Commit Graph

6 Commits

Author SHA1 Message Date
Zachary Harrold
5c43890d49
no_std Support for bevy_input_focus (#17490)
# Objective

- Contributes to #15460

## Solution

- Switched `tracing` for `log` for the atomically challenged platforms
- Setup feature flags as required
- Added to `compile-check-no-std` CI task

## Testing

- CI

---

## Notes

- _Very_ easy one this time. Most of the changes here are just feature
definitions and documentation within the `Cargo.toml`
2025-01-22 19:16:04 +00:00
Alice Cecile
5a9bc28502
Support non-Vec data structures in relations (#17447)
# Objective

The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.

For example:

- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster

## Solution

- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
   -  This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`

## Testing

I've added a pair of new tests to make sure this pattern compiles
successfully in practice!

## Migration Guide

`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.

## Notes to reviewers

The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.

In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.

Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
2025-01-20 21:26:08 +00:00
Alice Cecile
3737f86d84
Small improvements for directional navigation (#17395)
# Objective

While working on more complex directional navigation work, I noticed a
few small things.

## Solution

Rather than stick them in a bigger PR, split them out now.

- Include more useful information when responding to
`DirectionalNavigationError`.
- Use the less controversial `Click` events (rather than `Pressed`) in
the example
- Implement add_looping_edges in terms of `add_edges`. Thanks @rparrett
for the idea.

## Testing

Ran the `directional_navigation` example and things still work.
2025-01-17 01:15:39 +00:00
Alice Cecile
72f70745c5
add_edges helper for directional navigation (#17389)
# Objective

While `add_looping_edges` is a helpful method for manually defining
directional navigation maps, we don't always want to loop around!

## Solution

Add a non-looping variant.

These commits are cherrypicked from the more complex #17247.

## Testing

I've updated the `directional_navigation` example to use these changes,
and verified that it works.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 23:43:03 +00:00
Antony
3578f9e4d0
Reflect bevy_input_focus (#17212)
# Objective

Fixes #17099.

## Solution

Derive, register, and feature flag.

## Testing

Ran CI.
2025-01-07 18:16:46 +00:00
Alice Cecile
aa09b6601d
Add basic directional (gamepad) navigation for UI (and non-UI) (#17102)
# 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>
2025-01-06 18:51:44 +00:00