
# Objective I was curious to use the newly created `bevy_input_focus`, but I found some issues with it - It was only implementing traits for `World`. - Lack of tests - `is_focus_within` logic was incorrect. ## Solution This PR includes some improvements to the `bevy_input_focus` crate: - Add new `IsFocusedHelper` that doesn't require access to `&World`. It implements `IsFocused` - Remove `IsFocused` impl for `DeferredWorld`. Since it already implements `Deref<Target=World>` it was just duplication of code. - impl `SetInputFocus` for `Commands`. There was no way to use `SetFocusCommand` directly. This allows it. - The `is_focus_within` logic has been fixed to check descendants. Previously it was checking if any of the ancestors had focus which is not correct according to the documentation. - Added a bunch of unit tests to verify the logic of the crate. ## Testing - Did you test these changes? If so, how? Yes, running newly added unit tests. ---
431 lines
14 KiB
Rust
431 lines
14 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
|
#![forbid(unsafe_code)]
|
|
#![doc(
|
|
html_logo_url = "https://bevyengine.org/assets/icon.png",
|
|
html_favicon_url = "https://bevyengine.org/assets/icon.png"
|
|
)]
|
|
|
|
//! Keyboard focus system for Bevy.
|
|
//!
|
|
//! This crate provides a system for managing input focus in Bevy applications, including:
|
|
//! * A resource for tracking which entity has input focus.
|
|
//! * Methods for getting and setting input focus.
|
|
//! * Event definitions for triggering bubble-able keyboard input events to the focused entity.
|
|
//! * A system for dispatching keyboard input events to the focused entity.
|
|
//!
|
|
//! This crate does *not* provide any integration with UI widgets, or provide functions for
|
|
//! tab navigation or gamepad-based focus navigation, as those are typically application-specific.
|
|
|
|
use bevy_app::{App, Plugin, PreUpdate};
|
|
use bevy_ecs::{
|
|
component::Component,
|
|
entity::Entity,
|
|
event::{Event, EventReader},
|
|
query::With,
|
|
system::{Commands, Query, Res, Resource, SystemParam},
|
|
world::{Command, DeferredWorld, World},
|
|
};
|
|
use bevy_hierarchy::{HierarchyQueryExt, Parent};
|
|
use bevy_input::keyboard::KeyboardInput;
|
|
use bevy_window::PrimaryWindow;
|
|
|
|
/// Resource representing which entity has input focus, if any. Keyboard events will be
|
|
/// dispatched to the current focus entity, or to the primary window if no entity has focus.
|
|
#[derive(Clone, Debug, Resource)]
|
|
pub struct InputFocus(pub Option<Entity>);
|
|
|
|
/// Resource representing whether the input focus indicator should be visible. It's up to the
|
|
/// current focus navigation system to set this resource. For a desktop/web style of user interface
|
|
/// this would be set to true when the user presses the tab key, and set to false when the user
|
|
/// clicks on a different element.
|
|
#[derive(Clone, Debug, Resource)]
|
|
pub struct InputFocusVisible(pub bool);
|
|
|
|
/// Helper functions for [`World`], [`DeferredWorld`] and [`Commands`] to set and clear input focus.
|
|
pub trait SetInputFocus {
|
|
/// Set input focus to the given entity.
|
|
fn set_input_focus(&mut self, entity: Entity);
|
|
/// Clear input focus.
|
|
fn clear_input_focus(&mut self);
|
|
}
|
|
|
|
impl SetInputFocus for World {
|
|
fn set_input_focus(&mut self, entity: Entity) {
|
|
if let Some(mut focus) = self.get_resource_mut::<InputFocus>() {
|
|
focus.0 = Some(entity);
|
|
}
|
|
}
|
|
|
|
fn clear_input_focus(&mut self) {
|
|
if let Some(mut focus) = self.get_resource_mut::<InputFocus>() {
|
|
focus.0 = None;
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'w> SetInputFocus for DeferredWorld<'w> {
|
|
fn set_input_focus(&mut self, entity: Entity) {
|
|
if let Some(mut focus) = self.get_resource_mut::<InputFocus>() {
|
|
focus.0 = Some(entity);
|
|
}
|
|
}
|
|
|
|
fn clear_input_focus(&mut self) {
|
|
if let Some(mut focus) = self.get_resource_mut::<InputFocus>() {
|
|
focus.0 = None;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Command to set input focus to the given entity.
|
|
pub struct SetFocusCommand(Option<Entity>);
|
|
|
|
impl Command for SetFocusCommand {
|
|
fn apply(self, world: &mut World) {
|
|
if let Some(mut focus) = world.get_resource_mut::<InputFocus>() {
|
|
focus.0 = self.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
impl SetInputFocus for Commands<'_, '_> {
|
|
fn set_input_focus(&mut self, entity: Entity) {
|
|
self.queue(SetFocusCommand(Some(entity)));
|
|
}
|
|
|
|
fn clear_input_focus(&mut self) {
|
|
self.queue(SetFocusCommand(None));
|
|
}
|
|
}
|
|
|
|
/// A bubble-able event for keyboard input. This event is normally dispatched to the current
|
|
/// input focus entity, if any. If no entity has input focus, then the event is dispatched to
|
|
/// the main window.
|
|
#[derive(Clone, Debug, Component)]
|
|
pub struct FocusKeyboardInput(pub KeyboardInput);
|
|
|
|
impl Event for FocusKeyboardInput {
|
|
type Traversal = &'static Parent;
|
|
|
|
const AUTO_PROPAGATE: bool = true;
|
|
}
|
|
|
|
/// Plugin which registers the system for dispatching keyboard events based on focus and
|
|
/// hover state.
|
|
pub struct InputDispatchPlugin;
|
|
|
|
impl Plugin for InputDispatchPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.insert_resource(InputFocus(None))
|
|
.insert_resource(InputFocusVisible(false))
|
|
.add_systems(PreUpdate, dispatch_keyboard_input);
|
|
}
|
|
}
|
|
|
|
/// System which dispatches keyboard input events to the focused entity, or to the primary window
|
|
/// if no entity has focus.
|
|
fn dispatch_keyboard_input(
|
|
mut key_events: EventReader<KeyboardInput>,
|
|
focus: Res<InputFocus>,
|
|
windows: Query<Entity, With<PrimaryWindow>>,
|
|
mut commands: Commands,
|
|
) {
|
|
// If an element has keyboard focus, then dispatch the key event to that element.
|
|
if let Some(focus_elt) = focus.0 {
|
|
for ev in key_events.read() {
|
|
commands.trigger_targets(FocusKeyboardInput(ev.clone()), focus_elt);
|
|
}
|
|
} else {
|
|
// If no element has input focus, then dispatch the key event to the primary window.
|
|
// There should be only one primary window.
|
|
if let Ok(window) = windows.get_single() {
|
|
for ev in key_events.read() {
|
|
commands.trigger_targets(FocusKeyboardInput(ev.clone()), window);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Trait which defines methods to check if an entity currently has focus. This is implemented
|
|
/// for [`World`] and [`IsFocusedHelper`].
|
|
/// [`DeferredWorld`] indirectly implements it through [`Deref`].
|
|
///
|
|
/// [`Deref`]: std::ops::Deref
|
|
pub trait IsFocused {
|
|
/// Returns true if the given entity has input focus.
|
|
fn is_focused(&self, entity: Entity) -> bool;
|
|
|
|
/// Returns true if the given entity or any of its descendants has input focus.
|
|
fn is_focus_within(&self, entity: Entity) -> bool;
|
|
|
|
/// Returns true if the given entity has input focus and the focus indicator is visible.
|
|
fn is_focus_visible(&self, entity: Entity) -> bool;
|
|
|
|
/// Returns true if the given entity, or any descendant, has input focus and the focus
|
|
/// indicator is visible.
|
|
fn is_focus_within_visible(&self, entity: Entity) -> bool;
|
|
}
|
|
|
|
/// System param that helps get information about the current focused entity.
|
|
#[derive(SystemParam)]
|
|
pub struct IsFocusedHelper<'w, 's> {
|
|
parent_query: Query<'w, 's, &'static Parent>,
|
|
input_focus: Option<Res<'w, InputFocus>>,
|
|
input_focus_visible: Option<Res<'w, InputFocusVisible>>,
|
|
}
|
|
|
|
impl IsFocused for IsFocusedHelper<'_, '_> {
|
|
fn is_focused(&self, entity: Entity) -> bool {
|
|
self.input_focus
|
|
.as_deref()
|
|
.and_then(|f| f.0)
|
|
.is_some_and(|e| e == entity)
|
|
}
|
|
|
|
fn is_focus_within(&self, entity: Entity) -> bool {
|
|
let Some(focus) = self.input_focus.as_deref().and_then(|f| f.0) else {
|
|
return false;
|
|
};
|
|
if focus == entity {
|
|
return true;
|
|
}
|
|
self.parent_query.iter_ancestors(focus).any(|e| e == entity)
|
|
}
|
|
|
|
fn is_focus_visible(&self, entity: Entity) -> bool {
|
|
self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focused(entity)
|
|
}
|
|
|
|
fn is_focus_within_visible(&self, entity: Entity) -> bool {
|
|
self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focus_within(entity)
|
|
}
|
|
}
|
|
|
|
impl IsFocused for World {
|
|
fn is_focused(&self, entity: Entity) -> bool {
|
|
self.get_resource::<InputFocus>()
|
|
.and_then(|f| f.0)
|
|
.is_some_and(|f| f == entity)
|
|
}
|
|
|
|
fn is_focus_within(&self, entity: Entity) -> bool {
|
|
let Some(focus) = self.get_resource::<InputFocus>().and_then(|f| f.0) else {
|
|
return false;
|
|
};
|
|
let mut e = focus;
|
|
loop {
|
|
if e == entity {
|
|
return true;
|
|
}
|
|
if let Some(parent) = self.entity(e).get::<Parent>().map(Parent::get) {
|
|
e = parent;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
fn is_focus_visible(&self, entity: Entity) -> bool {
|
|
self.get_resource::<InputFocusVisible>()
|
|
.is_some_and(|vis| vis.0)
|
|
&& self.is_focused(entity)
|
|
}
|
|
|
|
fn is_focus_within_visible(&self, entity: Entity) -> bool {
|
|
self.get_resource::<InputFocusVisible>()
|
|
.is_some_and(|vis| vis.0)
|
|
&& self.is_focus_within(entity)
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
use bevy_ecs::{component::ComponentId, observer::Trigger, system::RunSystemOnce};
|
|
use bevy_hierarchy::BuildChildren;
|
|
use bevy_input::{
|
|
keyboard::{Key, KeyCode},
|
|
ButtonState, InputPlugin,
|
|
};
|
|
use smol_str::SmolStr;
|
|
|
|
#[derive(Component)]
|
|
#[component(on_add = set_focus_on_add)]
|
|
struct SetFocusOnAdd;
|
|
|
|
fn set_focus_on_add(mut world: DeferredWorld, entity: Entity, _: ComponentId) {
|
|
world.set_input_focus(entity);
|
|
}
|
|
|
|
#[derive(Component, Default)]
|
|
struct GatherKeyboardEvents(String);
|
|
|
|
fn gather_keyboard_events(
|
|
trigger: Trigger<FocusKeyboardInput>,
|
|
mut query: Query<&mut GatherKeyboardEvents>,
|
|
) {
|
|
if let Ok(mut gather) = query.get_mut(trigger.target()) {
|
|
if let Key::Character(c) = &trigger.0.logical_key {
|
|
gather.0.push_str(c.as_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
const KEY_A_EVENT: KeyboardInput = KeyboardInput {
|
|
key_code: KeyCode::KeyA,
|
|
logical_key: Key::Character(SmolStr::new_static("A")),
|
|
state: ButtonState::Pressed,
|
|
repeat: false,
|
|
window: Entity::PLACEHOLDER,
|
|
};
|
|
|
|
#[test]
|
|
fn test_without_plugin() {
|
|
let mut app = App::new();
|
|
|
|
let entity = app.world_mut().spawn_empty().id();
|
|
|
|
app.world_mut().set_input_focus(entity);
|
|
assert!(!app.world().is_focused(entity));
|
|
|
|
app.world_mut()
|
|
.run_system_once(move |helper: IsFocusedHelper| {
|
|
assert!(!helper.is_focused(entity));
|
|
assert!(!helper.is_focus_within(entity));
|
|
assert!(!helper.is_focus_visible(entity));
|
|
assert!(!helper.is_focus_within_visible(entity));
|
|
})
|
|
.unwrap();
|
|
|
|
app.world_mut()
|
|
.run_system_once(move |world: DeferredWorld| {
|
|
assert!(!world.is_focused(entity));
|
|
assert!(!world.is_focus_within(entity));
|
|
assert!(!world.is_focus_visible(entity));
|
|
assert!(!world.is_focus_within_visible(entity));
|
|
})
|
|
.unwrap();
|
|
}
|
|
|
|
#[test]
|
|
fn test_keyboard_events() {
|
|
fn get_gathered(app: &App, entity: Entity) -> &str {
|
|
app.world()
|
|
.entity(entity)
|
|
.get::<GatherKeyboardEvents>()
|
|
.unwrap()
|
|
.0
|
|
.as_str()
|
|
}
|
|
|
|
let mut app = App::new();
|
|
|
|
app.add_plugins((InputPlugin, InputDispatchPlugin))
|
|
.add_observer(gather_keyboard_events);
|
|
|
|
let entity_a = app
|
|
.world_mut()
|
|
.spawn((GatherKeyboardEvents::default(), SetFocusOnAdd))
|
|
.id();
|
|
|
|
let child_of_b = app
|
|
.world_mut()
|
|
.spawn((GatherKeyboardEvents::default(),))
|
|
.id();
|
|
|
|
let entity_b = app
|
|
.world_mut()
|
|
.spawn((GatherKeyboardEvents::default(),))
|
|
.add_child(child_of_b)
|
|
.id();
|
|
|
|
assert!(app.world().is_focused(entity_a));
|
|
assert!(!app.world().is_focused(entity_b));
|
|
assert!(!app.world().is_focused(child_of_b));
|
|
assert!(!app.world().is_focus_visible(entity_a));
|
|
assert!(!app.world().is_focus_visible(entity_b));
|
|
assert!(!app.world().is_focus_visible(child_of_b));
|
|
|
|
// entity_a should receive this event
|
|
app.world_mut().send_event(KEY_A_EVENT);
|
|
app.update();
|
|
|
|
assert_eq!(get_gathered(&app, entity_a), "A");
|
|
assert_eq!(get_gathered(&app, entity_b), "");
|
|
assert_eq!(get_gathered(&app, child_of_b), "");
|
|
|
|
app.world_mut().clear_input_focus();
|
|
|
|
assert!(!app.world().is_focused(entity_a));
|
|
assert!(!app.world().is_focus_visible(entity_a));
|
|
|
|
// This event should be lost
|
|
app.world_mut().send_event(KEY_A_EVENT);
|
|
app.update();
|
|
|
|
assert_eq!(get_gathered(&app, entity_a), "A");
|
|
assert_eq!(get_gathered(&app, entity_b), "");
|
|
assert_eq!(get_gathered(&app, child_of_b), "");
|
|
|
|
app.world_mut().set_input_focus(entity_b);
|
|
assert!(app.world().is_focused(entity_b));
|
|
assert!(!app.world().is_focused(child_of_b));
|
|
|
|
app.world_mut()
|
|
.run_system_once(move |mut commands: Commands| {
|
|
commands.set_input_focus(child_of_b);
|
|
})
|
|
.unwrap();
|
|
assert!(app.world().is_focus_within(entity_b));
|
|
|
|
// These events should be received by entity_b and child_of_b
|
|
app.world_mut().send_event_batch([KEY_A_EVENT; 4]);
|
|
app.update();
|
|
|
|
assert_eq!(get_gathered(&app, entity_a), "A");
|
|
assert_eq!(get_gathered(&app, entity_b), "AAAA");
|
|
assert_eq!(get_gathered(&app, child_of_b), "AAAA");
|
|
|
|
app.world_mut().resource_mut::<InputFocusVisible>().0 = true;
|
|
|
|
app.world_mut()
|
|
.run_system_once(move |helper: IsFocusedHelper| {
|
|
assert!(!helper.is_focused(entity_a));
|
|
assert!(!helper.is_focus_within(entity_a));
|
|
assert!(!helper.is_focus_visible(entity_a));
|
|
assert!(!helper.is_focus_within_visible(entity_a));
|
|
|
|
assert!(!helper.is_focused(entity_b));
|
|
assert!(helper.is_focus_within(entity_b));
|
|
assert!(!helper.is_focus_visible(entity_b));
|
|
assert!(helper.is_focus_within_visible(entity_b));
|
|
|
|
assert!(helper.is_focused(child_of_b));
|
|
assert!(helper.is_focus_within(child_of_b));
|
|
assert!(helper.is_focus_visible(child_of_b));
|
|
assert!(helper.is_focus_within_visible(child_of_b));
|
|
})
|
|
.unwrap();
|
|
|
|
app.world_mut()
|
|
.run_system_once(move |world: DeferredWorld| {
|
|
assert!(!world.is_focused(entity_a));
|
|
assert!(!world.is_focus_within(entity_a));
|
|
assert!(!world.is_focus_visible(entity_a));
|
|
assert!(!world.is_focus_within_visible(entity_a));
|
|
|
|
assert!(!world.is_focused(entity_b));
|
|
assert!(world.is_focus_within(entity_b));
|
|
assert!(!world.is_focus_visible(entity_b));
|
|
assert!(world.is_focus_within_visible(entity_b));
|
|
|
|
assert!(world.is_focused(child_of_b));
|
|
assert!(world.is_focus_within(child_of_b));
|
|
assert!(world.is_focus_visible(child_of_b));
|
|
assert!(world.is_focus_within_visible(child_of_b));
|
|
})
|
|
.unwrap();
|
|
}
|
|
}
|