Start work on core menus

This commit is contained in:
Talin 2025-06-25 08:03:37 -07:00
parent 2d02f629b3
commit 588989a4d0
4 changed files with 368 additions and 0 deletions

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//! Core widget components for menus and menu buttons.
use accesskit::Role;
use bevy_a11y::AccessibilityNode;
use bevy_ecs::{
component::Component,
entity::Entity,
event::{EntityEvent, Event},
system::SystemId,
traversal::Traversal,
};
use crate::portal::{PortalTraversal, PortalTraversalItem};
/// Event use to control the state of the open menu. This bubbles upwards from the menu items
/// and the menu container, through the portal relation, and to the menu owner entity.
///
/// Focus navigation: the menu may be part of a composite of multiple menus such as a menu bar.
/// This means that depending on direction, focus movement may move to the next menu item, or
/// the next menu.
#[derive(Event, EntityEvent, Clone)]
pub enum MenuEvent {
/// Indicates we want to open the menu, if it is not already open.
Open,
/// Close the menu and despawn it. Despawning may not happen immediately if there is a closing
/// transition animation.
Close,
/// Move the input focs to the parent element. This usually happens as the menu is closing,
/// although will not happen if the close was a result of clicking on the background.
FocusParent,
/// Move the input focus to the previous child in the parent's hierarchy (Shift-Tab).
FocusPrev,
/// Move the input focus to the next child in the parent's hierarchy (Tab).
FocusNext,
/// Move the input focus up (Arrow-Up).
FocusUp,
/// Move the input focus down (Arrow-Down).
FocusDown,
/// Move the input focus left (Arrow-Left).
FocusLeft,
/// Move the input focus right (Arrow-Right).
FocusRight,
}
impl Traversal<MenuEvent> for PortalTraversal {
fn traverse(item: Self::Item<'_, '_>, _event: &MenuEvent) -> Option<Entity> {
let PortalTraversalItem {
child_of,
portal_child_of,
} = item;
// Send event to portal parent, if it has one.
if let Some(portal_child_of) = portal_child_of {
return Some(portal_child_of.parent());
};
// Send event to parent, if it has one.
if let Some(child_of) = child_of {
return Some(child_of.parent());
};
None
}
}
/// Component that defines a popup menu
#[derive(Component, Debug)]
#[require(AccessibilityNode(accesskit::Node::new(Role::MenuListPopup)))]
pub struct CoreMenuPopup;
/// Component that defines a menu item
#[derive(Component, Debug)]
#[require(AccessibilityNode(accesskit::Node::new(Role::MenuItem)))]
pub struct CoreMenuItem {
/// Optional system to run when the menu item is clicked, or when the Enter or Space key
/// is pressed while the button is focused.
pub on_click: Option<SystemId>,
}

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//! Framework for positioning of popups, tooltips, and other floating UI elements.
use bevy_app::{App, Plugin, PostUpdate};
use bevy_ecs::{component::Component, entity::Entity, query::Without, system::Query};
use bevy_math::{Rect, Vec2};
use bevy_ui::{ComputedNode, ComputedNodeTarget, Node, UiGlobalTransform, Val};
/// Which side of the anchor element the floating element should be placed.
#[derive(Debug, Default, Clone, Copy, PartialEq)]
pub enum FloatSide {
/// The floating element should be placed above the anchor.
Top,
/// The floating element should be placed below the anchor.
#[default]
Bottom,
/// The floating element should be placed to the left of the anchor.
Left,
/// The floating element should be placed to the right of the anchor.
Right,
}
impl FloatSide {
/// Returns the side that is the mirror image of this side.
pub fn mirror(&self) -> Self {
match self {
FloatSide::Top => FloatSide::Bottom,
FloatSide::Bottom => FloatSide::Top,
FloatSide::Left => FloatSide::Right,
FloatSide::Right => FloatSide::Left,
}
}
}
/// How the floating element should be aligned to the anchor element. The alignment will be along an
/// axis that is perpendicular to the direction of the float side. So for example, if the popup is
/// positioned below the anchor, then the [`FloatAlign`] variant controls the horizontal aligment of
/// the popup.
#[derive(Debug, Default, Clone, Copy, PartialEq)]
pub enum FloatAlign {
/// The starting edge of the floating element should be aligned to the starting edge of the
/// anchor.
#[default]
Start,
/// The ending edge of the floating element should be aligned to the ending edge of the anchor.
End,
/// The center of the floating element should be aligned to the center of the anchor.
Center,
}
/// Indicates a possible position of a floating element relative to an anchor element. 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 FloatPosition {
/// The side of the anchor the floating element should be placed.
pub side: FloatSide,
/// How the floating element should be aligned to the anchor.
pub align: FloatAlign,
/// If true, the floating element will be at least as large as the anchor on the adjacent
/// side.
pub stretch: bool,
/// The size of the gap between the anchor and the floating element. This will offset the
/// float along the direction of the [`FloatSide`].
pub gap: f32,
}
/// Defines the anchor position which the floating element is positioned relative to.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum FloatAnchor {
/// The anchor is an entity with a UI [`Node`] component.
Node(Entity),
/// The anchor is an arbitrary rectangle in window coordinates.
Rect(Rect),
}
/// Component which is inserted into a floating element to make it dynamically position relative to
/// an anchor element.
#[derive(Component, PartialEq)]
pub struct Floating {
/// The entity that this floating element is anchored to.
pub anchor: FloatAnchor,
/// List of potential positions for the floating element relative to the anchor.
pub positions: Vec<FloatPosition>,
}
impl Clone for Floating {
fn clone(&self) -> Self {
Self {
anchor: self.anchor,
positions: self.positions.clone(),
}
}
}
fn position_floating(
mut q_float: Query<(&mut Node, &ComputedNode, &ComputedNodeTarget, &Floating)>,
q_anchor: Query<(&ComputedNode, &UiGlobalTransform), Without<Floating>>,
) {
for (mut node, computed_node, computed_target, floating) in q_float.iter_mut() {
// A rectangle which represents the area of the window.
let window_rect = Rect {
min: Vec2::ZERO,
max: computed_target.logical_size(),
};
// Compute the anchor rectangle.
let anchor_rect: Rect = match floating.anchor {
FloatAnchor::Node(anchor_entity) => {
let Ok((anchor_node, anchor_transform)) = q_anchor.get(anchor_entity) else {
continue;
};
Rect::from_center_size(anchor_transform.translation, anchor_node.size())
}
FloatAnchor::Rect(rect) => rect,
};
let mut best_occluded = f32::MAX;
let mut best_rect = Rect::default();
let mut best_position: FloatPosition = Default::default();
// Loop through all the potential positions and find a good one.
for position in &floating.positions {
let float_size = computed_node.size();
let mut rect = Rect::default();
// Taraget width and height depends on whether 'stretch' is true.
let target_width = if position.stretch && position.side == FloatSide::Top
|| position.side == FloatSide::Bottom
{
float_size.x.max(anchor_rect.width())
} else {
float_size.x
};
let target_height = if position.stretch && position.side == FloatSide::Left
|| position.side == FloatSide::Right
{
float_size.y.max(anchor_rect.height())
} else {
float_size.y
};
// Position along main axis.
match position.side {
FloatSide::Top => {
rect.max.y = anchor_rect.min.y - position.gap;
rect.min.y = rect.max.y - float_size.y;
}
FloatSide::Bottom => {
rect.min.y = anchor_rect.max.y + position.gap;
rect.max.y = rect.min.y + float_size.y;
}
FloatSide::Left => {
rect.max.x = anchor_rect.min.x - position.gap;
rect.min.x = rect.max.x - float_size.x;
}
FloatSide::Right => {
rect.min.x = anchor_rect.max.x + position.gap;
rect.max.x = rect.min.x + float_size.x;
}
}
// Position along secondary axis.
match position.align {
FloatAlign::Start => match position.side {
FloatSide::Top | FloatSide::Bottom => {
rect.min.x = anchor_rect.min.x;
rect.max.x = rect.min.x + target_width;
}
FloatSide::Left | FloatSide::Right => {
rect.min.y = anchor_rect.min.y;
rect.max.y = rect.min.y + target_height;
}
},
FloatAlign::End => match position.side {
FloatSide::Top | FloatSide::Bottom => {
rect.max.x = anchor_rect.max.x;
rect.min.x = rect.max.x - target_width;
}
FloatSide::Left | FloatSide::Right => {
rect.max.y = anchor_rect.max.y;
rect.min.y = rect.max.y - target_height;
}
},
FloatAlign::Center => match position.side {
FloatSide::Top | FloatSide::Bottom => {
rect.min.x = (anchor_rect.width() - target_width) * 0.5;
rect.max.x = rect.min.x + target_width;
}
FloatSide::Left | FloatSide::Right => {
rect.min.y = (anchor_rect.width() - target_height) * 0.5;
rect.max.y = rect.min.y + target_height;
}
},
}
// Clip to window and see how much of the floating 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.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);
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(PostUpdate, position_floating);
}
}

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mod callback;
mod core_button;
mod core_checkbox;
mod core_menu;
mod core_radio;
mod core_scrollbar;
mod core_slider;
pub mod floating;
pub mod portal;
use bevy_app::{App, Plugin};
@ -36,6 +39,8 @@ pub use core_slider::{
SliderRange, SliderStep, SliderValue, TrackClick,
};
use crate::floating::FloatingPlugin;
/// 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.
pub struct CoreWidgetsPlugin;
@ -43,6 +48,7 @@ pub struct CoreWidgetsPlugin;
impl Plugin for CoreWidgetsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
FloatingPlugin,
CoreButtonPlugin,
CoreCheckboxPlugin,
CoreRadioGroupPlugin,

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//! Relationships for defining "portal children", where the term "portal" refers to a mechanism
//! whereby a logical child node can be physically located at a different point in the hierarchy.
//! The "portal" represents a logical connection between the child and it's parent which is not
//! a normal child relationship.
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 via 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 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>,
}