bevy/examples/ui/directional_navigation.rs
Joona Aalto e5dc177b4b
Rename Trigger to On (#19596)
# Objective

Currently, the observer API looks like this:

```rust
app.add_observer(|trigger: Trigger<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):

```rust
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.

By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:

```rust
app.add_observer(|trigger: On<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

```rust
trigger: On<(
    Add<Pressed>,
    Remove<Pressed>,
    Add<InteractionDisabled>,
    Remove<InteractionDisabled>,
    Insert<Hovered>,
)>,
```

Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).

For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.

## Solution

Steal from `bevy_event_listener` by @aevyrie and use `On`.

- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`

## Discussion

### Naming Conflicts??

Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.

- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.

For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.

You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.

### Documentation

This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".

You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
2025-06-12 18:22:33 +00:00

415 lines
16 KiB
Rust

//! Demonstrates how to set up the directional navigation system to allow for navigation between widgets.
//!
//! Directional navigation is generally used to move between widgets in a user interface using arrow keys or gamepad input.
//! When compared to tab navigation, directional navigation is generally more direct, and less aware of the structure of the UI.
//!
//! In this example, we will set up a simple UI with a grid of buttons that can be navigated using the arrow keys or gamepad input.
use std::time::Duration;
use bevy::{
input_focus::{
directional_navigation::{
DirectionalNavigation, DirectionalNavigationMap, DirectionalNavigationPlugin,
},
InputDispatchPlugin, InputFocus, InputFocusVisible,
},
math::{CompassOctant, FloatOrd},
picking::{
backend::HitData,
pointer::{Location, PointerId},
},
platform::collections::{HashMap, HashSet},
prelude::*,
render::camera::NormalizedRenderTarget,
};
fn main() {
App::new()
// Input focus is not enabled by default, so we need to add the corresponding plugins
.add_plugins((
DefaultPlugins,
InputDispatchPlugin,
DirectionalNavigationPlugin,
))
// This resource is canonically used to track whether or not to render a focus indicator
// It starts as false, but we set it to true here as we would like to see the focus indicator
.insert_resource(InputFocusVisible(true))
// We've made a simple resource to keep track of the actions that are currently being pressed for this example
.init_resource::<ActionState>()
.add_systems(Startup, setup_ui)
// Input is generally handled during PreUpdate
// We're turning inputs into actions first, then using those actions to determine navigation
.add_systems(PreUpdate, (process_inputs, navigate).chain())
.add_systems(
Update,
(
// We need to show which button is currently focused
highlight_focused_element,
// Pressing the "Interact" button while we have a focused element should simulate a click
interact_with_focused_button,
// We're doing a tiny animation when the button is interacted with,
// so we need a timer and a polling mechanism to reset it
reset_button_after_interaction,
),
)
// This observer is added globally, so it will respond to *any* trigger of the correct type.
// However, we're filtering in the observer's query to only respond to button presses
.add_observer(universal_button_click_behavior)
.run();
}
const NORMAL_BUTTON: Srgba = bevy::color::palettes::tailwind::BLUE_400;
const PRESSED_BUTTON: Srgba = bevy::color::palettes::tailwind::BLUE_500;
const FOCUSED_BORDER: Srgba = bevy::color::palettes::tailwind::BLUE_50;
// This observer will be triggered whenever a button is pressed
// In a real project, each button would also have its own unique behavior,
// to capture the actual intent of the user
fn universal_button_click_behavior(
mut trigger: On<Pointer<Click>>,
mut button_query: Query<(&mut BackgroundColor, &mut ResetTimer)>,
) {
let button_entity = trigger.target().unwrap();
if let Ok((mut color, mut reset_timer)) = button_query.get_mut(button_entity) {
// This would be a great place to play a little sound effect too!
color.0 = PRESSED_BUTTON.into();
reset_timer.0 = Timer::from_seconds(0.3, TimerMode::Once);
// Picking events propagate up the hierarchy,
// so we need to stop the propagation here now that we've handled it
trigger.propagate(false);
}
}
/// Resets a UI element to its default state when the timer has elapsed.
#[derive(Component, Default, Deref, DerefMut)]
struct ResetTimer(Timer);
fn reset_button_after_interaction(
time: Res<Time>,
mut query: Query<(&mut ResetTimer, &mut BackgroundColor)>,
) {
for (mut reset_timer, mut color) in query.iter_mut() {
reset_timer.tick(time.delta());
if reset_timer.just_finished() {
color.0 = NORMAL_BUTTON.into();
}
}
}
// We're spawning a simple grid of buttons and some instructions
// The buttons are just colored rectangles with text displaying the button's name
fn setup_ui(
mut commands: Commands,
mut directional_nav_map: ResMut<DirectionalNavigationMap>,
mut input_focus: ResMut<InputFocus>,
) {
const N_ROWS: u16 = 5;
const N_COLS: u16 = 3;
// Rendering UI elements requires a camera
commands.spawn(Camera2d);
// Create a full-screen background node
let root_node = commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
})
.id();
// Add instruction to the left of the grid
let instructions = commands
.spawn((
Text::new("Use arrow keys or D-pad to navigate. \
Click the buttons, or press Enter / the South gamepad button to interact with the focused button."),
Node {
width: Val::Px(300.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(12.0)),
..default()
},
))
.id();
// Set up the root entity to hold the grid
let grid_root_entity = commands
.spawn(Node {
display: Display::Grid,
// Allow the grid to take up the full height and the rest of the width of the window
width: Val::Percent(100.),
height: Val::Percent(100.),
// Set the number of rows and columns in the grid
// allowing the grid to automatically size the cells
grid_template_columns: RepeatedGridTrack::auto(N_COLS),
grid_template_rows: RepeatedGridTrack::auto(N_ROWS),
..default()
})
.id();
// Add the instructions and grid to the root node
commands
.entity(root_node)
.add_children(&[instructions, grid_root_entity]);
let mut button_entities: HashMap<(u16, u16), Entity> = HashMap::default();
for row in 0..N_ROWS {
for col in 0..N_COLS {
let button_name = format!("Button {}-{}", row, col);
let button_entity = commands
.spawn((
Button,
Node {
width: Val::Px(200.0),
height: Val::Px(120.0),
// Add a border so we can show which element is focused
border: UiRect::all(Val::Px(4.0)),
// Center the button's text label
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
// Center the button within the grid cell
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
ResetTimer::default(),
BorderRadius::all(Val::Px(16.0)),
BackgroundColor::from(NORMAL_BUTTON),
Name::new(button_name.clone()),
))
// Add a text element to the button
.with_child((
Text::new(button_name),
// And center the text if it flows onto multiple lines
TextLayout {
justify: Justify::Center,
..default()
},
))
.id();
// Add the button to the grid
commands.entity(grid_root_entity).add_child(button_entity);
// Keep track of the button entities so we can set up our navigation graph
button_entities.insert((row, col), button_entity);
}
}
// Connect all of the buttons in the same row to each other,
// looping around when the edge is reached.
for row in 0..N_ROWS {
let entities_in_row: Vec<Entity> = (0..N_COLS)
.map(|col| button_entities.get(&(row, col)).unwrap())
.copied()
.collect();
directional_nav_map.add_looping_edges(&entities_in_row, CompassOctant::East);
}
// Connect all of the buttons in the same column to each other,
// but don't loop around when the edge is reached.
// While looping is a very reasonable choice, we're not doing it here to demonstrate the different options.
for col in 0..N_COLS {
let entities_in_column: Vec<Entity> = (0..N_ROWS)
.map(|row| button_entities.get(&(row, col)).unwrap())
.copied()
.collect();
directional_nav_map.add_edges(&entities_in_column, CompassOctant::South);
}
// When changing scenes, remember to set an initial focus!
let top_left_entity = *button_entities.get(&(0, 0)).unwrap();
input_focus.set(top_left_entity);
}
// The indirection between inputs and actions allows us to easily remap inputs
// and handle multiple input sources (keyboard, gamepad, etc.) in our game
#[derive(Debug, PartialEq, Eq, Hash)]
enum DirectionalNavigationAction {
Up,
Down,
Left,
Right,
Select,
}
impl DirectionalNavigationAction {
fn variants() -> Vec<Self> {
vec![
DirectionalNavigationAction::Up,
DirectionalNavigationAction::Down,
DirectionalNavigationAction::Left,
DirectionalNavigationAction::Right,
DirectionalNavigationAction::Select,
]
}
fn keycode(&self) -> KeyCode {
match self {
DirectionalNavigationAction::Up => KeyCode::ArrowUp,
DirectionalNavigationAction::Down => KeyCode::ArrowDown,
DirectionalNavigationAction::Left => KeyCode::ArrowLeft,
DirectionalNavigationAction::Right => KeyCode::ArrowRight,
DirectionalNavigationAction::Select => KeyCode::Enter,
}
}
fn gamepad_button(&self) -> GamepadButton {
match self {
DirectionalNavigationAction::Up => GamepadButton::DPadUp,
DirectionalNavigationAction::Down => GamepadButton::DPadDown,
DirectionalNavigationAction::Left => GamepadButton::DPadLeft,
DirectionalNavigationAction::Right => GamepadButton::DPadRight,
// This is the "A" button on an Xbox controller,
// and is conventionally used as the "Select" / "Interact" button in many games
DirectionalNavigationAction::Select => GamepadButton::South,
}
}
}
// This keeps track of the inputs that are currently being pressed
#[derive(Default, Resource)]
struct ActionState {
pressed_actions: HashSet<DirectionalNavigationAction>,
}
fn process_inputs(
mut action_state: ResMut<ActionState>,
keyboard_input: Res<ButtonInput<KeyCode>>,
gamepad_input: Query<&Gamepad>,
) {
// Reset the set of pressed actions each frame
// to ensure that we only process each action once
action_state.pressed_actions.clear();
for action in DirectionalNavigationAction::variants() {
// Use just_pressed to ensure that we only process each action once
// for each time it is pressed
if keyboard_input.just_pressed(action.keycode()) {
action_state.pressed_actions.insert(action);
}
}
// We're treating this like a single-player game:
// if multiple gamepads are connected, we don't care which one is being used
for gamepad in gamepad_input.iter() {
for action in DirectionalNavigationAction::variants() {
// Unlike keyboard input, gamepads are bound to a specific controller
if gamepad.just_pressed(action.gamepad_button()) {
action_state.pressed_actions.insert(action);
}
}
}
}
fn navigate(action_state: Res<ActionState>, mut directional_navigation: DirectionalNavigation) {
// If the user is pressing both left and right, or up and down,
// we should not move in either direction.
let net_east_west = action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Right) as i8
- action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Left) as i8;
let net_north_south = action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Up) as i8
- action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Down) as i8;
// Compute the direction that the user is trying to navigate in
let maybe_direction = match (net_east_west, net_north_south) {
(0, 0) => None,
(0, 1) => Some(CompassOctant::North),
(1, 1) => Some(CompassOctant::NorthEast),
(1, 0) => Some(CompassOctant::East),
(1, -1) => Some(CompassOctant::SouthEast),
(0, -1) => Some(CompassOctant::South),
(-1, -1) => Some(CompassOctant::SouthWest),
(-1, 0) => Some(CompassOctant::West),
(-1, 1) => Some(CompassOctant::NorthWest),
_ => None,
};
if let Some(direction) = maybe_direction {
match directional_navigation.navigate(direction) {
// In a real game, you would likely want to play a sound or show a visual effect
// on both successful and unsuccessful navigation attempts
Ok(entity) => {
println!("Navigated {direction:?} successfully. {entity} is now focused.");
}
Err(e) => println!("Navigation failed: {e}"),
}
}
}
fn highlight_focused_element(
input_focus: Res<InputFocus>,
// While this isn't strictly needed for the example,
// we're demonstrating how to be a good citizen by respecting the `InputFocusVisible` resource.
input_focus_visible: Res<InputFocusVisible>,
mut query: Query<(Entity, &mut BorderColor)>,
) {
for (entity, mut border_color) in query.iter_mut() {
if input_focus.0 == Some(entity) && input_focus_visible.0 {
// Don't change the border size / radius here,
// as it would result in wiggling buttons when they are focused
*border_color = BorderColor::all(FOCUSED_BORDER.into());
} else {
*border_color = BorderColor::DEFAULT;
}
}
}
// By sending a Pointer<Click> trigger rather than directly handling button-like interactions,
// we can unify our handling of pointer and keyboard/gamepad interactions
fn interact_with_focused_button(
action_state: Res<ActionState>,
input_focus: Res<InputFocus>,
mut commands: Commands,
) {
if action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Select)
{
if let Some(focused_entity) = input_focus.0 {
commands.trigger_targets(
Pointer::<Click> {
target: focused_entity,
// We're pretending that we're a mouse
pointer_id: PointerId::Mouse,
// This field isn't used, so we're just setting it to a placeholder value
pointer_location: Location {
target: NormalizedRenderTarget::Image(
bevy::render::camera::ImageRenderTarget {
handle: Handle::default(),
scale_factor: FloatOrd(1.0),
},
),
position: Vec2::ZERO,
},
event: Click {
button: PointerButton::Primary,
// This field isn't used, so we're just setting it to a placeholder value
hit: HitData {
camera: Entity::PLACEHOLDER,
depth: 0.0,
position: None,
normal: None,
},
duration: Duration::from_secs_f32(0.1),
},
},
focused_entity,
);
}
}
}