
# Objective - Make the function signature for `ComponentHook` less verbose ## Solution - Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new `HookContext` struct. ## Testing - CI --- ## Migration Guide Update the function signatures for your component hooks to only take 2 arguments, `world` and `context`. Note that because `HookContext` is plain data with all members public, you can use de-structuring to simplify migration. ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, component_id: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, component_id, caller }: HookContext, ) { ... } ``` Likewise, if you were discarding certain parameters, you can use `..` in the de-structuring: ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, _: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, .. }: HookContext, ) { ... } ```
563 lines
19 KiB
Rust
563 lines
19 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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#![no_std]
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//! A UI-centric focus system for Bevy.
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//!
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//! This crate provides a system for managing input focus in Bevy applications, including:
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//! * [`InputFocus`], a resource for tracking which entity has input focus.
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//! * Methods for getting and setting input focus via [`InputFocus`] and [`IsFocusedHelper`].
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//! * A generic [`FocusedInput`] event for input events which bubble up from the focused entity.
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//! * Various navigation frameworks for moving input focus between entities based on user input, such as [`tab_navigation`] and [`directional_navigation`].
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//!
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//! This crate does *not* provide any integration with UI widgets: this is the responsibility of the widget crate,
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//! which should depend on [`bevy_input_focus`](crate).
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#[cfg(feature = "std")]
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extern crate std;
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extern crate alloc;
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pub mod directional_navigation;
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pub mod tab_navigation;
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// This module is too small / specific to be exported by the crate,
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// but it's nice to have it separate for code organization.
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mod autofocus;
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pub use autofocus::*;
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use bevy_app::{App, Plugin, PreUpdate, Startup};
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use bevy_ecs::{prelude::*, query::QueryData, system::SystemParam, traversal::Traversal};
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use bevy_input::{gamepad::GamepadButtonChangedEvent, keyboard::KeyboardInput, mouse::MouseWheel};
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use bevy_window::{PrimaryWindow, Window};
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use core::fmt::Debug;
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#[cfg(feature = "bevy_reflect")]
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use bevy_reflect::{prelude::*, Reflect};
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/// Resource representing which entity has input focus, if any. Input events (other than pointer-like inputs) will be
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/// dispatched to the current focus entity, or to the primary window if no entity has focus.
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///
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/// Changing the input focus is as easy as modifying this resource.
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///
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/// # Examples
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///
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/// From within a system:
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///
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/// ```rust
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/// use bevy_ecs::prelude::*;
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/// use bevy_input_focus::InputFocus;
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///
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/// fn clear_focus(mut input_focus: ResMut<InputFocus>) {
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/// input_focus.clear();
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/// }
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/// ```
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///
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/// With exclusive (or deferred) world access:
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///
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/// ```rust
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/// use bevy_ecs::prelude::*;
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/// use bevy_input_focus::InputFocus;
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///
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/// fn set_focus_from_world(world: &mut World) {
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/// let entity = world.spawn_empty().id();
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///
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/// // Fetch the resource from the world
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/// let mut input_focus = world.resource_mut::<InputFocus>();
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/// // Then mutate it!
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/// input_focus.set(entity);
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///
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/// // Or you can just insert a fresh copy of the resource
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/// // which will overwrite the existing one.
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/// world.insert_resource(InputFocus::from_entity(entity));
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/// }
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/// ```
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#[derive(Clone, Debug, Default, Resource)]
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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, Resource)
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)]
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pub struct InputFocus(pub Option<Entity>);
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impl InputFocus {
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/// Create a new [`InputFocus`] resource with the given entity.
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///
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/// This is mostly useful for tests.
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pub const fn from_entity(entity: Entity) -> Self {
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Self(Some(entity))
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}
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/// Set the entity with input focus.
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pub const fn set(&mut self, entity: Entity) {
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self.0 = Some(entity);
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}
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/// Returns the entity with input focus, if any.
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pub const fn get(&self) -> Option<Entity> {
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self.0
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}
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/// Clears input focus.
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pub const fn clear(&mut self) {
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self.0 = None;
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}
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}
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/// Resource representing whether the input focus indicator should be visible on UI elements.
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///
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/// Note that this resource is not used by [`bevy_input_focus`](crate) itself, but is provided for
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/// convenience to UI widgets or frameworks that want to display a focus indicator.
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/// [`InputFocus`] may still be `Some` even if the focus indicator is not visible.
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///
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/// The value of this resource should be set by your focus navigation solution.
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/// For a desktop/web style of user interface this would be set to true when the user presses the tab key,
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/// and set to false when the user clicks on a different element.
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/// By contrast, a console-style UI intended to be navigated with a gamepad may always have the focus indicator visible.
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///
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/// To easily access information about whether focus indicators should be shown for a given entity, use the [`IsFocused`] trait.
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///
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/// By default, this resource is set to `false`.
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#[derive(Clone, Debug, Resource, Default)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, Resource))]
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pub struct InputFocusVisible(pub bool);
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/// A bubble-able user input event that starts at the currently focused entity.
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///
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/// This event is normally dispatched to the current input focus entity, if any.
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/// If no entity has input focus, then the event is dispatched to the main window.
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///
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/// To set up your own bubbling input event, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app,
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/// in the [`InputFocusSet::Dispatch`] system set during [`PreUpdate`].
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#[derive(Clone, Debug, Component)]
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#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Component))]
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pub struct FocusedInput<E: Event + Clone> {
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/// The underlying input event.
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pub input: E,
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/// The primary window entity.
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window: Entity,
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}
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impl<E: Event + Clone> Event for FocusedInput<E> {
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type Traversal = WindowTraversal;
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const AUTO_PROPAGATE: bool = true;
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}
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#[derive(QueryData)]
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/// These are for accessing components defined on the targeted entity
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pub struct WindowTraversal {
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parent: Option<&'static ChildOf>,
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window: Option<&'static Window>,
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}
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impl<E: Event + Clone> Traversal<FocusedInput<E>> for WindowTraversal {
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fn traverse(item: Self::Item<'_>, event: &FocusedInput<E>) -> Option<Entity> {
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let WindowTraversalItem { parent, window } = item;
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// Send event to parent, if it has one.
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if let Some(parent) = parent {
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return Some(parent.get());
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};
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// Otherwise, send it to the window entity (unless this is a window entity).
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if window.is_none() {
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return Some(event.window);
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}
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None
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}
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}
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/// Plugin which sets up systems for dispatching bubbling keyboard and gamepad button events to the focused entity.
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///
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/// To add bubbling to your own input events, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app,
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/// as described in the docs for [`FocusedInput`].
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pub struct InputDispatchPlugin;
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impl Plugin for InputDispatchPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, set_initial_focus)
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.init_resource::<InputFocus>()
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.init_resource::<InputFocusVisible>()
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.add_systems(
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PreUpdate,
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(
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dispatch_focused_input::<KeyboardInput>,
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dispatch_focused_input::<GamepadButtonChangedEvent>,
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dispatch_focused_input::<MouseWheel>,
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)
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.in_set(InputFocusSet::Dispatch),
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);
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#[cfg(feature = "bevy_reflect")]
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app.register_type::<AutoFocus>()
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.register_type::<InputFocus>()
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.register_type::<InputFocusVisible>();
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}
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}
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/// System sets for [`bevy_input_focus`](crate).
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///
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/// These systems run in the [`PreUpdate`] schedule.
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#[derive(SystemSet, Debug, PartialEq, Eq, Hash, Clone)]
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pub enum InputFocusSet {
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/// System which dispatches bubbled input events to the focused entity, or to the primary window.
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Dispatch,
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}
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/// Sets the initial focus to the primary window, if any.
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pub fn set_initial_focus(
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mut input_focus: ResMut<InputFocus>,
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window: Single<Entity, With<PrimaryWindow>>,
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) {
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input_focus.0 = Some(*window);
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}
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/// System which dispatches bubbled input events to the focused entity, or to the primary window
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/// if no entity has focus.
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pub fn dispatch_focused_input<E: Event + Clone>(
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mut key_events: EventReader<E>,
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focus: Res<InputFocus>,
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windows: Query<Entity, With<PrimaryWindow>>,
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mut commands: Commands,
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) {
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if let Ok(window) = windows.get_single() {
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// If an element has keyboard focus, then dispatch the input event to that element.
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if let Some(focused_entity) = focus.0 {
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for ev in key_events.read() {
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commands.trigger_targets(
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FocusedInput {
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input: ev.clone(),
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window,
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},
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focused_entity,
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);
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}
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} else {
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// If no element has input focus, then dispatch the input event to the primary window.
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// There should be only one primary window.
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for ev in key_events.read() {
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commands.trigger_targets(
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FocusedInput {
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input: ev.clone(),
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window,
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},
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window,
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);
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}
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}
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}
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}
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/// Trait which defines methods to check if an entity currently has focus.
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///
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/// This is implemented for [`World`] and [`IsFocusedHelper`].
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/// [`DeferredWorld`](bevy_ecs::world::DeferredWorld) indirectly implements it through [`Deref`].
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///
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/// For use within systems, use [`IsFocusedHelper`].
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///
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/// Modify the [`InputFocus`] resource to change the focused entity.
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///
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/// [`Deref`]: std::ops::Deref
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pub trait IsFocused {
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/// Returns true if the given entity has input focus.
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fn is_focused(&self, entity: Entity) -> bool;
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/// Returns true if the given entity or any of its descendants has input focus.
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///
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/// Note that for unusual layouts, the focus may not be within the entity's visual bounds.
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fn is_focus_within(&self, entity: Entity) -> bool;
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/// Returns true if the given entity has input focus and the focus indicator should be visible.
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fn is_focus_visible(&self, entity: Entity) -> bool;
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/// Returns true if the given entity, or any descendant, has input focus and the focus
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/// indicator should be visible.
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fn is_focus_within_visible(&self, entity: Entity) -> bool;
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}
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/// A system param that helps get information about the current focused entity.
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///
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/// When working with the entire [`World`], consider using the [`IsFocused`] instead.
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#[derive(SystemParam)]
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pub struct IsFocusedHelper<'w, 's> {
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parent_query: Query<'w, 's, &'static ChildOf>,
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input_focus: Option<Res<'w, InputFocus>>,
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input_focus_visible: Option<Res<'w, InputFocusVisible>>,
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}
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impl IsFocused for IsFocusedHelper<'_, '_> {
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fn is_focused(&self, entity: Entity) -> bool {
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self.input_focus
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.as_deref()
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.and_then(|f| f.0)
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.is_some_and(|e| e == entity)
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}
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fn is_focus_within(&self, entity: Entity) -> bool {
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let Some(focus) = self.input_focus.as_deref().and_then(|f| f.0) else {
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return false;
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};
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if focus == entity {
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return true;
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}
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self.parent_query.iter_ancestors(focus).any(|e| e == entity)
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}
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fn is_focus_visible(&self, entity: Entity) -> bool {
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self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focused(entity)
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}
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fn is_focus_within_visible(&self, entity: Entity) -> bool {
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self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focus_within(entity)
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}
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}
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impl IsFocused for World {
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fn is_focused(&self, entity: Entity) -> bool {
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self.get_resource::<InputFocus>()
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.and_then(|f| f.0)
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.is_some_and(|f| f == entity)
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}
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fn is_focus_within(&self, entity: Entity) -> bool {
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let Some(focus) = self.get_resource::<InputFocus>().and_then(|f| f.0) else {
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return false;
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};
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let mut e = focus;
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loop {
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if e == entity {
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return true;
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}
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if let Some(parent) = self.entity(e).get::<ChildOf>().map(ChildOf::get) {
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e = parent;
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} else {
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return false;
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}
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}
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}
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fn is_focus_visible(&self, entity: Entity) -> bool {
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self.get_resource::<InputFocusVisible>()
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.is_some_and(|vis| vis.0)
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&& self.is_focused(entity)
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}
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fn is_focus_within_visible(&self, entity: Entity) -> bool {
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self.get_resource::<InputFocusVisible>()
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.is_some_and(|vis| vis.0)
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&& self.is_focus_within(entity)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use alloc::string::String;
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use bevy_ecs::{
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component::HookContext, observer::Trigger, system::RunSystemOnce, world::DeferredWorld,
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};
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use bevy_input::{
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keyboard::{Key, KeyCode},
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ButtonState, InputPlugin,
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};
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use bevy_window::WindowResolution;
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use smol_str::SmolStr;
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#[derive(Component)]
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#[component(on_add = set_focus_on_add)]
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struct SetFocusOnAdd;
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fn set_focus_on_add(mut world: DeferredWorld, HookContext { entity, .. }: HookContext) {
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let mut input_focus = world.resource_mut::<InputFocus>();
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input_focus.set(entity);
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}
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#[derive(Component, Default)]
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struct GatherKeyboardEvents(String);
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fn gather_keyboard_events(
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trigger: Trigger<FocusedInput<KeyboardInput>>,
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mut query: Query<&mut GatherKeyboardEvents>,
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) {
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if let Ok(mut gather) = query.get_mut(trigger.target()) {
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if let Key::Character(c) = &trigger.input.logical_key {
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gather.0.push_str(c.as_str());
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}
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}
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}
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const KEY_A_EVENT: KeyboardInput = KeyboardInput {
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key_code: KeyCode::KeyA,
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logical_key: Key::Character(SmolStr::new_static("A")),
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state: ButtonState::Pressed,
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text: Some(SmolStr::new_static("A")),
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repeat: false,
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window: Entity::PLACEHOLDER,
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};
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#[test]
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fn test_no_panics_if_resource_missing() {
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let mut app = App::new();
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// Note that we do not insert InputFocus here!
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let entity = app.world_mut().spawn_empty().id();
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assert!(!app.world().is_focused(entity));
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app.world_mut()
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.run_system_once(move |helper: IsFocusedHelper| {
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assert!(!helper.is_focused(entity));
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assert!(!helper.is_focus_within(entity));
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assert!(!helper.is_focus_visible(entity));
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assert!(!helper.is_focus_within_visible(entity));
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})
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.unwrap();
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app.world_mut()
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.run_system_once(move |world: DeferredWorld| {
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assert!(!world.is_focused(entity));
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assert!(!world.is_focus_within(entity));
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assert!(!world.is_focus_visible(entity));
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assert!(!world.is_focus_within_visible(entity));
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})
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.unwrap();
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}
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|
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#[test]
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fn test_keyboard_events() {
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fn get_gathered(app: &App, entity: Entity) -> &str {
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app.world()
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.entity(entity)
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.get::<GatherKeyboardEvents>()
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.unwrap()
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.0
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.as_str()
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}
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let mut app = App::new();
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app.add_plugins((InputPlugin, InputDispatchPlugin))
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.add_observer(gather_keyboard_events);
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let window = Window {
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resolution: WindowResolution::new(800., 600.),
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..Default::default()
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};
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app.world_mut().spawn((window, PrimaryWindow));
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// Run the world for a single frame to set up the initial focus
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app.update();
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|
let entity_a = app
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.world_mut()
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.spawn((GatherKeyboardEvents::default(), SetFocusOnAdd))
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.id();
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|
let child_of_b = app
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|
.world_mut()
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.spawn((GatherKeyboardEvents::default(),))
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|
.id();
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|
let entity_b = app
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|
.world_mut()
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|
.spawn((GatherKeyboardEvents::default(),))
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.add_child(child_of_b)
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.id();
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assert!(app.world().is_focused(entity_a));
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assert!(!app.world().is_focused(entity_b));
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assert!(!app.world().is_focused(child_of_b));
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assert!(!app.world().is_focus_visible(entity_a));
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assert!(!app.world().is_focus_visible(entity_b));
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assert!(!app.world().is_focus_visible(child_of_b));
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// entity_a should receive this event
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app.world_mut().send_event(KEY_A_EVENT);
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app.update();
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assert_eq!(get_gathered(&app, entity_a), "A");
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assert_eq!(get_gathered(&app, entity_b), "");
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assert_eq!(get_gathered(&app, child_of_b), "");
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app.world_mut().insert_resource(InputFocus(None));
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assert!(!app.world().is_focused(entity_a));
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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()
|
|
.insert_resource(InputFocus::from_entity(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 input_focus: ResMut<InputFocus>| {
|
|
input_focus.set(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();
|
|
}
|
|
}
|