Improve bevy_input_focus (#16749)

# Objective

I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
  - It was only implementing traits for `World`.
  - Lack of tests
  - `is_focus_within` logic was incorrect.


## Solution
 This PR includes some improvements to the `bevy_input_focus` crate: 
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
  - Added a bunch of unit tests to verify the logic of the crate.

## Testing

- Did you test these changes? If so, how? Yes, running newly added unit
tests.

---
This commit is contained in:
Erick Z 2024-12-12 20:15:08 +01:00 committed by GitHub
parent b2d3371814
commit ced6159d93
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 244 additions and 56 deletions

View File

@ -6,7 +6,7 @@ description = "Keyboard focus management"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT OR Apache-2.0"
keywords = ["bevy", "color"]
keywords = ["bevy"]
rust-version = "1.76.0"
[dependencies]
@ -14,9 +14,11 @@ bevy_app = { path = "../bevy_app", version = "0.15.0-dev", default-features = fa
bevy_ecs = { path = "../bevy_ecs", version = "0.15.0-dev", default-features = false }
bevy_input = { path = "../bevy_input", version = "0.15.0-dev", default-features = false }
bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.15.0-dev", default-features = false }
bevy_utils = { path = "../bevy_utils", version = "0.15.0-dev", default-features = false }
bevy_window = { path = "../bevy_window", version = "0.15.0-dev", default-features = false }
[dev-dependencies]
smol_str = "0.2"
[lints]
workspace = true

View File

@ -16,16 +16,16 @@
//! This crate does *not* provide any integration with UI widgets, or provide functions for
//! tab navigation or gamepad-based focus navigation, as those are typically application-specific.
use bevy_app::{App, Plugin, Update};
use bevy_app::{App, Plugin, PreUpdate};
use bevy_ecs::{
component::Component,
entity::Entity,
event::{Event, EventReader},
query::With,
system::{Commands, Query, Res, Resource},
system::{Commands, Query, Res, Resource, SystemParam},
world::{Command, DeferredWorld, World},
};
use bevy_hierarchy::Parent;
use bevy_hierarchy::{HierarchyQueryExt, Parent};
use bevy_input::keyboard::KeyboardInput;
use bevy_window::PrimaryWindow;
@ -41,7 +41,7 @@ pub struct InputFocus(pub Option<Entity>);
#[derive(Clone, Debug, Resource)]
pub struct InputFocusVisible(pub bool);
/// Helper functions for [`World`] and [`DeferredWorld`] to set and clear input focus.
/// Helper functions for [`World`], [`DeferredWorld`] and [`Commands`] to set and clear input focus.
pub trait SetInputFocus {
/// Set input focus to the given entity.
fn set_input_focus(&mut self, entity: Entity);
@ -88,6 +88,16 @@ impl Command for SetFocusCommand {
}
}
impl SetInputFocus for Commands<'_, '_> {
fn set_input_focus(&mut self, entity: Entity) {
self.queue(SetFocusCommand(Some(entity)));
}
fn clear_input_focus(&mut self) {
self.queue(SetFocusCommand(None));
}
}
/// A bubble-able event for keyboard input. This event is normally dispatched to the current
/// input focus entity, if any. If no entity has input focus, then the event is dispatched to
/// the main window.
@ -108,7 +118,7 @@ impl Plugin for InputDispatchPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(InputFocus(None))
.insert_resource(InputFocusVisible(false))
.add_systems(Update, dispatch_keyboard_input);
.add_systems(PreUpdate, dispatch_keyboard_input);
}
}
@ -137,7 +147,10 @@ fn dispatch_keyboard_input(
}
/// Trait which defines methods to check if an entity currently has focus. This is implemented
/// for both [`World`] and [`DeferredWorld`].
/// for [`World`] and [`IsFocusedHelper`].
/// [`DeferredWorld`] indirectly implements it through [`Deref`].
///
/// [`Deref`]: std::ops::Deref
pub trait IsFocused {
/// Returns true if the given entity has input focus.
fn is_focused(&self, entity: Entity) -> bool;
@ -148,97 +161,270 @@ pub trait IsFocused {
/// Returns true if the given entity has input focus and the focus indicator is visible.
fn is_focus_visible(&self, entity: Entity) -> bool;
/// Returns true if the given entity, or any descenant, has input focus and the focus
/// Returns true if the given entity, or any descendant, has input focus and the focus
/// indicator is visible.
fn is_focus_within_visible(&self, entity: Entity) -> bool;
}
impl IsFocused for DeferredWorld<'_> {
/// System param that helps get information about the current focused entity.
#[derive(SystemParam)]
pub struct IsFocusedHelper<'w, 's> {
parent_query: Query<'w, 's, &'static Parent>,
input_focus: Option<Res<'w, InputFocus>>,
input_focus_visible: Option<Res<'w, InputFocusVisible>>,
}
impl IsFocused for IsFocusedHelper<'_, '_> {
fn is_focused(&self, entity: Entity) -> bool {
self.get_resource::<InputFocus>()
.map(|f| f.0)
.unwrap_or_default()
.map(|f| f == entity)
.unwrap_or_default()
self.input_focus
.as_deref()
.and_then(|f| f.0)
.is_some_and(|e| e == entity)
}
fn is_focus_within(&self, entity: Entity) -> bool {
let Some(focus_resource) = self.get_resource::<InputFocus>() else {
let Some(focus) = self.input_focus.as_deref().and_then(|f| f.0) else {
return false;
};
let Some(focus) = focus_resource.0 else {
return false;
};
let mut e = entity;
loop {
if e == focus {
return true;
}
if let Some(parent) = self.entity(e).get::<Parent>() {
e = parent.get();
} else {
break;
}
if focus == entity {
return true;
}
false
self.parent_query.iter_ancestors(focus).any(|e| e == entity)
}
fn is_focus_visible(&self, entity: Entity) -> bool {
self.get_resource::<InputFocusVisible>()
.map(|vis| vis.0)
.unwrap_or_default()
&& self.is_focused(entity)
self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focused(entity)
}
fn is_focus_within_visible(&self, entity: Entity) -> bool {
self.get_resource::<InputFocusVisible>()
.map(|vis| vis.0)
.unwrap_or_default()
&& self.is_focus_within(entity)
self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focus_within(entity)
}
}
impl IsFocused for World {
fn is_focused(&self, entity: Entity) -> bool {
self.get_resource::<InputFocus>()
.map(|f| f.0)
.unwrap_or_default()
.map(|f| f == entity)
.unwrap_or_default()
.and_then(|f| f.0)
.is_some_and(|f| f == entity)
}
fn is_focus_within(&self, entity: Entity) -> bool {
let Some(focus_resource) = self.get_resource::<InputFocus>() else {
let Some(focus) = self.get_resource::<InputFocus>().and_then(|f| f.0) else {
return false;
};
let Some(focus) = focus_resource.0 else {
return false;
};
let mut e = entity;
let mut e = focus;
loop {
if e == focus {
if e == entity {
return true;
}
if let Some(parent) = self.entity(e).get::<Parent>() {
e = parent.get();
if let Some(parent) = self.entity(e).get::<Parent>().map(Parent::get) {
e = parent;
} else {
break;
return false;
}
}
false
}
fn is_focus_visible(&self, entity: Entity) -> bool {
self.get_resource::<InputFocusVisible>()
.map(|vis| vis.0)
.unwrap_or_default()
.is_some_and(|vis| vis.0)
&& self.is_focused(entity)
}
fn is_focus_within_visible(&self, entity: Entity) -> bool {
self.get_resource::<InputFocusVisible>()
.map(|vis| vis.0)
.unwrap_or_default()
.is_some_and(|vis| vis.0)
&& self.is_focus_within(entity)
}
}
#[cfg(test)]
mod tests {
use super::*;
use bevy_ecs::{component::ComponentId, observer::Trigger, system::RunSystemOnce};
use bevy_hierarchy::BuildChildren;
use bevy_input::{
keyboard::{Key, KeyCode},
ButtonState, InputPlugin,
};
use smol_str::SmolStr;
#[derive(Component)]
#[component(on_add = set_focus_on_add)]
struct SetFocusOnAdd;
fn set_focus_on_add(mut world: DeferredWorld, entity: Entity, _: ComponentId) {
world.set_input_focus(entity);
}
#[derive(Component, Default)]
struct GatherKeyboardEvents(String);
fn gather_keyboard_events(
trigger: Trigger<FocusKeyboardInput>,
mut query: Query<&mut GatherKeyboardEvents>,
) {
if let Ok(mut gather) = query.get_mut(trigger.target()) {
if let Key::Character(c) = &trigger.0.logical_key {
gather.0.push_str(c.as_str());
}
}
}
const KEY_A_EVENT: KeyboardInput = KeyboardInput {
key_code: KeyCode::KeyA,
logical_key: Key::Character(SmolStr::new_static("A")),
state: ButtonState::Pressed,
repeat: false,
window: Entity::PLACEHOLDER,
};
#[test]
fn test_without_plugin() {
let mut app = App::new();
let entity = app.world_mut().spawn_empty().id();
app.world_mut().set_input_focus(entity);
assert!(!app.world().is_focused(entity));
app.world_mut()
.run_system_once(move |helper: IsFocusedHelper| {
assert!(!helper.is_focused(entity));
assert!(!helper.is_focus_within(entity));
assert!(!helper.is_focus_visible(entity));
assert!(!helper.is_focus_within_visible(entity));
})
.unwrap();
app.world_mut()
.run_system_once(move |world: DeferredWorld| {
assert!(!world.is_focused(entity));
assert!(!world.is_focus_within(entity));
assert!(!world.is_focus_visible(entity));
assert!(!world.is_focus_within_visible(entity));
})
.unwrap();
}
#[test]
fn test_keyboard_events() {
fn get_gathered(app: &App, entity: Entity) -> &str {
app.world()
.entity(entity)
.get::<GatherKeyboardEvents>()
.unwrap()
.0
.as_str()
}
let mut app = App::new();
app.add_plugins((InputPlugin, InputDispatchPlugin))
.add_observer(gather_keyboard_events);
let entity_a = app
.world_mut()
.spawn((GatherKeyboardEvents::default(), SetFocusOnAdd))
.id();
let child_of_b = app
.world_mut()
.spawn((GatherKeyboardEvents::default(),))
.id();
let entity_b = app
.world_mut()
.spawn((GatherKeyboardEvents::default(),))
.add_child(child_of_b)
.id();
assert!(app.world().is_focused(entity_a));
assert!(!app.world().is_focused(entity_b));
assert!(!app.world().is_focused(child_of_b));
assert!(!app.world().is_focus_visible(entity_a));
assert!(!app.world().is_focus_visible(entity_b));
assert!(!app.world().is_focus_visible(child_of_b));
// entity_a should receive this event
app.world_mut().send_event(KEY_A_EVENT);
app.update();
assert_eq!(get_gathered(&app, entity_a), "A");
assert_eq!(get_gathered(&app, entity_b), "");
assert_eq!(get_gathered(&app, child_of_b), "");
app.world_mut().clear_input_focus();
assert!(!app.world().is_focused(entity_a));
assert!(!app.world().is_focus_visible(entity_a));
// This event should be lost
app.world_mut().send_event(KEY_A_EVENT);
app.update();
assert_eq!(get_gathered(&app, entity_a), "A");
assert_eq!(get_gathered(&app, entity_b), "");
assert_eq!(get_gathered(&app, child_of_b), "");
app.world_mut().set_input_focus(entity_b);
assert!(app.world().is_focused(entity_b));
assert!(!app.world().is_focused(child_of_b));
app.world_mut()
.run_system_once(move |mut commands: Commands| {
commands.set_input_focus(child_of_b);
})
.unwrap();
assert!(app.world().is_focus_within(entity_b));
// These events should be received by entity_b and child_of_b
app.world_mut().send_event_batch([KEY_A_EVENT; 4]);
app.update();
assert_eq!(get_gathered(&app, entity_a), "A");
assert_eq!(get_gathered(&app, entity_b), "AAAA");
assert_eq!(get_gathered(&app, child_of_b), "AAAA");
app.world_mut().resource_mut::<InputFocusVisible>().0 = true;
app.world_mut()
.run_system_once(move |helper: IsFocusedHelper| {
assert!(!helper.is_focused(entity_a));
assert!(!helper.is_focus_within(entity_a));
assert!(!helper.is_focus_visible(entity_a));
assert!(!helper.is_focus_within_visible(entity_a));
assert!(!helper.is_focused(entity_b));
assert!(helper.is_focus_within(entity_b));
assert!(!helper.is_focus_visible(entity_b));
assert!(helper.is_focus_within_visible(entity_b));
assert!(helper.is_focused(child_of_b));
assert!(helper.is_focus_within(child_of_b));
assert!(helper.is_focus_visible(child_of_b));
assert!(helper.is_focus_within_visible(child_of_b));
})
.unwrap();
app.world_mut()
.run_system_once(move |world: DeferredWorld| {
assert!(!world.is_focused(entity_a));
assert!(!world.is_focus_within(entity_a));
assert!(!world.is_focus_visible(entity_a));
assert!(!world.is_focus_within_visible(entity_a));
assert!(!world.is_focused(entity_b));
assert!(world.is_focus_within(entity_b));
assert!(!world.is_focus_visible(entity_b));
assert!(world.is_focus_within_visible(entity_b));
assert!(world.is_focused(child_of_b));
assert!(world.is_focus_within(child_of_b));
assert!(world.is_focus_visible(child_of_b));
assert!(world.is_focus_within_visible(child_of_b));
})
.unwrap();
}
}