# Objective
While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.
Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!
## Prior art
Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.
## Solution
UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.
We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.
We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.
I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.
To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.
## Future work
This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.
Before 0.16, I'd like to have:
- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout
One day, it would be sweet if:
- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations
## Testing
- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
# Objective
Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.
We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).
Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.
## Solution
- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.
## Testing
The `tab_navigation` example continues to function as intended.
# Objective
The rust-versions are out of date.
Fixes#17008
## Solution
Update the values
Cherry-picked from #17006 in case it is controversial
## Testing
Validated locally and in #17006
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.
As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.
## Testing
Unit tests and manual tests.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
- It was only implementing traits for `World`.
- Lack of tests
- `is_focus_within` logic was incorrect.
## Solution
This PR includes some improvements to the `bevy_input_focus` crate:
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
- Added a bunch of unit tests to verify the logic of the crate.
## Testing
- Did you test these changes? If so, how? Yes, running newly added unit
tests.
---
# Objective
Define a framework for handling keyboard focus and bubbled keyboard
events, as discussed in #15374.
## Solution
Introduces a new crate, `bevy_input_focus`. This crate provides:
* A resource for tracking which entity has keyboard focus.
* Methods for getting and setting keyboard focus.
* Event definitions for triggering bubble-able keyboard input events to
the focused entity.
* A system for dispatching keyboard input events to the focused entity.
This crate does *not* provide any integration with UI widgets, or
provide functions for
tab navigation or gamepad-based focus navigation, as those are typically
application-specific.
## Testing
Most of the code has been copied from a different project, one that has
been well tested. However, most of what's in this module consists of
type definitions, with relatively small amounts of executable code. That
being said, I expect that there will be substantial bikeshedding on the
design, and I would prefer to hold off writing tests until after things
have settled.
I think that an example would be appropriate, however I'm waiting on a
few other pending changes to Bevy before doing so. In particular, I can
see a simple example with four buttons, with focus navigation between
them, and which can be triggered by the keyboard.
@alice-i-cecile