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