bevy/crates/bevy_ui/src/picking_backend.rs

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//! A picking backend for UI nodes.
//!
//! # Usage
//!
//! This backend does not require markers on cameras or entities to function. It will look for any
//! pointers using the same render target as the UI camera, and run hit tests on the UI node tree.
//!
//! ## Important Note
//!
//! This backend completely ignores [`FocusPolicy`](crate::FocusPolicy). The design of `bevy_ui`'s
//! focus systems and the picking plugin are not compatible. Instead, use the [`Pickable`] component
//! to customize how an entity responds to picking focus. Nodes without the [`Pickable`] component
//! will not trigger events.
//!
//! ## Implementation Notes
//!
//! - `bevy_ui` can only render to the primary window
//! - `bevy_ui` can render on any camera with a flag, it is special, and is not tied to a particular
//! camera.
//! - To correctly sort picks, the order of `bevy_ui` is set to be the camera order plus 0.5.
#![allow(clippy::type_complexity)]
#![allow(clippy::too_many_arguments)]
#![deny(missing_docs)]
use crate::{prelude::*, UiStack};
use bevy_app::prelude::*;
use bevy_ecs::{prelude::*, query::QueryData};
use bevy_math::Vec2;
use bevy_render::prelude::*;
use bevy_transform::prelude::*;
use bevy_utils::hashbrown::HashMap;
use bevy_window::PrimaryWindow;
use bevy_picking::backend::prelude::*;
/// A plugin that adds picking support for UI nodes.
#[derive(Clone)]
pub struct UiPickingBackend;
impl Plugin for UiPickingBackend {
fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, ui_picking.in_set(PickSet::Backend));
}
}
/// Main query from bevy's `ui_focus_system`
#[derive(QueryData)]
#[query_data(mutable)]
pub struct NodeQuery {
entity: Entity,
node: &'static Node,
global_transform: &'static GlobalTransform,
pickable: Option<&'static Pickable>,
calculated_clip: Option<&'static CalculatedClip>,
view_visibility: Option<&'static ViewVisibility>,
target_camera: Option<&'static TargetCamera>,
}
/// Computes the UI node entities under each pointer.
///
/// Bevy's [`UiStack`] orders all nodes in the order they will be rendered, which is the same order
/// we need for determining picking.
pub fn ui_picking(
pointers: Query<(&PointerId, &PointerLocation)>,
camera_query: Query<(Entity, &Camera, Has<IsDefaultUiCamera>)>,
default_ui_camera: DefaultUiCamera,
primary_window: Query<Entity, With<PrimaryWindow>>,
ui_scale: Res<UiScale>,
ui_stack: Res<UiStack>,
mut node_query: Query<NodeQuery>,
mut output: EventWriter<PointerHits>,
) {
// For each camera, the pointer and its position
let mut pointer_pos_by_camera = HashMap::<Entity, HashMap<PointerId, Vec2>>::new();
for (pointer_id, pointer_location) in
pointers.iter().filter_map(|(pointer, pointer_location)| {
Some(*pointer).zip(pointer_location.location().cloned())
})
{
// This pointer is associated with a render target, which could be used by multiple
// cameras. We want to ensure we return all cameras with a matching target.
for camera in camera_query
.iter()
.map(|(entity, camera, _)| {
(
entity,
camera.target.normalize(primary_window.get_single().ok()),
)
})
.filter_map(|(entity, target)| Some(entity).zip(target))
.filter(|(_entity, target)| target == &pointer_location.target)
.map(|(cam_entity, _target)| cam_entity)
{
let Ok((_, camera_data, _)) = camera_query.get(camera) else {
continue;
};
let mut pointer_pos = pointer_location.position;
if let Some(viewport) = camera_data.logical_viewport_rect() {
pointer_pos -= viewport.min;
}
let scaled_pointer_pos = pointer_pos / **ui_scale;
pointer_pos_by_camera
.entry(camera)
.or_default()
.insert(pointer_id, scaled_pointer_pos);
}
}
// The list of node entities hovered for each (camera, pointer) combo
let mut hit_nodes = HashMap::<(Entity, PointerId), Vec<Entity>>::new();
// prepare an iterator that contains all the nodes that have the cursor in their rect,
// from the top node to the bottom one. this will also reset the interaction to `None`
// for all nodes encountered that are no longer hovered.
for node_entity in ui_stack
.uinodes
.iter()
// reverse the iterator to traverse the tree from closest nodes to furthest
.rev()
{
let Ok(node) = node_query.get_mut(*node_entity) else {
continue;
};
// Nodes that are not rendered should not be interactable
if node
.view_visibility
.map(|view_visibility| view_visibility.get())
!= Some(true)
{
continue;
}
let Some(camera_entity) = node
.target_camera
.map(TargetCamera::entity)
.or(default_ui_camera.get())
else {
continue;
};
let node_rect = node.node.logical_rect(node.global_transform);
// Nodes with Display::None have a (0., 0.) logical rect and can be ignored
if node_rect.size() == Vec2::ZERO {
continue;
}
// Intersect with the calculated clip rect to find the bounds of the visible region of the node
let visible_rect = node
.calculated_clip
.map(|clip| node_rect.intersect(clip.clip))
.unwrap_or(node_rect);
let pointers_on_this_cam = pointer_pos_by_camera.get(&camera_entity);
// The mouse position relative to the node
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
for (pointer_id, cursor_position) in pointers_on_this_cam.iter().flat_map(|h| h.iter()) {
let relative_cursor_position = (*cursor_position - node_rect.min) / node_rect.size();
if visible_rect
.normalize(node_rect)
.contains(relative_cursor_position)
{
hit_nodes
.entry((camera_entity, *pointer_id))
.or_default()
.push(*node_entity);
}
}
}
for ((camera, pointer), hovered_nodes) in hit_nodes.iter() {
// As soon as a node with a `Block` focus policy is detected, the iteration will stop on it
// because it "captures" the interaction.
let mut iter = node_query.iter_many_mut(hovered_nodes.iter());
let mut picks = Vec::new();
let mut depth = 0.0;
while let Some(node) = iter.fetch_next() {
let Some(camera_entity) = node
.target_camera
.map(TargetCamera::entity)
.or(default_ui_camera.get())
else {
continue;
};
picks.push((node.entity, HitData::new(camera_entity, depth, None, None)));
if let Some(pickable) = node.pickable {
// If an entity has a `Pickable` component, we will use that as the source of truth.
if pickable.should_block_lower {
break;
}
} else {
// If the Pickable component doesn't exist, default behavior is to block.
break;
}
depth += 0.00001; // keep depth near 0 for precision
}
let order = camera_query
.get(*camera)
.map(|(_, cam, _)| cam.order)
.unwrap_or_default() as f32
+ 0.5; // bevy ui can run on any camera, it's a special case
output.send(PointerHits::new(*pointer, picks, order));
}
}