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rect.min.y = rect.max.y - target_height;
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}
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},
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FloatAlign::Center => match position.side {
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FloatSide::Top | FloatSide::Bottom => {
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rect.min.x = (anchor_rect.width() - target_width) * 0.5;
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rect.max.x = rect.min.x + target_width;
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}
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FloatSide::Left | FloatSide::Right => {
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rect.min.y = (anchor_rect.width() - target_height) * 0.5;
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rect.max.y = rect.min.y + target_height;
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}
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},
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}
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// Clip to window and see how much of the floating element is occluded. We can calculate
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// how much was clipped by intersecting the rectangle against the window bounds, and
|
||||
// then subtracting the area from the area of the unclipped rectangle.
|
||||
let clipped_rect = rect.intersect(window_rect);
|
||||
let occlusion =
|
||||
rect.width() * rect.height() - clipped_rect.width() * clipped_rect.height();
|
||||
|
||||
// Find the position that has the least occlusion.
|
||||
if occlusion < best_occluded {
|
||||
best_occluded = occlusion;
|
||||
best_rect = rect;
|
||||
best_position = *position;
|
||||
}
|
||||
}
|
||||
|
||||
if best_occluded < f32::MAX {
|
||||
node.left = Val::Px(best_rect.min.x);
|
||||
node.top = Val::Px(best_rect.min.y);
|
||||
node.position_type = PositionType::Absolute;
|
||||
if best_position.stretch {
|
||||
match best_position.side {
|
||||
FloatSide::Top | FloatSide::Bottom => {
|
||||
node.min_width = Val::Px(best_rect.width());
|
||||
}
|
||||
|
||||
FloatSide::Left | FloatSide::Right => {
|
||||
node.min_height = Val::Px(best_rect.height());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Plugin that adds systems for the [`Floating`] component.
|
||||
pub struct FloatingPlugin;
|
||||
|
||||
impl Plugin for FloatingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(PreUpdate, position_floating.in_set(UiSystems::Prepare));
|
||||
}
|
||||
}
|
@ -21,14 +21,14 @@ mod core_menu;
|
||||
mod core_radio;
|
||||
mod core_scrollbar;
|
||||
mod core_slider;
|
||||
pub mod floating;
|
||||
pub mod portal;
|
||||
pub mod popover;
|
||||
|
||||
use bevy_app::{App, Plugin};
|
||||
|
||||
pub use callback::{Callback, Notify};
|
||||
pub use core_button::{CoreButton, CoreButtonPlugin};
|
||||
pub use core_checkbox::{CoreCheckbox, CoreCheckboxPlugin, SetChecked, ToggleChecked};
|
||||
pub use core_menu::{CoreMenuItem, CoreMenuPlugin, CoreMenuPopup};
|
||||
pub use core_radio::{CoreRadio, CoreRadioGroup, CoreRadioGroupPlugin};
|
||||
pub use core_scrollbar::{
|
||||
ControlOrientation, CoreScrollbar, CoreScrollbarDragState, CoreScrollbarPlugin,
|
||||
@ -39,7 +39,7 @@ pub use core_slider::{
|
||||
SliderRange, SliderStep, SliderValue, TrackClick,
|
||||
};
|
||||
|
||||
use crate::floating::FloatingPlugin;
|
||||
use crate::popover::PopoverPlugin;
|
||||
|
||||
/// A plugin that registers the observers for all of the core widgets. If you don't want to
|
||||
/// use all of the widgets, you can import the individual widget plugins instead.
|
||||
@ -48,9 +48,10 @@ pub struct CoreWidgetsPlugin;
|
||||
impl Plugin for CoreWidgetsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
FloatingPlugin,
|
||||
PopoverPlugin,
|
||||
CoreButtonPlugin,
|
||||
CoreCheckboxPlugin,
|
||||
CoreMenuPlugin,
|
||||
CoreRadioGroupPlugin,
|
||||
CoreScrollbarPlugin,
|
||||
CoreSliderPlugin,
|
||||
|
246
crates/bevy_core_widgets/src/popover.rs
Normal file
246
crates/bevy_core_widgets/src/popover.rs
Normal file
@ -0,0 +1,246 @@
|
||||
//! Framework for positioning of popups, tooltips, and other popover UI elements.
|
||||
|
||||
use bevy_app::{App, Plugin, PreUpdate};
|
||||
use bevy_ecs::{
|
||||
change_detection::DetectChangesMut, component::Component, hierarchy::ChildOf, query::Without,
|
||||
schedule::IntoScheduleConfigs, system::Query,
|
||||
};
|
||||
use bevy_math::{Rect, Vec2};
|
||||
use bevy_render::view::Visibility;
|
||||
use bevy_ui::{
|
||||
ComputedNode, ComputedNodeTarget, Node, PositionType, UiGlobalTransform, UiSystems, Val,
|
||||
};
|
||||
|
||||
/// Which side of the parent element the popover element should be placed.
|
||||
#[derive(Debug, Default, Clone, Copy, PartialEq)]
|
||||
pub enum PopoverSide {
|
||||
/// The popover element should be placed above the parent.
|
||||
Top,
|
||||
/// The popover element should be placed below the parent.
|
||||
#[default]
|
||||
Bottom,
|
||||
/// The popover element should be placed to the left of the parent.
|
||||
Left,
|
||||
/// The popover element should be placed to the right of the parent.
|
||||
Right,
|
||||
}
|
||||
|
||||
impl PopoverSide {
|
||||
/// Returns the side that is the mirror image of this side.
|
||||
pub fn mirror(&self) -> Self {
|
||||
match self {
|
||||
PopoverSide::Top => PopoverSide::Bottom,
|
||||
PopoverSide::Bottom => PopoverSide::Top,
|
||||
PopoverSide::Left => PopoverSide::Right,
|
||||
PopoverSide::Right => PopoverSide::Left,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// How the popover element should be aligned to the parent element. The alignment will be along an
|
||||
/// axis that is perpendicular to the direction of the popover side. So for example, if the popup is
|
||||
/// positioned below the parent, then the [`PopoverAlign`] variant controls the horizontal aligment
|
||||
/// of the popup.
|
||||
#[derive(Debug, Default, Clone, Copy, PartialEq)]
|
||||
pub enum PopoverAlign {
|
||||
/// The starting edge of the popover element should be aligned to the starting edge of the
|
||||
/// parent.
|
||||
#[default]
|
||||
Start,
|
||||
/// The ending edge of the popover element should be aligned to the ending edge of the parent.
|
||||
End,
|
||||
/// The center of the popover element should be aligned to the center of the parent.
|
||||
Center,
|
||||
}
|
||||
|
||||
/// Indicates a possible position of a popover element relative to it's parent. You can
|
||||
/// specify multiple possible positions; the positioning code will check to see if there is
|
||||
/// sufficient space to display the popup without clipping. If any position has sufficient room,
|
||||
/// it will pick the first one; if there are none, then it will pick the least bad one.
|
||||
#[derive(Debug, Default, Clone, Copy, PartialEq)]
|
||||
pub struct PopoverPlacement {
|
||||
/// The side of the parent entity where the popover element should be placed.
|
||||
pub side: PopoverSide,
|
||||
|
||||
/// How the popover element should be aligned to the parent entity.
|
||||
pub align: PopoverAlign,
|
||||
|
||||
/// The size of the gap between the parent and the popover element, in logical pixels. This will
|
||||
/// offset the popover along the direction of [`side`].
|
||||
pub gap: f32,
|
||||
}
|
||||
|
||||
/// Component which is inserted into a popover element to make it dynamically position relative to
|
||||
/// an parent element.
|
||||
#[derive(Component, PartialEq)]
|
||||
pub struct Popover {
|
||||
/// List of potential positions for the popover element relative to the parent.
|
||||
pub positions: Vec<PopoverPlacement>,
|
||||
}
|
||||
|
||||
impl Clone for Popover {
|
||||
fn clone(&self) -> Self {
|
||||
Self {
|
||||
positions: self.positions.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn position_popover(
|
||||
mut q_popover: Query<(
|
||||
&mut Node,
|
||||
&mut Visibility,
|
||||
&ComputedNode,
|
||||
&ComputedNodeTarget,
|
||||
&Popover,
|
||||
&ChildOf,
|
||||
)>,
|
||||
q_parent: Query<(&ComputedNode, &UiGlobalTransform), Without<Popover>>,
|
||||
) {
|
||||
for (mut node, mut visibility, computed_node, computed_target, popover, parent) in
|
||||
q_popover.iter_mut()
|
||||
{
|
||||
// A rectangle which represents the area of the window.
|
||||
let window_rect = Rect {
|
||||
min: Vec2::ZERO,
|
||||
max: computed_target.logical_size(),
|
||||
};
|
||||
|
||||
// Logical size isn't set initially, ignore until it is.
|
||||
if window_rect.area() <= 0.0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Compute the parent rectangle.
|
||||
let Ok((parent_node, parent_transform)) = q_parent.get(parent.parent()) else {
|
||||
continue;
|
||||
};
|
||||
// Computed node size includes the border, but since absolute positioning doesn't include
|
||||
// border we need to remove it from the calculations.
|
||||
let parent_size = parent_node.size()
|
||||
- Vec2::new(
|
||||
parent_node.border.left + parent_node.border.right,
|
||||
parent_node.border.top + parent_node.border.bottom,
|
||||
);
|
||||
let parent_rect = Rect::from_center_size(parent_transform.translation, parent_size)
|
||||
.scale(parent_node.inverse_scale_factor);
|
||||
|
||||
let mut best_occluded = f32::MAX;
|
||||
let mut best_rect = Rect::default();
|
||||
|
||||
// Loop through all the potential positions and find a good one.
|
||||
for position in &popover.positions {
|
||||
let popover_size = computed_node.size() * computed_node.inverse_scale_factor;
|
||||
let mut rect = Rect::default();
|
||||
|
||||
let target_width = popover_size.x;
|
||||
let target_height = popover_size.y;
|
||||
|
||||
// Position along main axis.
|
||||
match position.side {
|
||||
PopoverSide::Top => {
|
||||
rect.max.y = parent_rect.min.y - position.gap;
|
||||
rect.min.y = rect.max.y - popover_size.y;
|
||||
}
|
||||
|
||||
PopoverSide::Bottom => {
|
||||
rect.min.y = parent_rect.max.y + position.gap;
|
||||
rect.max.y = rect.min.y + popover_size.y;
|
||||
}
|
||||
|
||||
PopoverSide::Left => {
|
||||
rect.max.x = parent_rect.min.x - position.gap;
|
||||
rect.min.x = rect.max.x - popover_size.x;
|
||||
}
|
||||
|
||||
PopoverSide::Right => {
|
||||
rect.min.x = parent_rect.max.x + position.gap;
|
||||
rect.max.x = rect.min.x + popover_size.x;
|
||||
}
|
||||
}
|
||||
|
||||
// Position along secondary axis.
|
||||
match position.align {
|
||||
PopoverAlign::Start => match position.side {
|
||||
PopoverSide::Top | PopoverSide::Bottom => {
|
||||
rect.min.x = parent_rect.min.x;
|
||||
rect.max.x = rect.min.x + target_width;
|
||||
}
|
||||
|
||||
PopoverSide::Left | PopoverSide::Right => {
|
||||
rect.min.y = parent_rect.min.y;
|
||||
rect.max.y = rect.min.y + target_height;
|
||||
}
|
||||
},
|
||||
|
||||
PopoverAlign::End => match position.side {
|
||||
PopoverSide::Top | PopoverSide::Bottom => {
|
||||
rect.max.x = parent_rect.max.x;
|
||||
rect.min.x = rect.max.x - target_width;
|
||||
}
|
||||
|
||||
PopoverSide::Left | PopoverSide::Right => {
|
||||
rect.max.y = parent_rect.max.y;
|
||||
rect.min.y = rect.max.y - target_height;
|
||||
}
|
||||
},
|
||||
|
||||
PopoverAlign::Center => match position.side {
|
||||
PopoverSide::Top | PopoverSide::Bottom => {
|
||||
rect.min.x = (parent_rect.width() - target_width) * 0.5;
|
||||
rect.max.x = rect.min.x + target_width;
|
||||
}
|
||||
|
||||
PopoverSide::Left | PopoverSide::Right => {
|
||||
rect.min.y = (parent_rect.width() - target_height) * 0.5;
|
||||
rect.max.y = rect.min.y + target_height;
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
// Clip to window and see how much of the popover element is occluded. We can calculate
|
||||
// how much was clipped by intersecting the rectangle against the window bounds, and
|
||||
// then subtracting the area from the area of the unclipped rectangle.
|
||||
let clipped_rect = rect.intersect(window_rect);
|
||||
let occlusion = rect.area() - clipped_rect.area();
|
||||
|
||||
// Find the position that has the least occlusion.
|
||||
if occlusion < best_occluded {
|
||||
best_occluded = occlusion;
|
||||
best_rect = rect;
|
||||
}
|
||||
}
|
||||
|
||||
// Update node properties, but only if they are different from before (to avoid setting
|
||||
// change detection bit).
|
||||
if best_occluded < f32::MAX {
|
||||
let left = Val::Px(best_rect.min.x - parent_rect.min.x);
|
||||
let top = Val::Px(best_rect.min.y - parent_rect.min.y);
|
||||
visibility.set_if_neq(Visibility::Visible);
|
||||
if node.left != left {
|
||||
node.left = left;
|
||||
}
|
||||
if node.top != top {
|
||||
node.top = top;
|
||||
}
|
||||
if node.bottom != Val::DEFAULT {
|
||||
node.bottom = Val::DEFAULT;
|
||||
}
|
||||
if node.right != Val::DEFAULT {
|
||||
node.right = Val::DEFAULT;
|
||||
}
|
||||
if node.position_type != PositionType::Absolute {
|
||||
node.position_type = PositionType::Absolute;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Plugin that adds systems for the [`Popover`] component.
|
||||
pub struct PopoverPlugin;
|
||||
|
||||
impl Plugin for PopoverPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(PreUpdate, position_popover.in_set(UiSystems::Prepare));
|
||||
}
|
||||
}
|
@ -1,40 +0,0 @@
|
||||
//! Relationships for defining "portal children".
|
||||
//!
|
||||
//! The term "portal" is commonly used in web user interface libraries to mean a mechanism whereby a
|
||||
//! parent element can have a logical child which is physically present elsewhere in the hierarchy.
|
||||
//! In this case, it means that for rendering and layout purposes, the child acts as a root node,
|
||||
//! but for purposes of event bubbling and ownership, it acts as a child.
|
||||
//!
|
||||
//! This is typically used for UI elements such as menus and dialogs which need to calculate their
|
||||
//! positions in window coordinates, despite being owned by UI elements nested deep within the
|
||||
//! hierarchy.
|
||||
|
||||
use bevy_ecs::{component::Component, entity::Entity, hierarchy::ChildOf, query::QueryData};
|
||||
|
||||
/// Defines the portal child relationship. For purposes of despawning, a portal child behaves
|
||||
/// as if it's a real child. However, for purpose of rendering and layout, a portal child behaves
|
||||
/// as if it's a root element. Certain events can also bubble through the portal relationship.
|
||||
#[derive(Component, Clone, PartialEq, Eq, Debug)]
|
||||
#[relationship(relationship_target = PortalChildren)]
|
||||
pub struct PortalChildOf(#[entities] pub Entity);
|
||||
|
||||
impl PortalChildOf {
|
||||
/// The parent entity of this child entity.
|
||||
#[inline]
|
||||
pub fn parent(&self) -> Entity {
|
||||
self.0
|
||||
}
|
||||
}
|
||||
|
||||
/// Tracks the portal children of this entity.
|
||||
#[derive(Component, Default, Debug, PartialEq, Eq)]
|
||||
#[relationship_target(relationship = PortalChildOf, linked_spawn)]
|
||||
pub struct PortalChildren(Vec<Entity>);
|
||||
|
||||
/// A traversal algorithm that uses either the [`ChildOf`] or [`PortalChildOf`] relationship. If the
|
||||
/// entity has both relations, the latter takes precedence.
|
||||
#[derive(QueryData)]
|
||||
pub struct PortalTraversal {
|
||||
pub(crate) child_of: Option<&'static ChildOf>,
|
||||
pub(crate) portal_child_of: Option<&'static PortalChildOf>,
|
||||
}
|
@ -153,7 +153,7 @@ pub struct FocusedInput<E: BufferedEvent + Clone> {
|
||||
#[entity_event(traversal = WindowTraversal, auto_propagate)]
|
||||
pub struct AcquireFocus {
|
||||
/// The primary window entity.
|
||||
window: Entity,
|
||||
pub window: Entity,
|
||||
}
|
||||
|
||||
#[derive(QueryData)]
|
||||
|
@ -166,12 +166,12 @@ pub struct TabNavigation<'w, 's> {
|
||||
}
|
||||
|
||||
impl TabNavigation<'_, '_> {
|
||||
/// Navigate to the desired focusable entity.
|
||||
/// Navigate to the desired focusable entity, relative to the current focused entity.
|
||||
///
|
||||
/// Change the [`NavAction`] to navigate in a different direction.
|
||||
/// Focusable entities are determined by the presence of the [`TabIndex`] component.
|
||||
///
|
||||
/// If no focusable entities are found, then this function will return either the first
|
||||
/// If there is no currently focused entity, then this function will return either the first
|
||||
/// or last focusable entity, depending on the direction of navigation. For example, if
|
||||
/// `action` is `Next` and no focusable entities are found, then this function will return
|
||||
/// the first focusable entity.
|
||||
@ -198,13 +198,46 @@ impl TabNavigation<'_, '_> {
|
||||
})
|
||||
});
|
||||
|
||||
self.navigate_internal(focus.0, action, tabgroup)
|
||||
}
|
||||
|
||||
/// Initialize focus to a focusable child of a container, either the first or last
|
||||
/// depending on [`NavAction`]. This assumes that the parent entity has a [`TabGroup`]
|
||||
/// component.
|
||||
///
|
||||
/// Focusable entities are determined by the presence of the [`TabIndex`] component.
|
||||
pub fn initialize(
|
||||
&self,
|
||||
parent: Entity,
|
||||
action: NavAction,
|
||||
) -> Result<Entity, TabNavigationError> {
|
||||
// If there are no tab groups, then there are no focusable entities.
|
||||
if self.tabgroup_query.is_empty() {
|
||||
return Err(TabNavigationError::NoTabGroups);
|
||||
}
|
||||
|
||||
// Look for the tab group on the parent entity.
|
||||
match self.tabgroup_query.get(parent) {
|
||||
Ok(tabgroup) => self.navigate_internal(None, action, Some((parent, tabgroup.1))),
|
||||
Err(_) => Err(TabNavigationError::NoTabGroups),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn navigate_internal(
|
||||
&self,
|
||||
focus: Option<Entity>,
|
||||
action: NavAction,
|
||||
tabgroup: Option<(Entity, &TabGroup)>,
|
||||
) -> Result<Entity, TabNavigationError> {
|
||||
let navigation_result = self.navigate_in_group(tabgroup, focus, action);
|
||||
|
||||
match navigation_result {
|
||||
Ok(entity) => {
|
||||
if focus.0.is_some() && tabgroup.is_none() {
|
||||
if let Some(previous_focus) = focus
|
||||
&& tabgroup.is_none()
|
||||
{
|
||||
Err(TabNavigationError::NoTabGroupForCurrentFocus {
|
||||
previous_focus: focus.0.unwrap(),
|
||||
previous_focus,
|
||||
new_focus: entity,
|
||||
})
|
||||
} else {
|
||||
@ -218,7 +251,7 @@ impl TabNavigation<'_, '_> {
|
||||
fn navigate_in_group(
|
||||
&self,
|
||||
tabgroup: Option<(Entity, &TabGroup)>,
|
||||
focus: &InputFocus,
|
||||
focus: Option<Entity>,
|
||||
action: NavAction,
|
||||
) -> Result<Entity, TabNavigationError> {
|
||||
// List of all focusable entities found.
|
||||
@ -268,7 +301,7 @@ impl TabNavigation<'_, '_> {
|
||||
}
|
||||
});
|
||||
|
||||
let index = focusable.iter().position(|e| Some(e.0) == focus.0);
|
||||
let index = focusable.iter().position(|e| Some(e.0) == focus);
|
||||
let count = focusable.len();
|
||||
let next = match (index, action) {
|
||||
(Some(idx), NavAction::Next) => (idx + 1).rem_euclid(count),
|
||||
|
@ -356,6 +356,38 @@ impl Rect {
|
||||
}
|
||||
}
|
||||
|
||||
/// Return the area of this rectangle.
|
||||
///
|
||||
/// # Examples
|
||||
///
|
||||
/// ```
|
||||
/// # use bevy_math::Rect;
|
||||
/// let r = Rect::new(0., 0., 10., 10.); // w=10 h=10
|
||||
/// assert_eq!(r.area(), 100.0);
|
||||
/// ```
|
||||
#[inline]
|
||||
pub fn area(&self) -> f32 {
|
||||
self.width() * self.height()
|
||||
}
|
||||
|
||||
/// Scale this rect by a multiplicative factor
|
||||
///
|
||||
/// # Examples
|
||||
///
|
||||
/// ```
|
||||
/// # use bevy_math::Rect;
|
||||
/// let r = Rect::new(1., 1., 2., 2.); // w=10 h=10
|
||||
/// assert_eq!(r.scale(2.).min.x, 2.0);
|
||||
/// assert_eq!(r.scale(2.).max.x, 4.0);
|
||||
/// ```
|
||||
#[inline]
|
||||
pub fn scale(&self, factor: f32) -> Rect {
|
||||
Self {
|
||||
min: self.min * factor,
|
||||
max: self.max * factor,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns self as [`IRect`] (i32)
|
||||
#[inline]
|
||||
pub fn as_irect(&self) -> IRect {
|
||||
|
@ -3,7 +3,8 @@
|
||||
use bevy::{
|
||||
color::palettes::basic::*,
|
||||
core_widgets::{
|
||||
Callback, CoreButton, CoreCheckbox, CoreRadio, CoreRadioGroup, CoreSlider,
|
||||
popover::{Popover, PopoverAlign, PopoverPlacement, PopoverSide},
|
||||
Callback, CoreButton, CoreCheckbox, CoreMenuPopup, CoreRadio, CoreRadioGroup, CoreSlider,
|
||||
CoreSliderDragState, CoreSliderThumb, CoreWidgetsPlugin, SliderRange, SliderValue,
|
||||
TrackClick,
|
||||
},
|
||||
@ -26,7 +27,7 @@ fn main() {
|
||||
TabNavigationPlugin,
|
||||
))
|
||||
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
|
||||
.insert_resource(WinitSettings::desktop_app())
|
||||
// .insert_resource(WinitSettings::desktop_app())
|
||||
.insert_resource(DemoWidgetStates {
|
||||
slider_value: 50.0,
|
||||
slider_click: TrackClick::Snap,
|
||||
@ -156,6 +157,7 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>) {
|
||||
Callback::System(on_click),
|
||||
Callback::System(on_change_value),
|
||||
Callback::System(on_change_radio),
|
||||
Callback::System(on_open_menu),
|
||||
));
|
||||
}
|
||||
|
||||
@ -164,6 +166,7 @@ fn demo_root(
|
||||
on_click: Callback,
|
||||
on_change_value: Callback<In<f32>>,
|
||||
on_change_radio: Callback<In<Entity>>,
|
||||
on_open_menu: Callback,
|
||||
) -> impl Bundle {
|
||||
(
|
||||
Node {
|
||||
@ -182,6 +185,7 @@ fn demo_root(
|
||||
slider(0.0, 100.0, 50.0, on_change_value),
|
||||
checkbox(asset_server, "Checkbox", Callback::Ignore),
|
||||
radio_group(asset_server, on_change_radio),
|
||||
menu_button(asset_server, on_open_menu),
|
||||
Text::new("Press 'D' to toggle widget disabled states"),
|
||||
],
|
||||
)
|
||||
@ -219,21 +223,20 @@ fn button(asset_server: &AssetServer, on_click: Callback) -> impl Bundle {
|
||||
)
|
||||
}
|
||||
|
||||
fn menu_button(asset_server: &AssetServer, on_click: SystemId) -> impl Bundle {
|
||||
fn menu_button(asset_server: &AssetServer, on_activate: Callback) -> impl Bundle {
|
||||
(
|
||||
Node {
|
||||
width: Val::Px(200.0),
|
||||
height: Val::Px(65.0),
|
||||
border: UiRect::all(Val::Px(5.0)),
|
||||
box_sizing: BoxSizing::BorderBox,
|
||||
justify_content: JustifyContent::SpaceBetween,
|
||||
align_items: AlignItems::Center,
|
||||
padding: UiRect::axes(Val::Px(16.0), Val::Px(0.0)),
|
||||
..default()
|
||||
},
|
||||
DemoMenuButton,
|
||||
CoreButton {
|
||||
on_click: Callback::System(on_click),
|
||||
},
|
||||
CoreButton { on_activate },
|
||||
Hovered::default(),
|
||||
TabIndex(0),
|
||||
BorderColor::all(Color::BLACK),
|
||||
@ -792,36 +795,38 @@ fn spawn_popup(menu: Query<Entity, With<DemoMenuButton>>, mut commands: Commands
|
||||
let Ok(anchor) = menu.single() else {
|
||||
return;
|
||||
};
|
||||
commands.entity(anchor).insert(PortalChildren::spawn_one((
|
||||
Node {
|
||||
min_height: Val::Px(100.),
|
||||
min_width: Val::Px(100.),
|
||||
border: UiRect::all(Val::Px(2.0)),
|
||||
position_type: PositionType::Absolute,
|
||||
left: Val::Px(100.),
|
||||
..default()
|
||||
},
|
||||
BorderColor::all(GREEN.into()),
|
||||
BackgroundColor(GRAY.into()),
|
||||
ZIndex(100),
|
||||
Floating {
|
||||
anchor: FloatAnchor::Node(anchor),
|
||||
positions: vec![
|
||||
FloatPosition {
|
||||
side: FloatSide::Bottom,
|
||||
align: FloatAlign::Start,
|
||||
gap: 2.0,
|
||||
..default()
|
||||
},
|
||||
FloatPosition {
|
||||
side: FloatSide::Top,
|
||||
align: FloatAlign::Start,
|
||||
gap: 2.0,
|
||||
..default()
|
||||
},
|
||||
],
|
||||
},
|
||||
)));
|
||||
let menu = commands
|
||||
.spawn((
|
||||
Node {
|
||||
min_height: Val::Px(100.),
|
||||
min_width: Val::Percent(100.),
|
||||
border: UiRect::all(Val::Px(2.0)),
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
CoreMenuPopup,
|
||||
Visibility::Hidden, // Will be visible after positioning
|
||||
BorderColor::all(GREEN.into()),
|
||||
BackgroundColor(GRAY.into()),
|
||||
ZIndex(100),
|
||||
Popover {
|
||||
positions: vec![
|
||||
PopoverPlacement {
|
||||
side: PopoverSide::Bottom,
|
||||
align: PopoverAlign::Start,
|
||||
gap: 2.0,
|
||||
},
|
||||
PopoverPlacement {
|
||||
side: PopoverSide::Top,
|
||||
align: PopoverAlign::Start,
|
||||
gap: 2.0,
|
||||
},
|
||||
],
|
||||
},
|
||||
OverrideClip,
|
||||
))
|
||||
.id();
|
||||
commands.entity(anchor).add_child(menu);
|
||||
info!("Open menu");
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user