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