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