feat(engine): keyboard focus on HUD action bar and Home mode cards (Phase 2)
The HUD action bar (Menu / Undo / Pause / Help / Modes / New Game) and the five Home mode-launcher cards now participate in keyboard focus, extending Phase 1's modal-only coverage. The HUD focus group activates only when no modal is open and the mouse is hovering an action-bar button — the design decision avoids stealing Tab from selection_plugin's card-selection nav for the common "playing on the board" case. Once engaged, Tab/Shift-Tab cycles the bar in spawn order and Enter activates. Moving the mouse off the bar clears focus so the ring doesn't linger. Home mode cards opt into FocusGroup::Modal(home_scrim) via an ancestry-walking system that mirrors the Phase 1 attach helper, so spawn_mode_card's signature is unchanged. Locked cards (Zen, Challenge, Time Attack at level <5) get the Disabled marker so Tab skips them and Enter is a no-op — mirroring the existing visual locked state with real keyboard semantics. handle_focus_keys gains a Hud-on-hover branch in its active-group resolver and a clear_hud_focus_on_unhover system. Together they implement the agreed UX: focus follows hover when the bar is active, Tab cycles within the hovered group, and the ring disappears the instant the mouse leaves. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -23,6 +23,7 @@ use crate::events::{
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};
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use crate::font_plugin::FontResource;
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use crate::progress_plugin::ProgressResource;
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use crate::ui_focus::{Disabled, FocusGroup, Focusable};
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
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};
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@@ -138,6 +139,7 @@ impl Plugin for HomePlugin {
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Update,
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(
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toggle_home_screen,
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attach_focusable_to_home_mode_cards,
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handle_home_card_click,
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handle_home_cancel_button,
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),
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@@ -281,6 +283,65 @@ fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&Font
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});
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}
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/// Tab-walk order for each mode card, matching the visual top-to-bottom
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/// stack inside the Home modal. Lower numbers receive focus first under
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/// `Focusable`'s sort.
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fn home_mode_focus_order(mode: HomeMode) -> i32 {
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match mode {
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HomeMode::Classic => 0,
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HomeMode::Daily => 1,
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HomeMode::Zen => 2,
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HomeMode::Challenge => 3,
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HomeMode::TimeAttack => 4,
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}
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}
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/// Auto-attaches [`Focusable`] (and [`Disabled`] when locked) to every
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/// newly-spawned [`HomeModeCard`]. Walks ancestors to find the
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/// [`crate::ui_modal::ModalScrim`] so each card's focus group is bound
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/// to its parent modal — mirrors the convention that
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/// `attach_focusable_to_modal_buttons` uses for `ModalButton`s.
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///
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/// Doing this in a system (instead of inline at spawn time) lets
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/// `spawn_home_screen` keep using the existing `spawn_modal`'s
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/// build-closure shape; the scrim entity isn't visible inside that
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/// closure, only after the call returns. The system runs every frame
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/// and is a no-op once every card has been tagged.
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fn attach_focusable_to_home_mode_cards(
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mut commands: Commands,
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new_cards: Query<(Entity, &HomeModeCard), Without<Focusable>>,
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parents: Query<&ChildOf>,
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scrims: Query<(), With<crate::ui_modal::ModalScrim>>,
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progress: Option<Res<ProgressResource>>,
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) {
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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for (card_entity, card) in &new_cards {
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// Walk ancestors until we find the ModalScrim. Bounded loop so a
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// malformed hierarchy can't hang the system — same defensive
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// shape as `attach_focusable_to_modal_buttons`.
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let mut current = card_entity;
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let mut scrim_entity: Option<Entity> = None;
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for _ in 0..32 {
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if scrims.get(current).is_ok() {
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scrim_entity = Some(current);
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break;
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}
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match parents.get(current) {
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Ok(parent) => current = parent.parent(),
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Err(_) => break,
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}
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}
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let Some(scrim) = scrim_entity else { continue };
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commands.entity(card_entity).insert(Focusable {
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group: FocusGroup::Modal(scrim),
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order: home_mode_focus_order(card.0),
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});
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if !card.0.is_unlocked(level) {
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commands.entity(card_entity).insert(Disabled);
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}
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}
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}
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/// Spawns one mode card — a `Button` whose children are a title row, a
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/// description line, and (when locked) a "Reach level N" hint.
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///
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@@ -707,4 +768,109 @@ mod tests {
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"Cancel must not fire NewGameRequestEvent"
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);
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}
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// -----------------------------------------------------------------------
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// Phase 2: keyboard focus ring — Home mode cards
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// -----------------------------------------------------------------------
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/// Headless app variant that also installs the focus and modal
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/// plugins so `attach_focusable_to_modal_buttons` and Phase 2's
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/// `attach_focusable_to_home_mode_cards` can run.
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fn headless_app_with_focus() -> App {
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use crate::ui_focus::UiFocusPlugin;
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use crate::ui_modal::UiModalPlugin;
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(UiModalPlugin)
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.add_plugins(UiFocusPlugin)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(ProgressPlugin::headless())
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.add_plugins(HomePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
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/// Open the Home modal at the given player level. Tags the cards
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/// with `Focusable` (and, when locked, `Disabled`) by running an
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/// extra tick after the M press so the focus-attach system fires.
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fn open_home_at_level(app: &mut App, level: u32) -> Entity {
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app.world_mut().resource_mut::<ProgressResource>().0.level = level;
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let entity = open_home(app);
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// One more tick so `attach_focusable_to_home_mode_cards` runs
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// on the freshly-spawned cards.
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app.update();
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entity
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}
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#[test]
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fn home_mode_cards_get_focusable_marker() {
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let mut app = headless_app_with_focus();
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let scrim = open_home_at_level(&mut app, CHALLENGE_UNLOCK_LEVEL);
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// Every card carries `Focusable` in `FocusGroup::Modal(scrim)`.
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let cards: Vec<(HomeMode, Focusable)> = app
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.world_mut()
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.query::<(&HomeModeCard, &Focusable)>()
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.iter(app.world())
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.map(|(c, f)| (c.0, *f))
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.collect();
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assert_eq!(cards.len(), 5, "all five cards must carry a Focusable");
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for (mode, focusable) in &cards {
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assert_eq!(
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focusable.group,
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FocusGroup::Modal(scrim),
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"{mode:?} card must be in the Home scrim's focus group"
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);
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}
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}
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#[test]
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fn home_locked_cards_get_disabled_marker() {
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let mut app = headless_app_with_focus();
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// Level 0: Zen, Challenge, Time Attack are locked; Classic and
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// Daily are not.
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let _ = open_home_at_level(&mut app, 0);
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let states: Vec<(HomeMode, bool)> = app
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.world_mut()
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.query::<(&HomeModeCard, bevy::ecs::query::Has<Disabled>)>()
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.iter(app.world())
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.map(|(c, d)| (c.0, d))
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.collect();
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for (mode, disabled) in states {
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match mode {
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HomeMode::Classic | HomeMode::Daily => assert!(
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!disabled,
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"{mode:?} must not be Disabled at level 0 (it's never locked)"
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),
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HomeMode::Zen | HomeMode::Challenge | HomeMode::TimeAttack => assert!(
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disabled,
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"{mode:?} must carry the Disabled marker at level 0 so Tab skips it"
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),
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}
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}
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}
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#[test]
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fn home_unlocked_cards_no_disabled_marker() {
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let mut app = headless_app_with_focus();
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let _ = open_home_at_level(&mut app, CHALLENGE_UNLOCK_LEVEL);
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let any_disabled = app
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.world_mut()
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.query_filtered::<&HomeModeCard, With<Disabled>>()
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.iter(app.world())
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.next()
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.is_some();
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assert!(
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!any_disabled,
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"no card may be Disabled when the player is at the unlock level"
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);
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}
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}
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@@ -34,6 +34,7 @@ use crate::game_plugin::GameMutation;
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use crate::resources::GameStateResource;
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use crate::selection_plugin::SelectionState;
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use crate::time_attack_plugin::TimeAttackResource;
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use crate::ui_focus::{FocusGroup, Focusable};
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/// Marker on the score text node.
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#[derive(Component, Debug)]
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@@ -452,24 +453,34 @@ fn spawn_action_buttons(font_res: Option<Res<FontResource>>, mut commands: Comma
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// Menu and Modes don't have a single hotkey accelerator
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// (each row inside their popover has its own); their button
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// labels carry the dropdown chevron in lieu of a key chip.
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spawn_action_button(row, MenuButton, "Menu \u{25BE}", None, &font);
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spawn_action_button(row, UndoButton, "Undo", Some("U"), &font);
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spawn_action_button(row, PauseButton, "Pause", Some("Esc"), &font);
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spawn_action_button(row, HelpButton, "Help", Some("F1"), &font);
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spawn_action_button(row, ModesButton, "Modes \u{25BE}", None, &font);
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spawn_action_button(row, NewGameButton, "New Game", Some("N"), &font);
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//
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// The trailing `order` argument is the per-button index in
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// visual reading order (left → right). It feeds
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// `Focusable { group: Hud, order }` so Tab cycles the action
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// bar in the same order the eye scans it.
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spawn_action_button(row, MenuButton, "Menu \u{25BE}", None, &font, 0);
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spawn_action_button(row, UndoButton, "Undo", Some("U"), &font, 1);
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spawn_action_button(row, PauseButton, "Pause", Some("Esc"), &font, 2);
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spawn_action_button(row, HelpButton, "Help", Some("F1"), &font, 3);
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spawn_action_button(row, ModesButton, "Modes \u{25BE}", None, &font, 4);
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spawn_action_button(row, NewGameButton, "New Game", Some("N"), &font, 5);
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});
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}
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/// Spawns a single action button as a child of `row`. Each button shares
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/// the same node geometry, idle colour, and `ActionButton` marker so
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/// `paint_action_buttons` can recolour all of them with one query.
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///
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/// `order` is the button's index inside the action bar (0 for the
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/// leftmost). It propagates into the [`Focusable`] this function inserts
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/// so Phase 2's keyboard focus ring cycles the HUD in visual order.
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fn spawn_action_button<M: Component>(
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row: &mut ChildSpawnerCommands,
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marker: M,
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label: &str,
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hotkey: Option<&'static str>,
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font: &TextFont,
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order: i32,
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) {
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let hotkey_font = TextFont {
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font: font.font.clone(),
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@@ -480,6 +491,15 @@ fn spawn_action_button<M: Component>(
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marker,
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ActionButton,
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Button,
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// Joins the `Hud` focus group at the supplied order so Tab
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// cycles HUD buttons left-to-right under Phase 2. The HUD focus
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// ring still only engages when a HUD button is hovered (or in
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// future phases, when the player explicitly switches groups);
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// the marker just declares membership.
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Focusable {
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group: FocusGroup::Hud,
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order,
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},
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Node {
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padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
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justify_content: JustifyContent::Center,
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@@ -1804,4 +1824,137 @@ mod tests {
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assert!((score_pulse_scale(-0.2) - 1.0).abs() < 1e-6);
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assert!((score_pulse_scale(2.0) - 1.0).abs() < 1e-6);
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}
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// -----------------------------------------------------------------------
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// Phase 2: keyboard focus ring — HUD action bar
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// -----------------------------------------------------------------------
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/// Returns the `Focusable` carried by the unique entity matching
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/// marker `M`. Helper for the HUD focus tests.
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fn focusable_for<M: Component>(app: &mut App) -> Focusable {
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app.world_mut()
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.query_filtered::<&Focusable, With<M>>()
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.iter(app.world())
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.next()
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.copied()
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.unwrap_or_else(|| panic!("no Focusable on the {} button", std::any::type_name::<M>()))
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}
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#[test]
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fn hud_buttons_get_focusable_marker() {
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let mut app = headless_app();
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// Every action-bar button is in `FocusGroup::Hud`.
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for f in [
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focusable_for::<MenuButton>(&mut app),
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focusable_for::<UndoButton>(&mut app),
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focusable_for::<PauseButton>(&mut app),
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focusable_for::<HelpButton>(&mut app),
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focusable_for::<ModesButton>(&mut app),
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focusable_for::<NewGameButton>(&mut app),
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] {
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assert_eq!(
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f.group,
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FocusGroup::Hud,
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"every HUD action button must be in FocusGroup::Hud"
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);
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}
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}
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#[test]
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fn hud_button_order_matches_spawn_order() {
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let mut app = headless_app();
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// Visual reading order (left → right): Menu, Undo, Pause, Help,
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// Modes, New Game. Their `order` fields must be 0..=5 in that
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// order so Tab cycles them as the player reads them.
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assert_eq!(focusable_for::<MenuButton>(&mut app).order, 0);
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assert_eq!(focusable_for::<UndoButton>(&mut app).order, 1);
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assert_eq!(focusable_for::<PauseButton>(&mut app).order, 2);
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assert_eq!(focusable_for::<HelpButton>(&mut app).order, 3);
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assert_eq!(focusable_for::<ModesButton>(&mut app).order, 4);
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assert_eq!(focusable_for::<NewGameButton>(&mut app).order, 5);
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}
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#[test]
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fn hud_focus_only_engages_when_button_hovered() {
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// Phase 2 declares membership in `FocusGroup::Hud`; the
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// engagement rule lives in `handle_focus_keys`. Two halves to
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// this test:
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// (a) no modal + no hover ⇒ Tab is a no-op (Phase 1 contract
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// still holds when nothing is hovered).
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// (b) no modal + a HUD button hovered ⇒ Tab advances
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// `FocusedButton` to a Hud-grouped entity.
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use crate::ui_focus::{FocusedButton, UiFocusPlugin};
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use crate::ui_modal::UiModalPlugin;
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(UiModalPlugin)
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.add_plugins(UiFocusPlugin)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(HudPlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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// (a) Sanity: HUD buttons exist and are focusable, but no
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// modal open and no hover ⇒ FocusedButton stays None.
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assert!(
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app.world().resource::<FocusedButton>().0.is_none(),
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"no modal open, no auto-focus"
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);
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|
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// Press Tab. With no modal and no hover, `handle_focus_keys`
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// resolves no active group and returns early — Tab must not
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// advance the HUD focus ring on its own.
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{
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
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input.release_all();
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input.clear();
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input.press(KeyCode::Tab);
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}
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app.update();
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|
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assert!(
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app.world().resource::<FocusedButton>().0.is_none(),
|
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"Tab with no modal and no Hud hover must not engage the HUD focus ring"
|
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);
|
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|
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// (b) Hover the Menu button — the leftmost HUD action — and
|
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// Tab. The Hud-group cycle should pick a Hud-tagged entity.
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let menu_entity = app
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.world_mut()
|
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.query_filtered::<Entity, With<MenuButton>>()
|
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.iter(app.world())
|
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.next()
|
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.expect("MenuButton entity should exist");
|
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app.world_mut()
|
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.entity_mut(menu_entity)
|
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.insert(Interaction::Hovered);
|
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|
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{
|
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
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input.release_all();
|
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input.clear();
|
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input.press(KeyCode::Tab);
|
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}
|
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app.update();
|
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|
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let focused = app
|
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.world()
|
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.resource::<FocusedButton>()
|
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.0
|
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.expect("Tab with a HUD button hovered must engage the HUD focus ring");
|
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// The focused entity must itself be Hud-grouped (i.e. one of
|
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// the action-bar buttons), not anything else in the world.
|
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let focusable = app
|
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.world()
|
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.entity(focused)
|
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.get::<Focusable>()
|
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.expect("focused entity must carry Focusable");
|
||||
assert_eq!(
|
||||
focusable.group,
|
||||
FocusGroup::Hud,
|
||||
"Hud-engaged Tab must focus a Hud-grouped entity"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -102,6 +102,7 @@ impl Plugin for UiFocusPlugin {
|
||||
attach_focusable_to_modal_buttons,
|
||||
auto_focus_on_modal_open,
|
||||
sync_focus_on_mouse_click,
|
||||
clear_hud_focus_on_unhover,
|
||||
handle_focus_keys,
|
||||
update_focus_overlay,
|
||||
)
|
||||
@@ -260,26 +261,82 @@ fn sync_focus_on_mouse_click(
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles Tab / Shift+Tab / Enter / Space when a modal is open (the
|
||||
/// only active focus group in Phase 1). Consumed keys are cleared from
|
||||
/// `ButtonInput<KeyCode>` so [`crate::selection_plugin`] doesn't also
|
||||
/// treat them as card-selection input.
|
||||
/// Clears [`FocusedButton`] when the focused entity is a Hud-grouped
|
||||
/// button and the mouse has moved off the entire HUD bar (no Hud
|
||||
/// `Focusable` is currently `Interaction::Hovered`). Without this, the
|
||||
/// focus ring would persist around a HUD button after the cursor
|
||||
/// leaves — visually confusing because the player has nothing to
|
||||
/// activate at that point.
|
||||
///
|
||||
/// When no modal is open this system is a no-op — card-selection Tab
|
||||
/// keeps working exactly as it did before Phase 1.
|
||||
/// Modal focus is unaffected: a focused modal button stays focused
|
||||
/// while the modal is open, regardless of mouse position.
|
||||
fn clear_hud_focus_on_unhover(
|
||||
mut focused: ResMut<FocusedButton>,
|
||||
focusables: Query<&Focusable>,
|
||||
hud_interactions: Query<(&Interaction, &Focusable), Without<Disabled>>,
|
||||
) {
|
||||
let Some(target) = focused.0 else {
|
||||
return;
|
||||
};
|
||||
// Only act when the current focus is a Hud focusable. Modal focus
|
||||
// is sticky.
|
||||
let Ok(target_focusable) = focusables.get(target) else {
|
||||
return;
|
||||
};
|
||||
if target_focusable.group != FocusGroup::Hud {
|
||||
return;
|
||||
}
|
||||
let any_hud_hovered = hud_interactions.iter().any(|(interaction, focusable)| {
|
||||
matches!(interaction, Interaction::Hovered) && focusable.group == FocusGroup::Hud
|
||||
});
|
||||
if !any_hud_hovered {
|
||||
focused.0 = None;
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles Tab / Shift+Tab / Enter / Space when a focus group is
|
||||
/// active. Two activation paths exist:
|
||||
///
|
||||
/// 1. **Modal** — if any [`ModalScrim`] entity exists, the topmost
|
||||
/// scrim's group becomes active. Tab cycles only buttons inside that
|
||||
/// scrim's hierarchy (matches Phase 1).
|
||||
/// 2. **Hud** — else, if at least one `Focusable { group: Hud }`
|
||||
/// entity is currently `Interaction::Hovered`, the HUD bar engages.
|
||||
/// Tab cycles through every Hud-grouped focusable, sorted by
|
||||
/// `(order, spawn_index)`.
|
||||
///
|
||||
/// When neither path is active this system is a no-op — card-selection
|
||||
/// Tab in [`crate::selection_plugin`] keeps working exactly as before.
|
||||
///
|
||||
/// Consumed keys are cleared from `ButtonInput<KeyCode>` so the
|
||||
/// selection plugin doesn't double-handle them.
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn handle_focus_keys(
|
||||
mut keys: ResMut<ButtonInput<KeyCode>>,
|
||||
scrims: Query<Entity, With<ModalScrim>>,
|
||||
children_q: Query<&Children>,
|
||||
focusables: Query<(&Focusable, Has<Disabled>)>,
|
||||
hud_interactions: Query<(Entity, &Interaction, &Focusable), Without<Disabled>>,
|
||||
mut focused: ResMut<FocusedButton>,
|
||||
mut writes: Commands,
|
||||
) {
|
||||
if scrims.iter().next().is_none() {
|
||||
// No modal open ⇒ Phase 1 stays out of the way. Phase 2 will
|
||||
// extend this with a Hud-group active path.
|
||||
// Resolve the active focus group:
|
||||
// 1. Any modal open ⇒ Modal(topmost scrim)
|
||||
// 2. Any Hud-grouped focusable hovered ⇒ Hud
|
||||
// 3. Otherwise ⇒ no-op
|
||||
let active_group: FocusGroup = if let Some(active_scrim) = scrims.iter().max_by_key(|e| e.index()) {
|
||||
// Pick the topmost modal as the active group. With multiple
|
||||
// modals stacked (Pause + Forfeit confirm) the most-recently-
|
||||
// spawned scrim has the highest entity index — same heuristic
|
||||
// Phase 1 used.
|
||||
FocusGroup::Modal(active_scrim)
|
||||
} else if hud_interactions.iter().any(|(_, interaction, focusable)| {
|
||||
matches!(interaction, Interaction::Hovered) && focusable.group == FocusGroup::Hud
|
||||
}) {
|
||||
FocusGroup::Hud
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
let tab_pressed = keys.just_pressed(KeyCode::Tab);
|
||||
let activate_pressed =
|
||||
@@ -289,27 +346,22 @@ fn handle_focus_keys(
|
||||
return;
|
||||
}
|
||||
|
||||
// Pick the topmost modal as the active group. With multiple modals
|
||||
// stacked (Pause + Forfeit confirm) the most-recently-spawned scrim
|
||||
// has the highest entity index. Bevy entity indices grow on each
|
||||
// spawn, so this is a stable proxy for "topmost modal" in Phase 1.
|
||||
let active_scrim = scrims
|
||||
.iter()
|
||||
.max_by_key(|e| e.index())
|
||||
.expect("scrims iter was non-empty above");
|
||||
let active_group = FocusGroup::Modal(active_scrim);
|
||||
|
||||
// Walk the scrim's hierarchy in `Children` order so the cycle
|
||||
// matches the visual document order (left → right inside
|
||||
// `spawn_modal_actions`). Using `Children` traversal — not entity
|
||||
// index — sidesteps the fact that ECS entity indices don't track
|
||||
// spawn order under deferred command application.
|
||||
let mut group: Vec<Entity> = Vec::new();
|
||||
let mut stack: Vec<Entity> = vec![active_scrim];
|
||||
// Build the cycle list for the active group.
|
||||
let mut group: Vec<Entity> = match active_group {
|
||||
FocusGroup::Modal(scrim) => {
|
||||
// Walk the scrim's hierarchy in `Children` order so the
|
||||
// cycle matches the visual document order (left → right
|
||||
// inside `spawn_modal_actions`). Using `Children`
|
||||
// traversal — not entity index — sidesteps the fact that
|
||||
// ECS entity indices don't track spawn order under
|
||||
// deferred command application.
|
||||
let mut found: Vec<Entity> = Vec::new();
|
||||
let mut stack: Vec<Entity> = vec![scrim];
|
||||
while let Some(entity) = stack.pop() {
|
||||
if let Ok(children) = children_q.get(entity) {
|
||||
// Push in reverse so the first child is popped first —
|
||||
// gives us a depth-first walk in Children order.
|
||||
// Push in reverse so the first child is popped
|
||||
// first — gives us a depth-first walk in Children
|
||||
// order.
|
||||
for child in children.iter().collect::<Vec<_>>().into_iter().rev() {
|
||||
stack.push(child);
|
||||
}
|
||||
@@ -318,13 +370,32 @@ fn handle_focus_keys(
|
||||
&& !disabled
|
||||
&& focusable.group == active_group
|
||||
{
|
||||
group.push(entity);
|
||||
found.push(entity);
|
||||
}
|
||||
}
|
||||
// Stable sort by `Focusable::order` (Phase 1 keeps every value at
|
||||
// 0 so this is effectively a no-op, but it lets future phases give
|
||||
// explicit priorities — e.g. a "primary first" override — without
|
||||
// changing the tab walk).
|
||||
found
|
||||
}
|
||||
FocusGroup::Hud => {
|
||||
// The HUD action bar isn't a single subtree we can walk —
|
||||
// each button is spawned independently — so collect every
|
||||
// Hud-grouped, non-disabled focusable directly.
|
||||
// `hud_interactions` already filters out `Disabled` and
|
||||
// exposes the entity id we need.
|
||||
let mut found: Vec<Entity> = hud_interactions
|
||||
.iter()
|
||||
.filter_map(|(entity, _interaction, focusable)| {
|
||||
(focusable.group == FocusGroup::Hud).then_some(entity)
|
||||
})
|
||||
.collect();
|
||||
// Tiebreak by entity index so a deterministic spawn-order
|
||||
// sort falls out of the secondary key.
|
||||
found.sort_by_key(|e| e.index());
|
||||
found
|
||||
}
|
||||
};
|
||||
// Stable sort by `Focusable::order` so explicit priorities (e.g.
|
||||
// HUD spawn-order: 0..5) drive the cycle. The pre-sort by entity
|
||||
// index above is the tiebreaker for entries sharing an `order`.
|
||||
group.sort_by_key(|e| {
|
||||
focusables
|
||||
.get(*e)
|
||||
@@ -763,4 +834,163 @@ mod tests {
|
||||
"handle_focus_keys must clear Tab so selection_plugin can't double-handle it"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Phase 2 — HUD-on-hover focus path
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Spawns three synthetic Hud-tagged focusable buttons (orders
|
||||
/// 0, 1, 2) without involving the real HUD bar — keeps the test
|
||||
/// independent of `HudPlugin`'s layout. Every button gets a
|
||||
/// `Button` widget (so `Interaction` is present) and `Node` so the
|
||||
/// query in `handle_focus_keys` matches.
|
||||
fn spawn_three_hud_buttons(app: &mut App) -> (Entity, Entity, Entity) {
|
||||
let world = app.world_mut();
|
||||
let a = world
|
||||
.spawn((
|
||||
Button,
|
||||
Node::default(),
|
||||
Interaction::default(),
|
||||
Focusable {
|
||||
group: FocusGroup::Hud,
|
||||
order: 0,
|
||||
},
|
||||
TestButtonA,
|
||||
))
|
||||
.id();
|
||||
let b = world
|
||||
.spawn((
|
||||
Button,
|
||||
Node::default(),
|
||||
Interaction::default(),
|
||||
Focusable {
|
||||
group: FocusGroup::Hud,
|
||||
order: 1,
|
||||
},
|
||||
TestButtonB,
|
||||
))
|
||||
.id();
|
||||
let c = world
|
||||
.spawn((
|
||||
Button,
|
||||
Node::default(),
|
||||
Interaction::default(),
|
||||
Focusable {
|
||||
group: FocusGroup::Hud,
|
||||
order: 2,
|
||||
},
|
||||
TestButtonC,
|
||||
))
|
||||
.id();
|
||||
app.update();
|
||||
(a, b, c)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn hud_tab_engages_only_when_a_hud_button_is_hovered() {
|
||||
let mut app = headless_app();
|
||||
let (a, _b, _c) = spawn_three_hud_buttons(&mut app);
|
||||
|
||||
// No hover, no modal ⇒ Tab is a no-op. (Phase 1 contract still
|
||||
// holds when nothing is hovered.)
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<FocusedButton>().0.is_none(),
|
||||
"Tab without hover must not engage the HUD focus ring"
|
||||
);
|
||||
|
||||
// Hover button A → Tab must engage and focus a Hud entity.
|
||||
// With no current focus, the cycle starts at index 0 (order
|
||||
// 0), which is button A.
|
||||
app.world_mut().entity_mut(a).insert(Interaction::Hovered);
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world().resource::<FocusedButton>().0,
|
||||
Some(a),
|
||||
"first Tab on Hud-engaged group should focus the order=0 button"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn hud_tab_advances_within_hud_group() {
|
||||
let mut app = headless_app();
|
||||
let (a, b, c) = spawn_three_hud_buttons(&mut app);
|
||||
|
||||
// Engage by hovering A, then Tab to land on A.
|
||||
app.world_mut().entity_mut(a).insert(Interaction::Hovered);
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(a));
|
||||
|
||||
// Subsequent Tabs cycle by `Focusable::order`.
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(b));
|
||||
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(c));
|
||||
|
||||
// Wrap-around back to A.
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(a));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn hud_enter_activates_focused_hud_button() {
|
||||
let mut app = headless_app();
|
||||
let (a, _b, _c) = spawn_three_hud_buttons(&mut app);
|
||||
|
||||
app.world_mut().entity_mut(a).insert(Interaction::Hovered);
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(a));
|
||||
|
||||
// Enter while A is focused inserts `Interaction::Pressed`.
|
||||
// Note: A also still has `Interaction::Hovered` from earlier;
|
||||
// the activation system overwrites it with `Pressed`.
|
||||
press_key(&mut app, KeyCode::Enter);
|
||||
app.update();
|
||||
|
||||
let post = app
|
||||
.world()
|
||||
.entity(a)
|
||||
.get::<Interaction>()
|
||||
.copied()
|
||||
.expect("focused HUD button should carry an Interaction after activation");
|
||||
assert_eq!(
|
||||
post,
|
||||
Interaction::Pressed,
|
||||
"Enter on focused HUD button A should leave its Interaction at Pressed"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn hud_focus_clears_when_mouse_leaves_bar() {
|
||||
let mut app = headless_app();
|
||||
let (a, b, c) = spawn_three_hud_buttons(&mut app);
|
||||
|
||||
// Engage by hovering A, then Tab to focus A.
|
||||
app.world_mut().entity_mut(a).insert(Interaction::Hovered);
|
||||
press_key(&mut app, KeyCode::Tab);
|
||||
app.update();
|
||||
assert_eq!(app.world().resource::<FocusedButton>().0, Some(a));
|
||||
|
||||
// Mouse leaves the bar entirely — every Hud button drops back
|
||||
// to `Interaction::None`. After the next update,
|
||||
// `clear_hud_focus_on_unhover` must clear `FocusedButton`.
|
||||
for entity in [a, b, c] {
|
||||
app.world_mut().entity_mut(entity).insert(Interaction::None);
|
||||
}
|
||||
app.update();
|
||||
|
||||
assert!(
|
||||
app.world().resource::<FocusedButton>().0.is_none(),
|
||||
"FocusedButton must clear once no Hud button is hovered"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user