bevy/crates/bevy_picking/src/pointer.rs

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//! Types and systems for pointer inputs, such as position and buttons.
use bevy_ecs::prelude::*;
use bevy_math::{Rect, Vec2};
use bevy_reflect::prelude::*;
use bevy_render::camera::{Camera, NormalizedRenderTarget};
use bevy_utils::HashMap;
use bevy_window::PrimaryWindow;
use uuid::Uuid;
use std::fmt::Debug;
use crate::backend::HitData;
/// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned.
///
/// This component is needed because pointers can be spawned and despawned, but they need to have a
/// stable ID that persists regardless of the Entity they are associated with.
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)]
#[reflect(Component, Default)]
pub enum PointerId {
/// The mouse pointer.
#[default]
Mouse,
/// A touch input, usually numbered by window touch events from `winit`.
Touch(u64),
/// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software
/// controlled cursor.
#[reflect(ignore)]
Custom(Uuid),
}
impl PointerId {
/// Returns true if the pointer is a touch input.
pub fn is_touch(&self) -> bool {
matches!(self, PointerId::Touch(_))
}
/// Returns true if the pointer is the mouse.
pub fn is_mouse(&self) -> bool {
matches!(self, PointerId::Mouse)
}
/// Returns true if the pointer is a custom input.
pub fn is_custom(&self) -> bool {
matches!(self, PointerId::Custom(_))
}
/// Returns the touch id if the pointer is a touch input.
pub fn get_touch_id(&self) -> Option<u64> {
if let PointerId::Touch(id) = self {
Some(*id)
} else {
None
}
}
}
/// Holds a list of entities this pointer is currently interacting with, sorted from nearest to
/// farthest.
#[derive(Debug, Default, Clone, Component, Reflect)]
#[reflect(Component, Default)]
pub struct PointerInteraction {
pub(crate) sorted_entities: Vec<(Entity, HitData)>,
}
/// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups.
#[derive(Debug, Clone, Default, Resource)]
pub struct PointerMap {
inner: HashMap<PointerId, Entity>,
}
impl PointerMap {
/// Get the [`Entity`] of the supplied [`PointerId`].
pub fn get_entity(&self, pointer_id: PointerId) -> Option<Entity> {
self.inner.get(&pointer_id).copied()
}
}
/// Update the [`PointerMap`] resource with the current frame's data.
pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut<PointerMap>) {
map.inner.clear();
for (entity, id) in &pointers {
map.inner.insert(*id, entity);
}
}
/// Tracks the state of the pointer's buttons in response to [`InputPress`]s.
#[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
#[reflect(Component, Default)]
pub struct PointerPress {
primary: bool,
secondary: bool,
middle: bool,
}
impl PointerPress {
/// Returns true if the primary pointer button is pressed.
#[inline]
pub fn is_primary_pressed(&self) -> bool {
self.primary
}
/// Returns true if the secondary pointer button is pressed.
#[inline]
pub fn is_secondary_pressed(&self) -> bool {
self.secondary
}
/// Returns true if the middle (tertiary) pointer button is pressed.
#[inline]
pub fn is_middle_pressed(&self) -> bool {
self.middle
}
/// Returns true if any pointer button is pressed.
#[inline]
pub fn is_any_pressed(&self) -> bool {
self.primary || self.middle || self.secondary
}
}
/// Pointer input event for button presses. Fires when a pointer button changes state.
#[derive(Event, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
pub struct InputPress {
/// The [`PointerId`] of the pointer that pressed a button.
pub pointer_id: PointerId,
/// Direction of the button press.
pub direction: PressDirection,
/// Identifies the pointer button changing in this event.
pub button: PointerButton,
}
impl InputPress {
/// Create a new pointer button down event.
pub fn new_down(id: PointerId, button: PointerButton) -> InputPress {
Self {
pointer_id: id,
direction: PressDirection::Down,
button,
}
}
/// Create a new pointer button up event.
pub fn new_up(id: PointerId, button: PointerButton) -> InputPress {
Self {
pointer_id: id,
direction: PressDirection::Up,
button,
}
}
/// Returns true if the `button` of this pointer was just pressed.
#[inline]
pub fn is_just_down(&self, button: PointerButton) -> bool {
self.button == button && self.direction == PressDirection::Down
}
/// Returns true if the `button` of this pointer was just released.
#[inline]
pub fn is_just_up(&self, button: PointerButton) -> bool {
self.button == button && self.direction == PressDirection::Up
}
/// Receives [`InputPress`] events and updates corresponding [`PointerPress`] components.
pub fn receive(
mut events: EventReader<InputPress>,
mut pointers: Query<(&PointerId, &mut PointerPress)>,
) {
for input_press_event in events.read() {
pointers.iter_mut().for_each(|(pointer_id, mut pointer)| {
if *pointer_id == input_press_event.pointer_id {
let is_down = input_press_event.direction == PressDirection::Down;
match input_press_event.button {
PointerButton::Primary => pointer.primary = is_down,
PointerButton::Secondary => pointer.secondary = is_down,
PointerButton::Middle => pointer.middle = is_down,
}
}
});
}
}
}
/// The stage of the pointer button press event
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
pub enum PressDirection {
/// The pointer button was just pressed
Down,
/// The pointer button was just released
Up,
}
/// The button that was just pressed or released
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
pub enum PointerButton {
/// The primary pointer button
Primary,
/// The secondary pointer button
Secondary,
/// The tertiary pointer button
Middle,
}
impl PointerButton {
/// Iterator over all buttons that a pointer can have.
pub fn iter() -> impl Iterator<Item = PointerButton> {
[Self::Primary, Self::Secondary, Self::Middle].into_iter()
}
}
/// Component that tracks a pointer's current [`Location`].
#[derive(Debug, Default, Clone, Component, Reflect, PartialEq)]
#[reflect(Component, Default)]
pub struct PointerLocation {
/// The [`Location`] of the pointer. Note that a location is both the target, and the position
/// on the target.
#[reflect(ignore)]
pub location: Option<Location>,
}
impl PointerLocation {
/// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is
/// inactive.
pub fn location(&self) -> Option<&Location> {
self.location.as_ref()
}
}
/// Pointer input event for pointer moves. Fires when a pointer changes location.
#[derive(Event, Debug, Clone, Reflect)]
pub struct InputMove {
/// The [`PointerId`] of the pointer that is moving.
pub pointer_id: PointerId,
/// The [`Location`] of the pointer.
pub location: Location,
/// The distance moved (change in `position`) since the last event.
pub delta: Vec2,
}
impl InputMove {
/// Create a new [`InputMove`] event.
pub fn new(id: PointerId, location: Location, delta: Vec2) -> InputMove {
Self {
pointer_id: id,
location,
delta,
}
}
/// Receives [`InputMove`] events and updates corresponding [`PointerLocation`] components.
pub fn receive(
mut events: EventReader<InputMove>,
mut pointers: Query<(&PointerId, &mut PointerLocation)>,
) {
for event_pointer in events.read() {
pointers.iter_mut().for_each(|(id, mut pointer)| {
if *id == event_pointer.pointer_id {
pointer.location = Some(event_pointer.location.to_owned());
}
});
}
}
}
/// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y
/// position of the pointer on this render target.
///
/// Note that:
/// - a pointer can move freely between render targets
/// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same
/// render target. It is up to picking backends to associate a Pointer's `Location` with a
/// specific `Camera`, if any.
#[derive(Debug, Clone, Component, Reflect, PartialEq)]
pub struct Location {
/// The [`NormalizedRenderTarget`] associated with the pointer, usually a window.
pub target: NormalizedRenderTarget,
/// The position of the pointer in the `target`.
pub position: Vec2,
}
impl Location {
/// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport.
///
/// Note this returns `false` if the location and camera have different render targets.
#[inline]
pub fn is_in_viewport(
&self,
camera: &Camera,
primary_window: &Query<Entity, With<PrimaryWindow>>,
) -> bool {
if camera
.target
.normalize(Some(match primary_window.get_single() {
Ok(w) => w,
Err(_) => return false,
}))
.as_ref()
!= Some(&self.target)
{
return false;
}
let position = Vec2::new(self.position.x, self.position.y);
camera
.logical_viewport_rect()
.map(|Rect { min, max }| {
(position - min).min_element() >= 0.0 && (position - max).max_element() <= 0.0
})
.unwrap_or(false)
}
}