bevy/crates/bevy_input_focus/src/lib.rs
Erick Z ced6159d93
Improve bevy_input_focus (#16749)
# 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.

---
2024-12-12 19:15:08 +00:00

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();
}
}