bevy/crates/bevy_input/src
SpecificProtagonist e7c6228e8b
Fix window spawning triggering ButtonInput<KeyCode>::just_pressed/just_released (#12372)
# Objective

Fix #12273

## Solution

– Only emit `KeyboardFocusLost` when the keyboard focus is lost
– ignore synthetic key releases too, not just key presses (as they're
already covered by `KeyboardFocusLost`)

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## Changelog

### Fixed

- Don't trigger `ButtonInput<KeyCode>::just_pressed`/`just_released`
when spawning a window/focus moving between Bevy windows
2024-09-30 18:24:36 +00:00
..
axis.rs Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
button_input.rs Fix window spawning triggering ButtonInput<KeyCode>::just_pressed/just_released (#12372) 2024-09-30 18:24:36 +00:00
common_conditions.rs Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
gamepad.rs Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
gestures.rs bevy_input: allow use without bevy_reflect (#14167) 2024-07-08 01:09:07 +00:00
keyboard.rs Fix window spawning triggering ButtonInput<KeyCode>::just_pressed/just_released (#12372) 2024-09-30 18:24:36 +00:00
lib.rs Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
mouse.rs Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
touch.rs Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00