
# Objective I set out with one simple goal: clearly document the differences between each of the component lifecycle events via module docs. Unfortunately, no such module existed: the various lifecycle code was scattered to the wind. Without a unified module, it's very hard to discover the related types, and there's nowhere good to put my shiny new documentation. ## Solution 1. Unify the assorted types into a single `bevy_ecs::component_lifecycle` module. 2. Write docs. 3. Write a migration guide. ## Testing Thanks CI! ## Follow-up 1. The lifecycle event names are pretty confusing, especially `OnReplace`. We should consider renaming those. No bikeshedding in my PR though! 2. Observers need real module docs too :( 3. Any additional functional changes should be done elsewhere; this is a simple docs and re-org PR. --------- Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
31 lines
988 B
Rust
31 lines
988 B
Rust
//! Contains the [`AutoFocus`] component and related machinery.
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use bevy_ecs::{lifecycle::HookContext, prelude::*, world::DeferredWorld};
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use crate::InputFocus;
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::{prelude::*, Reflect};
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/// Indicates that this widget should automatically receive [`InputFocus`].
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///
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/// This can be useful for things like dialog boxes, the first text input in a form,
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/// or the first button in a game menu.
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///
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/// The focus is swapped when this component is added
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/// or an entity with this component is spawned.
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#[derive(Debug, Default, Component, Copy, Clone)]
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#[cfg_attr(
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feature = "bevy_reflect",
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derive(Reflect),
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reflect(Debug, Default, Component, Clone)
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)]
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#[component(on_add = on_auto_focus_added)]
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pub struct AutoFocus;
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fn on_auto_focus_added(mut world: DeferredWorld, HookContext { entity, .. }: HookContext) {
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if let Some(mut input_focus) = world.get_resource_mut::<InputFocus>() {
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input_focus.set(entity);
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}
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}
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