Files
storyteller-bevy/studio/src/input.rs
T
Danny McGee 21a6cb42fe Fix some issues causing input jank (#106)
This PR fixes two issues that can cause a degraded user experience under
certain conditions:

### Focus-stealing

When focus lands on the `document.body`, it's typically bad for
accessibility and a sign of improper input handling. This generally
occurs when the currently-focused element is removed from the DOM. In
our particular case, it also prevents the Bevy application from
correctly handling keyboard events.

Previously, the problem of `document.body` focus had been fixed by
checking the `document.activeElement` every frame, and redirecting focus
to the Bevy canvas whenever it landed on the `document.body`. However,
when running in an iframe embedded on https://fakeyou.com, our
application will report `document.body` as the `document.activeElement`
whenever the parent application has focus, effectively stealing focus
from the parent application and making it impossible for the user to,
e.g., interact with text fields in the parent app.

This PR removes that focus-stealing behavior. Instead, we should
properly implement the ARIA specifications for any elements that may
disappear from the DOM so that user focus is managed in a precise and
predictable way. That will be addressed in follow-up PRs.

### "Stuck" input states

In certain circumstances, the browser window hosting our application may
lose focus while certain keys/buttons are held down which are bound to
long-running actions in the Bevy application, like camera manipulation.
When that occurs, Bevy is unable to detect when the bound keys/buttons
are released, causing the input state to become "stuck" reading those
keys/buttons as being pressed.

As a workaround, this PR introduces a listener for "blur" events on the
`window`, which dispatches synthetic "keyup"/"pointerup" events to the
Bevy canvas for all affected keyboard keys and mouse buttons.
2024-03-26 19:36:47 -04:00

414 lines
13 KiB
Rust

use bevy::{
input::mouse::{MouseMotion, MouseWheel},
prelude::*,
utils::HashSet,
};
use space_editor::prelude::space_undo::UndoRedo;
use crate::is_editor;
#[derive(SystemSet, Hash, Debug, PartialEq, Eq, Clone)]
pub struct StudioInputSystem;
pub struct StudioInputPlugin;
impl Plugin for StudioInputPlugin {
fn build(&self, app: &mut App) {
app.add_event::<InputAction>();
// Reading each frame of the mouse delta allows
// to get rid of the bug that delta is counted from the last reading,
// which leads to camera jumps if you move the mouse between clicks
app.add_systems(
PreUpdate,
read_mouse_delta
.in_set(StudioInputSystem)
.after(bevy::input::InputSystem),
);
app.init_resource::<LastFrameMouseDelta>();
app.add_systems(
PreUpdate,
(
translate_selection_events,
translate_debug_toggle,
translate_dcc_camera_events,
translate_fps_camera_events,
send_undo_event.run_if(is_editor),
)
.in_set(StudioInputSystem)
.after(bevy::input::InputSystem)
.after(read_mouse_delta),
);
app.add_systems(
PostUpdate,
(apply_deferred, log_input_actions).after(StudioInputSystem),
);
}
}
/// Logs all `InputAction`s emitted, along with the input state at the time they
/// were fired, with `debug` verbosity.
fn log_input_actions(
ri_keyboard: Res<Input<KeyCode>>,
ri_mouse_buttons: Res<Input<MouseButton>>,
mut er_input_actions: EventReader<InputAction>,
) {
if er_input_actions.is_empty() {
return;
}
let lmb = if ri_mouse_buttons.pressed(MouseButton::Left) {
'X'
} else {
'-'
};
let mmb = if ri_mouse_buttons.pressed(MouseButton::Middle) {
'X'
} else {
'-'
};
let rmb = if ri_mouse_buttons.pressed(MouseButton::Right) {
'X'
} else {
'-'
};
use KeyCode::*;
let mod_keys = [AltLeft, AltRight, ShiftLeft, ControlLeft, ControlRight]
.into_iter()
.collect::<HashSet<_>>();
let action_keys = [W, A, S, D, E, Q, Escape, Grave, Delete, F]
.into_iter()
.collect::<HashSet<_>>();
let keys_pressed = ri_keyboard.get_pressed().copied().collect::<HashSet<_>>();
let keys_display = keys_pressed
.intersection(&mod_keys)
.map(|key| format!("{key:?}"))
.chain(
keys_pressed
.intersection(&action_keys)
.map(|key| format!("{key:?}")),
)
.collect::<Vec<_>>()
.join("+");
for action in er_input_actions.read() {
debug!(
"Mouse: [{lmb}{mmb}{rmb}] \
Keyboard: [{keys_display}] \
Action: [{action:.2?}]"
);
}
}
#[derive(Event, Clone, Copy, Debug)]
pub struct InputAction(pub Lifecycle, pub Action);
#[derive(Clone, Copy, Debug)]
pub enum Lifecycle {
Start,
Ongoing,
Stop,
}
#[derive(Clone, Copy, Debug)]
pub enum Action {
Camera(CameraMotion),
Selection(Selection),
ToggleDebug,
}
#[derive(Clone, Copy, Debug)]
pub enum CameraMotion {
Translate(Vec3),
Pan(Vec2),
Zoom(f32),
Orbit(Vec2),
Rotate(Vec2),
}
impl From<CameraMotion> for Action {
fn from(value: CameraMotion) -> Self {
Action::Camera(value)
}
}
#[derive(Clone, Copy, Debug)]
pub enum Selection {
/// Clear the current selection
Clear,
/// Focus the camera on the currently selected entity
Focus,
/// Delete the currently selected entity and its descendants
Delete,
}
impl From<Selection> for Action {
fn from(value: Selection) -> Self {
Action::Selection(value)
}
}
// TODO: Make the bindings of raw device inputs to InputActions configurable
fn translate_selection_events(keyboard: Res<Input<KeyCode>>, mut input: EventWriter<InputAction>) {
if keyboard.just_pressed(KeyCode::Escape) {
input.send(InputAction(Lifecycle::Start, Selection::Clear.into()));
} else if keyboard.just_released(KeyCode::Escape) {
input.send(InputAction(Lifecycle::Stop, Selection::Clear.into()));
}
if keyboard.just_pressed(KeyCode::F) {
input.send(InputAction(Lifecycle::Start, Selection::Focus.into()));
} else if keyboard.just_released(KeyCode::F) {
input.send(InputAction(Lifecycle::Stop, Selection::Focus.into()));
}
if keyboard.just_pressed(KeyCode::Delete) {
input.send(InputAction(Lifecycle::Start, Selection::Delete.into()));
} else if keyboard.just_released(KeyCode::Delete) {
input.send(InputAction(Lifecycle::Stop, Selection::Delete.into()));
}
}
fn translate_debug_toggle(keyboard: Res<Input<KeyCode>>, mut input: EventWriter<InputAction>) {
if keyboard.pressed(KeyCode::ControlLeft) || keyboard.pressed(KeyCode::ControlRight) {
if keyboard.just_pressed(KeyCode::Grave) {
input.send(InputAction(Lifecycle::Start, Action::ToggleDebug));
} else if keyboard.just_released(KeyCode::Grave) {
input.send(InputAction(Lifecycle::Stop, Action::ToggleDebug));
}
}
}
fn translate_dcc_camera_events(
mouse_motion: Res<LastFrameMouseDelta>,
mouse_buttons: Res<Input<MouseButton>>,
keyboard: Res<Input<KeyCode>>,
mut input: EventWriter<InputAction>,
) {
let delta = mouse_motion.get();
// Camera Pan
if mouse_buttons.pressed(MouseButton::Middle) {
let lifecycle = if mouse_buttons.just_pressed(MouseButton::Middle) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Pan(delta).into()));
}
// Stop Camera Panning
else if mouse_buttons.just_released(MouseButton::Middle) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Pan(Vec2::ZERO).into(),
));
}
// Camera Orbit/Zoom
else if keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight]) {
if mouse_buttons.any_pressed([MouseButton::Left, MouseButton::Right]) {
let lifecycle =
if mouse_buttons.any_just_pressed([MouseButton::Left, MouseButton::Right]) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
let motion = if mouse_buttons.pressed(MouseButton::Left) {
CameraMotion::Orbit(delta)
} else {
CameraMotion::Zoom(delta.y)
};
input.send(InputAction(lifecycle, motion.into()));
}
// Stop Camera Orbit
else if mouse_buttons.just_released(MouseButton::Left) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Orbit(Vec2::ZERO).into(),
));
}
// Stop Camera Zoom
else if mouse_buttons.just_released(MouseButton::Right) {
input.send(InputAction(Lifecycle::Stop, CameraMotion::Zoom(0.).into()));
}
}
// Stop Camera Orbit & Zoom
else if (keyboard.just_released(KeyCode::AltLeft) && !keyboard.pressed(KeyCode::AltRight))
|| (keyboard.just_released(KeyCode::AltRight) && !keyboard.pressed(KeyCode::AltLeft))
{
// Stop Camera Orbit
if mouse_buttons.pressed(MouseButton::Left) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Orbit(Vec2::ZERO).into(),
));
}
// Stop Camera Zoom
else if mouse_buttons.pressed(MouseButton::Right) {
input.send(InputAction(Lifecycle::Stop, CameraMotion::Zoom(0.).into()));
}
}
// Camera Rotation
else if mouse_buttons.pressed(MouseButton::Right) {
let lifecycle = if mouse_buttons.just_pressed(MouseButton::Right) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Rotate(delta).into()));
}
// Stop Camera Rotation
else if mouse_buttons.just_released(MouseButton::Right) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Rotate(Vec2::ZERO).into(),
));
}
// Alternative Camera Rotation (designed for laptop)
else if keyboard.pressed(KeyCode::ShiftLeft) {
let lifecycle = if keyboard.just_pressed(KeyCode::ShiftLeft) {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Rotate(delta).into()));
}
// Stop Camera Rotation
else if keyboard.just_released(KeyCode::ShiftLeft) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Rotate(Vec2::ZERO).into(),
));
}
}
fn translate_fps_camera_events(
mut mouse_wheel: EventReader<MouseWheel>,
keyboard: Res<Input<KeyCode>>,
mut input: EventWriter<InputAction>,
) {
// Camera Translation (FPS-like)
use KeyCode::*;
let wasd_keys = [W, A, S, D, E, Q];
let wasd_keys_set = wasd_keys.into_iter().collect::<HashSet<_>>();
// A little unfortunate that `get_pressed()` doesn't just return a reference
// to the original HashSet >_< Maybe the compiler will be nice to us and
// optimize away the redundant clone?
let keys_pressed = keyboard.get_pressed().cloned().collect::<HashSet<_>>();
let wasd_keys_pressed = wasd_keys_set
.intersection(&keys_pressed)
.collect::<HashSet<_>>();
if !wasd_keys_pressed.is_empty() {
let mut mvmt = Vec3::ZERO;
#[rustfmt::skip] {
if wasd_keys_pressed.contains(&W) { mvmt.z -= 1.; }
if wasd_keys_pressed.contains(&A) { mvmt.x -= 1.; }
if wasd_keys_pressed.contains(&S) { mvmt.z += 1.; }
if wasd_keys_pressed.contains(&D) { mvmt.x += 1.; }
if wasd_keys_pressed.contains(&E) { mvmt.y += 1.; }
if wasd_keys_pressed.contains(&Q) { mvmt.y -= 1.; }
};
let mvmt = mvmt.normalize_or_zero();
// Compare WASD keys pressed with WASD keys _just_ pressed to determine lifecycle
let keys_just_pressed = keyboard.get_just_pressed().cloned().collect::<HashSet<_>>();
let wasd_keys_just_pressed = keys_just_pressed
.intersection(&wasd_keys_set)
.collect::<HashSet<_>>();
let lifecycle = if wasd_keys_pressed.len() == wasd_keys_just_pressed.len() {
Lifecycle::Start
} else {
Lifecycle::Ongoing
};
input.send(InputAction(lifecycle, CameraMotion::Translate(mvmt).into()));
}
// Stop Translation
else if keyboard.any_just_released(wasd_keys) {
input.send(InputAction(
Lifecycle::Stop,
CameraMotion::Translate(Vec3::ZERO).into(),
));
}
// Wheel zoom
for &MouseWheel { y, .. } in mouse_wheel.read() {
// info!("wheel: ({x}, {y}) [{unit:?}]");
// let rem_x = (100. / x).abs() % 1.;
// let rem_y = (100. / y).abs() % 1.;
// if (rem_x.is_nan() || rem_x < 1e-5_f32) && (rem_y.is_nan() || rem_y < 1e-5_f32) {
input.send(InputAction(
Lifecycle::Ongoing,
CameraMotion::Zoom(y).into(),
));
// } else {
// FIXME: I had high hopes for this, but the input translation from
// Bevy / winit is herky-jerky-janky af. It seems to be
// trying to force the wheel to only emit one axis at a time,
// unless the user makes a really deliberate diagonal motion
// to start. But even then, it makes bizarre jumps
// intermittently instead of just translating the input
// motion directly.
//
// I Was hoping to achieve something like what Blender does
// with touchpad input to pan, but it doesn't look like
// that's going to be possible without bypassing bevy::input
// and reading the system events directly. We may want to do
// that eventually, but not today.
// input.send(InputAction(
// Lifecycle::Ongoing,
// CameraMotion::Pan(vec2(x, y)).into(),
// ));
// }
}
}
#[derive(Resource, Default)]
pub struct LastFrameMouseDelta(pub Vec2);
impl LastFrameMouseDelta {
fn get(&self) -> Vec2 {
self.0
}
}
fn read_mouse_delta(
mut mouse_motion: EventReader<MouseMotion>,
mut last_delta: ResMut<LastFrameMouseDelta>,
) {
let delta = mouse_motion
.read()
.fold(Vec2::ZERO, |accum, current| accum + current.delta);
last_delta.0 = delta;
}
// TODO: Make it configurable
fn send_undo_event(mut events: EventWriter<UndoRedo>, keyboard: Res<Input<KeyCode>>) {
if keyboard.pressed(KeyCode::ControlLeft)
&& keyboard.just_pressed(KeyCode::Z)
&& !keyboard.pressed(KeyCode::ShiftLeft)
{
events.send(UndoRedo::Undo);
info!("Undo event sent");
}
if keyboard.pressed(KeyCode::ControlLeft)
&& keyboard.just_pressed(KeyCode::Z)
&& keyboard.pressed(KeyCode::ShiftLeft)
{
events.send(UndoRedo::Redo);
info!("Redo event sent");
}
}