Document ButtonInput behavior regarding window focus (#12367)
# Objective `ButtonInput<KeyCode>` documentation is currently incorrect/incomplete, see #12273. ## Solution Fix the documentation. I think in the future we should also stop triggering `just_pressed`/`just_released` when focus switches between two Bevy windows, as those functions are independent of the window. It could also make sense to add individual `ButtonInput<KeyCode>`s per window. --------- Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
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@ -29,6 +29,15 @@ use bevy_ecs::schedule::State;
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/// * Using [`ButtonInput::clear_just_pressed`] or [`ButtonInput::clear_just_released`] instead.
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/// * Calling [`ButtonInput::clear`] or [`ButtonInput::reset`] immediately after the state change.
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///
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/// ## Window focus
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///
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/// `ButtonInput<KeyCode>` is tied to window focus. For example, if the user holds a button
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/// while the window loses focus, [`ButtonInput::just_released`] will be triggered. Similarly if the window
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/// regains focus, [`ButtonInput::just_pressed`] will be triggered. Currently this happens even if the
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/// focus switches from one Bevy window to another (for example because a new window was just spawned).
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///
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/// `ButtonInput<GamepadButton>` is independent of window focus.
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///
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/// ## Note
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///
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/// When adding this resource for a new input type, you should:
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