bevy/crates/bevy_picking/src/lib.rs

286 lines
11 KiB
Rust
Raw Normal View History

//! TODO, write module doc
#![deny(missing_docs)]
pub mod backend;
pub mod events;
pub mod focus;
pub mod input;
pub mod pointer;
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
/// common exports for picking interaction
pub mod prelude {
#[doc(hidden)]
pub use crate::{
events::*, input::InputPlugin, pointer::PointerButton, DefaultPickingPlugins,
InteractionPlugin, Pickable, PickingPlugin, PickingPluginsSettings,
};
}
/// Used to globally toggle picking features at runtime.
#[derive(Clone, Debug, Resource, Reflect)]
#[reflect(Resource, Default)]
pub struct PickingPluginsSettings {
/// Enables and disables all picking features.
pub is_enabled: bool,
/// Enables and disables input collection.
pub is_input_enabled: bool,
/// Enables and disables updating interaction states of entities.
pub is_focus_enabled: bool,
}
impl PickingPluginsSettings {
/// Whether or not input collection systems should be running.
pub fn input_should_run(state: Res<Self>) -> bool {
state.is_input_enabled && state.is_enabled
}
/// Whether or not systems updating entities' [`PickingInteraction`](focus::PickingInteraction)
/// component should be running.
pub fn focus_should_run(state: Res<Self>) -> bool {
state.is_focus_enabled && state.is_enabled
}
}
impl Default for PickingPluginsSettings {
fn default() -> Self {
Self {
is_enabled: true,
is_input_enabled: true,
is_focus_enabled: true,
}
}
}
/// An optional component that overrides default picking behavior for an entity, allowing you to
/// make an entity non-hoverable, or allow items below it to be hovered. See the documentation on
/// the fields for more details.
#[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)]
#[reflect(Component, Default)]
pub struct Pickable {
/// Should this entity block entities below it from being picked?
///
/// This is useful if you want picking to continue hitting entities below this one. Normally,
/// only the topmost entity under a pointer can be hovered, but this setting allows the pointer
/// to hover multiple entities, from nearest to farthest, stopping as soon as it hits an entity
/// that blocks lower entities.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, as well as a 3d mesh, backends will report
/// hits for both of these entities. Additionally, the hits will be sorted by the camera order,
/// so if the UI is drawing on top of the 3d mesh, the UI will be "above" the mesh. When focus
/// is computed, the UI element will be checked first to see if it this field is set to block
/// lower entities. If it does (default), the focus system will stop there, and only the UI
/// element will be marked as hovered. However, if this field is set to `false`, both the UI
/// element *and* the mesh will be marked as hovered.
///
/// Entities without the [`Pickable`] component will block by default.
pub should_block_lower: bool,
/// If this is set to `false` and `should_block_lower` is set to true, this entity will block
/// lower entities from being interacted and at the same time will itself not emit any events.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, and this field is set to `false`, it will
/// not be marked as hovered, and consequently will not emit events nor will any picking
/// components mark it as hovered. This can be combined with the other field
/// [`Self::should_block_lower`], which is orthogonal to this one.
///
/// Entities without the [`Pickable`] component are hoverable by default.
pub is_hoverable: bool,
}
impl Pickable {
/// This entity will not block entities beneath it, nor will it emit events.
///
/// If a backend reports this entity as being hit, the picking plugin will completely ignore it.
pub const IGNORE: Self = Self {
should_block_lower: false,
is_hoverable: false,
};
}
impl Default for Pickable {
fn default() -> Self {
Self {
should_block_lower: true,
is_hoverable: true,
}
}
}
/// Components needed to build a pointer. Multiple pointers can be active at once, with each pointer
/// being an entity.
///
/// `Mouse` and `Touch` pointers are automatically spawned as needed. Use this bundle if you are
/// spawning a custom `PointerId::Custom` pointer, either for testing, as a software controlled
/// pointer, or if you are replacing the default touch and mouse inputs.
#[derive(Bundle)]
pub struct PointerBundle {
/// The pointer's unique [`PointerId`](pointer::PointerId).
pub id: pointer::PointerId,
/// Tracks the pointer's location.
pub location: pointer::PointerLocation,
/// Tracks the pointer's button press state.
pub click: pointer::PointerPress,
/// The interaction state of any hovered entities.
pub interaction: pointer::PointerInteraction,
}
impl PointerBundle {
/// Create a new pointer with the provided [`PointerId`](pointer::PointerId).
pub fn new(id: pointer::PointerId) -> Self {
PointerBundle {
id,
location: pointer::PointerLocation::default(),
click: pointer::PointerPress::default(),
interaction: pointer::PointerInteraction::default(),
}
}
/// Sets the location of the pointer bundle
pub fn with_location(mut self, location: pointer::Location) -> Self {
self.location.location = Some(location);
self
}
}
/// Groups the stages of the picking process under shared labels.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum PickSet {
/// Produces pointer input events. In the [`First`] schedule.
Input,
/// Runs after input events are generated but before commands are flushed. In the [`First`]
/// schedule.
PostInput,
/// Receives and processes pointer input events. In the [`PreUpdate`] schedule.
ProcessInput,
/// Reads inputs and produces [`backend::PointerHits`]s. In the [`PreUpdate`] schedule.
Backend,
/// Reads [`backend::PointerHits`]s, and updates focus, selection, and highlighting states. In
/// the [`PreUpdate`] schedule.
Focus,
/// Runs after all the focus systems are done, before event listeners are triggered. In the
/// [`PreUpdate`] schedule.
PostFocus,
/// Runs after all other picking sets. In the [`PreUpdate`] schedule.
Last,
}
/// One plugin that contains the [`input::InputPlugin`], [`PickingPlugin`] and the [`InteractionPlugin`],
/// this is probably the plugin that will be most used.
/// Note: for any of these plugins to work, they require a picking backend to be active,
/// The picking backend is responsible to turn an input, into a [`crate::backend::PointerHits`]
/// that [`PickingPlugin`] and [`InteractionPlugin`] will refine into [`bevy_ecs::observer::Trigger`]s.
#[derive(Default)]
pub struct DefaultPickingPlugins;
impl Plugin for DefaultPickingPlugins {
fn build(&self, app: &mut App) {
app.add_plugins((
input::InputPlugin::default(),
PickingPlugin,
InteractionPlugin,
));
}
}
/// This plugin sets up the core picking infrastructure. It receives input events, and provides the shared
/// types used by other picking plugins.
#[derive(Default)]
pub struct PickingPlugin;
impl Plugin for PickingPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<PickingPluginsSettings>()
.init_resource::<pointer::PointerMap>()
.init_resource::<backend::ray::RayMap>()
.add_event::<pointer::InputPress>()
.add_event::<pointer::InputMove>()
.add_event::<backend::PointerHits>()
// Rather than try to mark all current and future backends as ambiguous with each other,
// we allow them to send their hits in any order. These are later sorted, so submission
// order doesn't matter. See `PointerHits` docs for caveats.
.allow_ambiguous_resource::<Events<backend::PointerHits>>()
.add_systems(
PreUpdate,
(
pointer::update_pointer_map,
pointer::InputMove::receive,
pointer::InputPress::receive,
backend::ray::RayMap::repopulate.after(pointer::InputMove::receive),
)
.in_set(PickSet::ProcessInput),
)
.configure_sets(
First,
(PickSet::Input, PickSet::PostInput)
.after(bevy_time::TimeSystem)
.after(bevy_ecs::event::EventUpdates)
.chain(),
)
.configure_sets(
PreUpdate,
(
PickSet::ProcessInput.run_if(PickingPluginsSettings::input_should_run),
PickSet::Backend,
PickSet::Focus.run_if(PickingPluginsSettings::focus_should_run),
PickSet::PostFocus,
// Eventually events will need to be dispatched here
PickSet::Last,
)
.chain(),
)
.register_type::<pointer::PointerId>()
.register_type::<pointer::PointerLocation>()
.register_type::<pointer::PointerPress>()
.register_type::<pointer::PointerInteraction>()
.register_type::<Pickable>()
.register_type::<PickingPluginsSettings>()
.register_type::<backend::ray::RayId>();
}
}
/// Generates [`Pointer`](events::Pointer) events and handles event bubbling.
#[derive(Default)]
pub struct InteractionPlugin;
impl Plugin for InteractionPlugin {
fn build(&self, app: &mut App) {
use events::*;
use focus::{update_focus, update_interactions};
app.init_resource::<focus::HoverMap>()
.init_resource::<focus::PreviousHoverMap>()
.init_resource::<DragMap>()
.add_event::<PointerCancel>()
.add_event::<Pointer<Down>>()
.add_event::<Pointer<Up>>()
.add_event::<Pointer<Move>>()
.add_event::<Pointer<Over>>()
.add_event::<Pointer<Out>>()
.add_event::<Pointer<DragEnd>>()
.add_systems(
PreUpdate,
(
update_focus,
pointer_events,
update_interactions,
send_click_and_drag_events,
send_drag_over_events,
)
.chain()
.in_set(PickSet::Focus),
);
}
}