Refactor menu input a bit

This commit is contained in:
2026-09-11 11:38:01 +02:00
parent 3dbda96d31
commit cc850debf2
11 changed files with 282 additions and 189 deletions
+7 -6
View File
@@ -1,4 +1,4 @@
use bevy::{input_focus::InputFocus, prelude::*, text::FontSourceTemplate, ui::auto_directional_navigation::AutoDirectionalNavigation};
use bevy::{input_focus::InputFocus, picking::{hover::PickingInteraction, Pickable}, prelude::*, text::FontSourceTemplate, ui::auto_directional_navigation::AutoDirectionalNavigation};
use crate::{game_settings::CommonAssets, menus::style::{FGUiButtonType, FGUiStyle}};
@@ -24,6 +24,7 @@ pub fn menu_button(label: &str) -> impl Scene {
BackgroundColor(Color::srgb(0.15, 0.15, 0.15))
AutoDirectionalNavigation::default()
Children [(
Pickable::IGNORE
Text(label)
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
@@ -43,14 +44,14 @@ pub fn button_setup(query: Query<(Entity, &FGUiButton, &mut Node), Added<FGUiBut
}
}
pub fn button_style_system(query: Query<(Entity, &FGUiButton, &Interaction, &mut Node), Changed<Interaction>>, common_assets: Res<CommonAssets>, styles: Res<Assets<FGUiStyle>>, mut commands: Commands) {
pub fn button_style_system(query: Query<(Entity, &FGUiButton, &PickingInteraction, &mut Node), Changed<PickingInteraction>>, common_assets: Res<CommonAssets>, styles: Res<Assets<FGUiStyle>>, mut commands: Commands) {
let styles = styles.get(&common_assets.ui_style).expect("UI styles should be loaded");
for (entity, button, interaction, mut node) in query {
let button_style_to_use = match interaction {
Interaction::Pressed => &styles.button_styles[&button.button_type].press,
Interaction::Hovered => &styles.button_styles[&button.button_type].hover,
Interaction::None => &styles.button_styles[&button.button_type].normal,
PickingInteraction::Pressed => &styles.button_styles[&button.button_type].press,
PickingInteraction::Hovered => &styles.button_styles[&button.button_type].hover,
PickingInteraction::None => &styles.button_styles[&button.button_type].normal,
};
button_style_to_use.apply(&mut commands, entity, &mut node);
}
@@ -78,4 +79,4 @@ pub fn button_focus_style_system(query: Query<(Entity, &FGUiButton)>, focus: Res
}
}
}
}
}
+3 -2
View File
@@ -1,4 +1,4 @@
use bevy::{prelude::*, text::FontSourceTemplate};
use bevy::{picking::Pickable, prelude::*, text::FontSourceTemplate};
use crate::{fighter::manifest::FighterManifest, menus::{button::FGUiButton, style::FGUiButtonType}};
@@ -25,6 +25,7 @@ impl CharacterBox {
}
BackgroundColor(Color::srgb(1.0, 1.0, 1.0))
Children [
Pickable::IGNORE
Node {
width: percent(100)
}
@@ -38,4 +39,4 @@ impl CharacterBox {
]
}
}
}
}
+15 -34
View File
@@ -2,7 +2,7 @@ use bevy::prelude::*;
use crate::{
fighter::manifest::{FighterManifest, FighterManifestRegistry},
input::{LocalInputAssignments, LocalInputSource},
input::LocalInputAssignments,
menus::{MenuMarker, build_menu_with_props, cursor::FGMenuCursor, spawn_menu, wrap_menu},
};
@@ -16,10 +16,12 @@ pub struct CharacterSelectScreen {
pub fn setup_character_select(
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
commands: Commands,
mut commands: Commands,
manifest_registry: Res<FighterManifestRegistry>,
assignments: Res<LocalInputAssignments>,
manifests: Res<Assets<FighterManifest>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let character_boxes = manifest_registry
.iter()
@@ -32,6 +34,10 @@ pub fn setup_character_select(
.map(|(slot, _)| fighter_portrait::FighterPortrait::create(*slot))
.collect::<Vec<_>>();
for (slot, _) in assignments.iter() {
commands.spawn(FGMenuCursor::create_cursor(*slot, &mut meshes, &mut materials));
}
let menu = bsn! {
// Characters
CharacterSelectScreen {
@@ -75,7 +81,6 @@ pub fn create_portrait(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
mapping: Res<LocalInputAssignments>,
) {
let entity = commands
.spawn_scene(fighter_portrait::FighterPortrait::create(player_slot))
@@ -83,7 +88,7 @@ pub fn create_portrait(
commands.entity(container).add_child(entity);
commands.spawn(
FGMenuCursor::create_cursor(player_slot, meshes, materials, mapping)
FGMenuCursor::create_cursor(player_slot, &mut meshes, &mut materials)
);
}
@@ -98,7 +103,6 @@ pub fn handle_fighter_slot_addition(
commands: Commands,
meshes: ResMut<Assets<Mesh>>,
materials: ResMut<Assets<ColorMaterial>>,
mapping: Res<LocalInputAssignments>,
) {
let slot = addition.slot;
create_portrait(
@@ -107,43 +111,20 @@ pub fn handle_fighter_slot_addition(
commands,
meshes,
materials,
mapping,
);
}
pub fn css_input(
key: Res<ButtonInput<KeyCode>>,
pads: Query<(Entity, &Gamepad)>,
menu_inputs: Res<crate::menus::input::MenuInputState>,
mut assignments: ResMut<LocalInputAssignments>,
mut commands: Commands,
) {
if key.get_pressed().len() != 0 {
if let None = assignments
.iter()
.find(|(_, source)| matches!(source, LocalInputSource::Keyboard))
{
if let Some(free_idx) = assignments.get_free_player_index() {
assignments.push((free_idx, LocalInputSource::Keyboard));
info!("New keyboard assignment");
commands.trigger(FighterSlotAssigned { slot: free_idx });
}
}
}
for (entity, pad) in pads {
if pad.any_pressed(GamepadButton::all()) {
let existed = assignments
.iter()
.find(|(_, assignment)| {
if let LocalInputSource::Gamepad(assignment_entity) = assignment {
return entity == *assignment_entity;
}
false
})
.is_some();
for (source, input) in &menu_inputs.inputs {
if input.movement != Vec2::ZERO {
let existed = assignments.iter().any(|(_, assigned)| assigned == source);
if !existed && let Some(free_idx) = assignments.get_free_player_index() {
assignments.push((free_idx, LocalInputSource::Gamepad(entity)));
assignments.push((free_idx, *source));
info!("New input assignment");
commands.trigger(FighterSlotAssigned { slot: free_idx });
}
}
+53 -51
View File
@@ -1,12 +1,11 @@
use bevy::{
asset::uuid::Uuid,
math::VectorSpace,
picking::pointer::{Location, PointerId, PointerInput, PointerLocation},
picking::{pointer::{Location, PointerAction, PointerId, PointerInput, PointerLocation}, Pickable},
prelude::*,
window::{NormalizedWindowRef, WindowRef},
window::WindowRef,
};
use crate::{game_settings::GameSettings, input::LocalInputAssignments, menus::input::MenuInput};
use crate::{input::LocalInputAssignments, menus::input::{MenuInput, MenuInputState}};
#[derive(Default)]
pub enum MenuCursorInputSource {
@@ -19,28 +18,20 @@ pub enum MenuCursorInputSource {
pub struct FGMenuCursor {
pub input_source: MenuCursorInputSource,
pub velocity: Vec2,
pub accepting: bool,
}
impl FGMenuCursor {
pub fn create_cursor(
player_slot: usize,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
mapping: Res<LocalInputAssignments>,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
) -> impl Bundle {
let (_, mapping) = mapping
.iter()
.find(|(slot, _)| *slot == player_slot)
.unwrap();
let material = materials.add(ColorMaterial::from_color(
bevy::color::palettes::tailwind::ROSE_600,
));
let circle_mesh = meshes.add(Circle::new(25.0));
let pointer_id = match mapping {
crate::input::LocalInputSource::Keyboard => PointerId::Mouse,
crate::input::LocalInputSource::Gamepad(_) => PointerId::Custom(Uuid::new_v4()),
};
let pointer_id = PointerId::Custom(Uuid::new_v4());
(
FGMenuCursor {
input_source: super::cursor::MenuCursorInputSource::Player(player_slot),
@@ -51,42 +42,37 @@ impl FGMenuCursor {
Mesh2d(circle_mesh),
Transform::IDENTITY,
GlobalZIndex(1000),
Pickable::IGNORE,
)
}
}
pub fn cursor_input(
window: Single<Entity, With<bevy::window::PrimaryWindow>>,
window: Single<(Entity, &Window), With<bevy::window::PrimaryWindow>>,
query: Query<(
&mut FGMenuCursor,
&PointerLocation,
&PointerId,
)>,
key: Res<ButtonInput<KeyCode>>,
assignments: Res<LocalInputAssignments>,
game_settings: Res<GameSettings>,
menu_inputs: Res<MenuInputState>,
time: Res<Time>,
pads: Query<(Entity, &Gamepad)>,
mut pointer_writer: MessageWriter<PointerInput>,
) {
let (window_entity, window) = window.into_inner();
for (mut cursor, location, pointer_id) in query {
let input = match cursor.input_source {
MenuCursorInputSource::Any => {
let mut input = MenuInput::default();
for (_, source) in assignments.iter() {
input.accumulate(&MenuInput::from_source(
source,
&key,
&pads,
&assignments,
&game_settings,
));
input.accumulate(&menu_inputs.get(source));
}
input
}
MenuCursorInputSource::Player(slot) => {
if let Some((_, source)) = assignments.iter().find(|(idx, _)| *idx == slot) {
MenuInput::from_source(source, &key, &pads, &assignments, &game_settings)
menu_inputs.get(source)
} else {
MenuInput::default()
}
@@ -96,35 +82,45 @@ pub fn cursor_input(
let movement_screen_space = input.movement * Vec2::new(1.0, -1.0);
cursor.velocity = movement_screen_space * 500.0;
if cursor.velocity == Vec2::ZERO {
continue;
}
let initial_cursor_pos = Vec2::new(window.width(), window.height()) / 2.0;
let old_cursor_pos = location
.location
.clone()
.map(|loc| loc.position)
.unwrap_or(Vec2::ZERO);
let cursor_pos = old_cursor_pos + cursor.velocity * time.delta_secs();
.unwrap_or(initial_cursor_pos);
let cursor_pos = (old_cursor_pos + cursor.velocity * time.delta_secs())
.clamp(Vec2::ZERO, Vec2::new(window.width(), window.height()));
let pointer_location = Location {
target: bevy::camera::NormalizedRenderTarget::Window(
WindowRef::Primary
.normalize(Some(window_entity))
.expect("Primary window should be valid"),
),
position: cursor_pos,
};
dbg!(cursor_pos);
if location.location.is_none() || cursor_pos != old_cursor_pos {
pointer_writer.write(PointerInput {
pointer_id: *pointer_id,
location: pointer_location.clone(),
action: PointerAction::Move {
delta: cursor_pos - old_cursor_pos,
},
});
}
pointer_writer.write(PointerInput {
pointer_id: *pointer_id,
location: Location {
target: bevy::camera::NormalizedRenderTarget::Window(
WindowRef::Primary
.normalize(Some(window.entity()))
.expect("Primary window should be valid"),
),
position: cursor_pos,
},
action: bevy::picking::pointer::PointerAction::Move {
delta: cursor_pos - old_cursor_pos,
},
});
//cursor.position
if input.accept != cursor.accepting {
cursor.accepting = input.accept;
pointer_writer.write(PointerInput {
pointer_id: *pointer_id,
location: pointer_location,
action: if input.accept {
PointerAction::Press(PointerButton::Primary)
} else {
PointerAction::Release(PointerButton::Primary)
},
});
}
}
}
@@ -150,3 +146,9 @@ pub fn update_cursor_transform(
trf.translation = Vec3::new(cursor_pos_viewport.x, cursor_pos_viewport.y, 0.0);
}
}
pub fn despawn_cursors(query: Query<Entity, With<FGMenuCursor>>, mut commands: Commands) {
for entity in query {
commands.entity(entity).despawn();
}
}
+87 -46
View File
@@ -1,65 +1,106 @@
use bevy::prelude::*;
use crate::{game_settings::GameSettings, input::{LocalInputAssignments, LocalInputSource}};
use crate::input::{
GamepadBinding, LocalInputSource, MenuInputMap, MenuInputMapAction,
};
#[derive(Default)]
#[derive(Default, Clone)]
pub struct MenuInput {
pub movement: Vec2,
pub accept: bool
pub accept: bool,
pub back: bool,
pub start: bool,
}
#[derive(Resource, Default)]
pub struct MenuInputState {
pub inputs: Vec<(LocalInputSource, MenuInput)>,
}
impl MenuInputState {
pub fn get(&self, source: &LocalInputSource) -> MenuInput {
self.inputs.iter().find(|(candidate, _)| candidate == source).map(|(_, input)| input.clone()).unwrap_or_default()
}
pub fn aggregate(&self) -> MenuInput {
self.inputs.iter().fold(MenuInput::default(), |mut result, (_, input)| {
result.movement += input.movement;
result.accept |= input.accept;
result.back |= input.back;
result.start |= input.start;
result
})
}
}
impl MenuInput {
pub fn accumulate(&mut self, other: &Self) {
self.movement += other.movement;
self.movement = self.movement.normalize();
self.accept = self.accept || other.accept;
self.accept |= other.accept;
self.back |= other.back;
self.start |= other.start;
self.movement = self.movement.clamp_length_max(1.0);
}
}
pub fn from_gamepad(gamepad: &Gamepad, game_settings: &GameSettings) -> Self {
let mut x = gamepad.left_stick().x;
let mut y = gamepad.left_stick().y;
let deadzone = game_settings.input_common.stick_deadzone.to_num::<f32>();
if x.abs() < deadzone {
x = 0.0;
}
if y.abs() < deadzone {
y = 0.0;
}
MenuInput {
movement: Vec2::new(x, y),
accept: gamepad.pressed(GamepadButton::South)
fn keyboard_input(key: &ButtonInput<KeyCode>, map: &MenuInputMap) -> MenuInput {
let mut input = MenuInput::default();
for binding in &map.keyboard {
let pressed = key.pressed(binding.key);
match binding.action {
MenuInputMapAction::MovementXDir(sign) => {
input.movement.x += if pressed { sign as f32 } else { 0.0 };
}
MenuInputMapAction::MovementYDir(sign) => {
input.movement.y += if pressed { sign as f32 } else { 0.0 };
}
MenuInputMapAction::Accept => input.accept |= pressed,
MenuInputMapAction::Back => input.back |= pressed,
MenuInputMapAction::Start => input.start |= pressed,
}
}
pub fn from_keyboard(keeb: &ButtonInput<KeyCode>) -> Self {
let x = if keeb.pressed(KeyCode::KeyA) { -1.0 } else { 0.0 };
let x = x + if keeb.pressed(KeyCode::KeyD) { 1.0 } else { 0.0 };
let y = if keeb.pressed(KeyCode::KeyS) { -1.0 } else { 0.0 };
let y = y + if keeb.pressed(KeyCode::KeyW) { 1.0 } else { 0.0 };
input.accept = map.keyboard.iter().any(|binding| matches!(binding.action, MenuInputMapAction::Accept) && key.pressed(binding.key));
input.back = map.keyboard.iter().any(|binding| matches!(binding.action, MenuInputMapAction::Back) && key.pressed(binding.key));
input.start = map.keyboard.iter().any(|binding| matches!(binding.action, MenuInputMapAction::Start) && key.pressed(binding.key));
input.movement = input.movement.normalize_or_zero();
input
}
let movement = Vec2::new(x, y);
MenuInput {
movement: movement,
accept: keeb.pressed(KeyCode::Enter)
fn gamepad_input(pad: &Gamepad, map: &MenuInputMap, deadzone: f32) -> MenuInput {
let mut input = MenuInput::default();
for binding in &map.gamepad {
let (value, just_pressed) = match binding.binding {
GamepadBinding::Button(button) => (if pad.pressed(button) { 1.0 } else { 0.0 }, pad.just_pressed(button)),
GamepadBinding::Axis(axis, sign) => (pad.get(axis).unwrap_or_default() * sign as f32, false),
};
match binding.action {
MenuInputMapAction::MovementXDir(sign) => {
input.movement.x += value * sign as f32;
}
MenuInputMapAction::MovementYDir(sign) => {
input.movement.y += value * sign as f32;
}
MenuInputMapAction::Accept => { input.accept |= value > 0.5; input.accept |= just_pressed; }
MenuInputMapAction::Back => { input.back |= value > 0.5; input.back |= just_pressed; }
MenuInputMapAction::Start => { input.start |= value > 0.5; input.start |= just_pressed; }
}
}
if input.movement.x.abs() < deadzone { input.movement.x = 0.0; }
if input.movement.y.abs() < deadzone { input.movement.y = 0.0; }
input.movement = input.movement.clamp_length_max(1.0);
input
}
pub fn from_source(source: &LocalInputSource, key: &ButtonInput<KeyCode>, gamepads: &Query<(Entity, &Gamepad)>, assignments: &LocalInputAssignments, game_settings: &GameSettings) -> Self {
match source {
LocalInputSource::Keyboard => Self::from_keyboard(key),
LocalInputSource::Gamepad(entity) => {
let gamepad = gamepads.get(*entity);
if let Ok((_, gamepad)) = gamepad {
Self::from_gamepad(gamepad, game_settings)
} else {
Self::default()
}
},
}
pub fn sample_menu_inputs(
key: Res<ButtonInput<KeyCode>>,
map: Res<MenuInputMap>,
pads: Query<(Entity, &Gamepad)>,
mut state: ResMut<MenuInputState>,
) {
state.inputs.clear();
let deadzone = 0.275;
state.inputs.push((LocalInputSource::Keyboard, keyboard_input(&key, &map)));
for (entity, pad) in pads.iter() {
state.inputs.push((LocalInputSource::Gamepad(entity), gamepad_input(pad, &map, deadzone)));
}
}
}
+19 -3
View File
@@ -117,6 +117,8 @@ impl Plugin for MenuPlugin {
character_select::setup_character_select,
)
.init_resource::<navigation::UINavigationActionState>()
.init_resource::<navigation::UINavigationRepeat>()
.init_resource::<input::MenuInputState>()
.insert_resource(InputFocusVisible(true))
.insert_resource(GlobalUiDebugOptions {
enabled: true,
@@ -138,18 +140,32 @@ impl Plugin for MenuPlugin {
navigation::give_default_focus,
scaling::ui_scaling_system,
button::button_setup,
button::button_style_system,
button::button_style_system.after(bevy::picking::PickingSystems::Hover),
button::button_focus_style_system,
)
.run_if(resource_exists::<CommonAssets>),
)
.add_systems(Startup, scaling::ui_update_scale_on_startup)
.add_systems(
PostUpdate,
(character_select::css_input, (cursor::cursor_input, cursor::update_cursor_transform).chain())
PreUpdate,
input::sample_menu_inputs
.before(cursor::cursor_input)
.run_if(resource_exists::<crate::input::MenuInputMap>),
)
.add_systems(
PreUpdate,
cursor::cursor_input
.before(bevy::picking::PickingSystems::ProcessInput)
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(
PostUpdate,
(character_select::css_input, cursor::update_cursor_transform)
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(OnExit(AppState::CharacterSelect), cursor::despawn_cursors)
.add_observer(character_select::handle_fighter_slot_addition)
.add_plugins(bevy_common_assets::ron::RonAssetPlugin::<FGUiStyle>::new(
&["stylesheet.ron"],
+36 -43
View File
@@ -1,5 +1,6 @@
use std::{collections::HashSet, time::Duration};
use std::collections::HashSet;
use bevy::{camera::NormalizedRenderTarget, input_focus::{InputFocus, InputFocusVisible}, math::CompassOctant, picking::{backend::HitData, pointer::{Location, PointerId}}, prelude::*, ui::auto_directional_navigation::AutoDirectionalNavigator};
use super::input::MenuInputState;
// Action state and input handling
#[derive(Debug, PartialEq, Eq, Hash)]
@@ -12,35 +13,6 @@ enum DirectionalNavigationAction {
}
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,
DirectionalNavigationAction::Select => GamepadButton::South,
}
}
}
#[derive(Default, Resource)]
@@ -48,29 +20,50 @@ pub struct UINavigationActionState {
pressed_actions: HashSet<DirectionalNavigationAction>,
}
#[derive(Default, Resource)]
pub struct UINavigationRepeat {
held_for: f32,
repeating: bool,
}
#[derive(Default, Component, Clone)]
pub struct NavigationDefaultFocus;
pub fn process_inputs(
mut action_state: ResMut<UINavigationActionState>,
keyboard_input: Res<ButtonInput<KeyCode>>,
gamepad_input: Query<&Gamepad>,
mut repeat: ResMut<UINavigationRepeat>,
menu_inputs: Res<MenuInputState>,
time: Res<Time>,
) {
action_state.pressed_actions.clear();
for action in DirectionalNavigationAction::variants() {
if keyboard_input.just_pressed(action.keycode()) {
action_state.pressed_actions.insert(action);
let input = menu_inputs.aggregate();
/*let repeat_press = if has_direction && !initial_press {
repeat.held_for += time.delta_secs();
if !repeat.repeating && repeat.held_for >= 0.3 {
repeat.repeating = true;
true
} else if repeat.repeating && (repeat.held_for - 0.3) % 0.08 < time.delta_secs() {
true
} else {
false
}
}
for gamepad in gamepad_input.iter() {
for action in DirectionalNavigationAction::variants() {
if gamepad.just_pressed(action.gamepad_button()) {
action_state.pressed_actions.insert(action);
}
} else {
if !has_direction {
repeat.held_for = 0.0;
repeat.repeating = false;
} else if initial_press {
repeat.held_for = 0.0;
repeat.repeating = false;
}
false
};
if initial_press || repeat_press {
if input.movement.y > 0.0 { action_state.pressed_actions.insert(DirectionalNavigationAction::Up); }
if input.movement.y < 0.0 { action_state.pressed_actions.insert(DirectionalNavigationAction::Down); }
if input.movement.x < 0.0 { action_state.pressed_actions.insert(DirectionalNavigationAction::Left); }
if input.movement.x > 0.0 { action_state.pressed_actions.insert(DirectionalNavigationAction::Right); }
}
if input.accept { action_state.pressed_actions.insert(DirectionalNavigationAction::Select); }*/
}
const FOCUSED_BORDER: Srgba = bevy::color::palettes::tailwind::BLUE_50;