This example illustrates the use of tab navigation.
use bevy::{
color::palettes::basic::*,
input_focus::{
tab_navigation::{TabGroup, TabIndex, TabNavigationPlugin},
FocusCause, InputFocus,
},
picking::hover::Hovered,
platform::collections::HashSet,
prelude::*,
ui::Pressed,
ui_widgets::Button,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, TabNavigationPlugin))
.add_systems(Startup, setup)
.add_systems(Update, (focus_system, button_styles))
.run();
}
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.get() == Some(button) {
commands.entity(button).insert(Outline {
color: Color::WHITE,
width: px(2),
offset: px(2),
});
} else {
commands.entity(button).remove::<Outline>();
}
}
}
}
fn setup(mut commands: Commands) {
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: percent(100),
height: percent(100),
display: Display::Flex,
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
row_gap: px(6),
..default()
})
.observe(
|mut event: On<PointerClick>, mut focus: ResMut<InputFocus>| {
focus.clear();
event.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: px(6),
margin: UiRect {
bottom: px(10),
..default()
},
..default()
},
tab_group,
))
.with_children(|parent| {
for i in indices {
parent
.spawn((
Button,
Hovered::default(),
Node {
width: px(200),
height: px(65),
border: UiRect::all(px(5)),
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: FontSize::Px(20.0),
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
)],
))
.observe(
|mut click: On<PointerClick>, mut focus: ResMut<InputFocus>| {
focus.set(click.entity, FocusCause::Pressed);
click.propagate(false);
},
);
}
});
}
});
}
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);
/// System that updates button styling based on hover and pressed states, unrelated to focus.
fn button_styles(
mut buttons: Query<
(
Entity,
Option<Ref<Pressed>>,
Ref<Hovered>,
&mut BackgroundColor,
&mut BorderColor,
),
With<Button>,
>,
mut removed_pressed: RemovedComponents<Pressed>,
) {
let just_unpressed: HashSet<Entity> = removed_pressed.read().collect();
for (entity, pressed, hovered, mut background_color, mut border_color) in &mut buttons {
let changed = hovered.is_changed()
|| pressed.as_ref().is_some_and(Ref::is_changed)
|| just_unpressed.contains(&entity);
if changed {
match (pressed.is_some(), hovered.get()) {
(true, _) => {
*background_color = BackgroundColor(PRESSED_BUTTON);
*border_color = BorderColor::all(RED);
}
(false, true) => {
*background_color = BackgroundColor(HOVERED_BUTTON);
*border_color = BorderColor::all(WHITE);
}
(false, false) => {
*background_color = BackgroundColor(NORMAL_BUTTON);
*border_color = BorderColor::all(BLACK);
}
}
}
}
}