Make the input focus docs less keyboard-centric (#17069)

# Objective

Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.

## Solution

Fix a few missed mentions in the documentation.

Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
This commit is contained in:
Alice Cecile 2024-12-31 13:37:48 -05:00 committed by GitHub
parent 3c7fbee2d8
commit d502796a41
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@ -5,12 +5,13 @@
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Keyboard focus system for Bevy.
//! A UI-centric focus system for Bevy.
//!
//! This crate provides a system for managing input focus in Bevy applications, including:
//! * [`InputFocus`], a resource for tracking which entity has input focus.
//! * Methods for getting and setting input focus via [`InputFocus`] and [`IsFocusedHelper`].
//! * A generic [`FocusedInput`] event for input events which bubble up from the focused entity.
//! * Various navigation frameworks for moving input focus between entities based on user input, such as [`tab_navigation`].
//!
//! This crate does *not* provide any integration with UI widgets: this is the responsibility of the widget crate,
//! which should depend on [`bevy_input_focus`](crate).
@ -29,7 +30,7 @@ use bevy_input::{gamepad::GamepadButtonChangedEvent, keyboard::KeyboardInput, mo
use bevy_window::{PrimaryWindow, Window};
use core::fmt::Debug;
/// Resource representing which entity has input focus, if any. Keyboard events will be
/// Resource representing which entity has input focus, if any. Input events (other than pointer-like inputs) will be
/// dispatched to the current focus entity, or to the primary window if no entity has focus.
///
/// Changing the input focus is as easy as modifying this resource.