bevy/crates/bevy_input_focus/src/lib.rs
Alice Cecile d502796a41
Make the input focus docs less keyboard-centric (#17069)
# Objective

Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.

## Solution

Fix a few missed mentions in the documentation.

Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
2024-12-31 18:37:48 +00:00

540 lines
19 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"
)]
//! A UI-centric focus system for Bevy.
//!
//! This crate provides a system for managing input focus in Bevy applications, including:
//! * [`InputFocus`], a resource for tracking which entity has input focus.
//! * Methods for getting and setting input focus via [`InputFocus`] and [`IsFocusedHelper`].
//! * A generic [`FocusedInput`] event for input events which bubble up from the focused entity.
//! * Various navigation frameworks for moving input focus between entities based on user input, such as [`tab_navigation`].
//!
//! This crate does *not* provide any integration with UI widgets: this is the responsibility of the widget crate,
//! which should depend on [`bevy_input_focus`](crate).
pub mod tab_navigation;
// This module is too small / specific to be exported by the crate,
// but it's nice to have it separate for code organization.
mod autofocus;
pub use autofocus::*;
use bevy_app::{App, Plugin, PreUpdate, Startup};
use bevy_ecs::{prelude::*, query::QueryData, system::SystemParam, traversal::Traversal};
use bevy_hierarchy::{HierarchyQueryExt, Parent};
use bevy_input::{gamepad::GamepadButtonChangedEvent, keyboard::KeyboardInput, mouse::MouseWheel};
use bevy_window::{PrimaryWindow, Window};
use core::fmt::Debug;
/// Resource representing which entity has input focus, if any. Input events (other than pointer-like inputs) will be
/// dispatched to the current focus entity, or to the primary window if no entity has focus.
///
/// Changing the input focus is as easy as modifying this resource.
///
/// # Examples
///
/// From within a system:
///
/// ```rust
/// use bevy_ecs::prelude::*;
/// use bevy_input_focus::InputFocus;
///
/// fn clear_focus(mut input_focus: ResMut<InputFocus>) {
/// input_focus.clear();
/// }
/// ```
///
/// With exclusive (or deferred) world access:
///
/// ```rust
/// use bevy_ecs::prelude::*;
/// use bevy_input_focus::InputFocus;
///
/// fn set_focus_from_world(world: &mut World) {
/// let entity = world.spawn_empty().id();
///
/// // Fetch the resource from the world
/// let mut input_focus = world.resource_mut::<InputFocus>();
/// // Then mutate it!
/// input_focus.set(entity);
///
/// // Or you can just insert a fresh copy of the resource
/// // which will overwrite the existing one.
/// world.insert_resource(InputFocus::from_entity(entity));
/// }
/// ```
#[derive(Clone, Debug, Default, Resource)]
pub struct InputFocus(pub Option<Entity>);
impl InputFocus {
/// Create a new [`InputFocus`] resource with the given entity.
///
/// This is mostly useful for tests.
pub const fn from_entity(entity: Entity) -> Self {
Self(Some(entity))
}
/// Set the entity with input focus.
pub const fn set(&mut self, entity: Entity) {
self.0 = Some(entity);
}
/// Returns the entity with input focus, if any.
pub const fn get(&self) -> Option<Entity> {
self.0
}
/// Clears input focus.
pub const fn clear(&mut self) {
self.0 = None;
}
}
/// Resource representing whether the input focus indicator should be visible on UI elements.
///
/// Note that this resource is not used by [`bevy_input_focus`](crate) itself, but is provided for
/// convenience to UI widgets or frameworks that want to display a focus indicator.
/// [`InputFocus`] may still be `Some` even if the focus indicator is not visible.
///
/// The value of this resource should be set by your focus navigation solution.
/// 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.
/// By contrast, a console-style UI intended to be navigated with a gamepad may always have the focus indicator visible.
///
/// To easily access information about whether focus indicators should be shown for a given entity, use the [`IsFocused`] trait.
#[derive(Clone, Debug, Resource)]
pub struct InputFocusVisible(pub bool);
/// A bubble-able user input event that starts at the currently focused entity.
///
/// 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.
///
/// To set up your own bubbling input event, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app,
/// in the [`InputFocusSet::Dispatch`] system set during [`PreUpdate`].
#[derive(Clone, Debug, Component)]
pub struct FocusedInput<E: Event + Clone> {
/// The underlying input event.
pub input: E,
/// The primary window entity.
window: Entity,
}
impl<E: Event + Clone> Event for FocusedInput<E> {
type Traversal = WindowTraversal;
const AUTO_PROPAGATE: bool = true;
}
#[derive(QueryData)]
/// These are for accessing components defined on the targeted entity
pub struct WindowTraversal {
parent: Option<&'static Parent>,
window: Option<&'static Window>,
}
impl<E: Event + Clone> Traversal<FocusedInput<E>> for WindowTraversal {
fn traverse(item: Self::Item<'_>, event: &FocusedInput<E>) -> Option<Entity> {
let WindowTraversalItem { parent, window } = item;
// Send event to parent, if it has one.
if let Some(parent) = parent {
return Some(parent.get());
};
// Otherwise, send it to the window entity (unless this is a window entity).
if window.is_none() {
return Some(event.window);
}
None
}
}
/// Plugin which sets up systems for dispatching bubbling keyboard and gamepad button events to the focused entity.
///
/// To add bubbling to your own input events, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app,
/// as described in the docs for [`FocusedInput`].
pub struct InputDispatchPlugin;
impl Plugin for InputDispatchPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, set_initial_focus)
.insert_resource(InputFocus(None))
.insert_resource(InputFocusVisible(false))
.add_systems(
PreUpdate,
(
dispatch_focused_input::<KeyboardInput>,
dispatch_focused_input::<GamepadButtonChangedEvent>,
dispatch_focused_input::<MouseWheel>,
)
.in_set(InputFocusSet::Dispatch),
);
}
}
/// System sets for [`bevy_input_focus`](crate).
///
/// These systems run in the [`PreUpdate`] schedule.
#[derive(SystemSet, Debug, PartialEq, Eq, Hash, Clone)]
pub enum InputFocusSet {
/// System which dispatches bubbled input events to the focused entity, or to the primary window.
Dispatch,
}
/// Sets the initial focus to the primary window, if any.
pub fn set_initial_focus(
mut input_focus: ResMut<InputFocus>,
window: Single<Entity, With<PrimaryWindow>>,
) {
input_focus.0 = Some(*window);
}
/// System which dispatches bubbled input events to the focused entity, or to the primary window
/// if no entity has focus.
pub fn dispatch_focused_input<E: Event + Clone>(
mut key_events: EventReader<E>,
focus: Res<InputFocus>,
windows: Query<Entity, With<PrimaryWindow>>,
mut commands: Commands,
) {
if let Ok(window) = windows.get_single() {
// If an element has keyboard focus, then dispatch the input event to that element.
if let Some(focused_entity) = focus.0 {
for ev in key_events.read() {
commands.trigger_targets(
FocusedInput {
input: ev.clone(),
window,
},
focused_entity,
);
}
} else {
// If no element has input focus, then dispatch the input event to the primary window.
// There should be only one primary window.
for ev in key_events.read() {
commands.trigger_targets(
FocusedInput {
input: ev.clone(),
window,
},
window,
);
}
}
}
}
/// Trait which defines methods to check if an entity currently has focus.
///
/// This is implemented for [`World`] and [`IsFocusedHelper`].
/// [`DeferredWorld`](bevy_ecs::world::DeferredWorld) indirectly implements it through [`Deref`].
///
/// For use within systems, use [`IsFocusedHelper`].
///
/// Modify the [`InputFocus`] resource to change the focused entity.
///
/// [`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.
///
/// Note that for unusual layouts, the focus may not be within the entity's visual bounds.
fn is_focus_within(&self, entity: Entity) -> bool;
/// Returns true if the given entity has input focus and the focus indicator should be 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 should be visible.
fn is_focus_within_visible(&self, entity: Entity) -> bool;
}
/// A system param that helps get information about the current focused entity.
///
/// When working with the entire [`World`], consider using the [`IsFocused`] instead.
#[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, world::DeferredWorld,
};
use bevy_hierarchy::BuildChildren;
use bevy_input::{
keyboard::{Key, KeyCode},
ButtonState, InputPlugin,
};
use bevy_window::WindowResolution;
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) {
let mut input_focus = world.resource_mut::<InputFocus>();
input_focus.set(entity);
}
#[derive(Component, Default)]
struct GatherKeyboardEvents(String);
fn gather_keyboard_events(
trigger: Trigger<FocusedInput<KeyboardInput>>,
mut query: Query<&mut GatherKeyboardEvents>,
) {
if let Ok(mut gather) = query.get_mut(trigger.target()) {
if let Key::Character(c) = &trigger.input.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,
text: Some(SmolStr::new_static("A")),
repeat: false,
window: Entity::PLACEHOLDER,
};
#[test]
fn test_no_panics_if_resource_missing() {
let mut app = App::new();
// Note that we do not insert InputFocus here!
let entity = app.world_mut().spawn_empty().id();
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 window = Window {
resolution: WindowResolution::new(800., 600.),
..Default::default()
};
app.world_mut().spawn((window, PrimaryWindow));
// Run the world for a single frame to set up the initial focus
app.update();
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().insert_resource(InputFocus(None));
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()
.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();
}
}