bevy/examples/ui/tab_navigation.rs
Eagster 064e5e48b4
Remove entity placeholder from observers (#19440)
# Objective

`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.

As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.

## Solution

Change all trigger target related types from `Entity` to
`Option<Entity>`

Small migration guide to come.

## Testing

CI

## Future Work

This turned a lot of code from 

```rust
trigger.target()
```

to 

```rust
trigger.target().unwrap()
```

The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.

But this is kinda annoying. 

I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
2025-06-09 19:37:56 +00:00

154 lines
6.0 KiB
Rust

//! This example illustrates the use of tab navigation.
use bevy::{
color::palettes::basic::*,
input_focus::{
tab_navigation::{TabGroup, TabIndex, TabNavigationPlugin},
InputDispatchPlugin, InputFocus,
},
prelude::*,
winit::WinitSettings,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, InputDispatchPlugin, TabNavigationPlugin))
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, (button_system, focus_system))
.run();
}
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor, &mut BorderColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color, mut border_color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = PRESSED_BUTTON.into();
*border_color = BorderColor::all(RED.into());
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
*border_color = BorderColor::all(Color::WHITE);
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
*border_color = BorderColor::all(Color::BLACK);
}
}
}
}
fn focus_system(
mut commands: Commands,
focus: Res<InputFocus>,
mut query: Query<Entity, With<Button>>,
) {
if focus.is_changed() {
for button in query.iter_mut() {
if focus.0 == Some(button) {
commands.entity(button).insert(Outline {
color: Color::WHITE,
width: Val::Px(2.0),
offset: Val::Px(2.0),
});
} else {
commands.entity(button).remove::<Outline>();
}
}
}
}
fn setup(mut commands: Commands) {
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
display: Display::Flex,
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
row_gap: Val::Px(6.0),
..default()
})
.observe(
|mut trigger: Trigger<Pointer<Click>>, mut focus: ResMut<InputFocus>| {
focus.0 = None;
trigger.propagate(false);
},
)
.with_children(|parent| {
for (label, tab_group, indices) in [
// In this group all the buttons have the same `TabIndex` so they will be visited according to their order as children.
("TabGroup 0", TabGroup::new(0), [0, 0, 0, 0]),
// In this group the `TabIndex`s are reversed so the buttons will be visited in right-to-left order.
("TabGroup 2", TabGroup::new(2), [3, 2, 1, 0]),
// In this group the orders of the indices and buttons match so the buttons will be visited in left-to-right order.
("TabGroup 1", TabGroup::new(1), [0, 1, 2, 3]),
// Visit the modal group's buttons in an arbitrary order.
("Modal TabGroup", TabGroup::modal(), [0, 3, 1, 2]),
] {
parent.spawn(Text::new(label));
parent
.spawn((
Node {
display: Display::Flex,
flex_direction: FlexDirection::Row,
column_gap: Val::Px(6.0),
margin: UiRect {
bottom: Val::Px(10.0),
..default()
},
..default()
},
tab_group,
))
.with_children(|parent| {
for i in indices {
parent
.spawn((
Button,
Node {
width: Val::Px(200.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BorderColor::all(Color::BLACK),
BackgroundColor(NORMAL_BUTTON),
TabIndex(i),
children![(
Text::new(format!("TabIndex {}", i)),
TextFont {
font_size: 20.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
)],
))
.observe(
|mut trigger: Trigger<Pointer<Click>>,
mut focus: ResMut<InputFocus>| {
focus.0 = Some(trigger.target().unwrap());
trigger.propagate(false);
},
);
}
});
}
});
}