diff --git a/crates/bevy_input_focus/src/lib.rs b/crates/bevy_input_focus/src/lib.rs index 4b0ec5a763..4dff21644f 100644 --- a/crates/bevy_input_focus/src/lib.rs +++ b/crates/bevy_input_focus/src/lib.rs @@ -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.