This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
555 lines
19 KiB
Rust
555 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`] and [`directional_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 directional_navigation;
|
|
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_input::{gamepad::GamepadButtonChangedEvent, keyboard::KeyboardInput, mouse::MouseWheel};
|
|
#[cfg(feature = "bevy_reflect")]
|
|
use bevy_reflect::{prelude::*, Reflect};
|
|
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)]
|
|
#[cfg_attr(
|
|
feature = "bevy_reflect",
|
|
derive(Reflect),
|
|
reflect(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.
|
|
///
|
|
/// By default, this resource is set to `false`.
|
|
#[derive(Clone, Debug, Resource, Default)]
|
|
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(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)]
|
|
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(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)
|
|
.init_resource::<InputFocus>()
|
|
.init_resource::<InputFocusVisible>()
|
|
.add_systems(
|
|
PreUpdate,
|
|
(
|
|
dispatch_focused_input::<KeyboardInput>,
|
|
dispatch_focused_input::<GamepadButtonChangedEvent>,
|
|
dispatch_focused_input::<MouseWheel>,
|
|
)
|
|
.in_set(InputFocusSet::Dispatch),
|
|
);
|
|
|
|
#[cfg(feature = "bevy_reflect")]
|
|
app.register_type::<AutoFocus>()
|
|
.register_type::<InputFocus>()
|
|
.register_type::<InputFocusVisible>();
|
|
}
|
|
}
|
|
|
|
/// 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_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();
|
|
}
|
|
}
|