mirror of
https://github.com/bevyengine/bevy
synced 2024-12-20 10:03:07 +00:00
312 lines
9.8 KiB
Rust
312 lines
9.8 KiB
Rust
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//! Types and systems for pointer inputs, such as position and buttons.
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use bevy_ecs::prelude::*;
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::prelude::*;
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use bevy_render::camera::{Camera, NormalizedRenderTarget};
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use bevy_utils::HashMap;
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use bevy_window::PrimaryWindow;
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use uuid::Uuid;
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use std::fmt::Debug;
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use crate::backend::HitData;
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/// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned.
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///
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/// This component is needed because pointers can be spawned and despawned, but they need to have a
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/// stable ID that persists regardless of the Entity they are associated with.
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)]
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#[reflect(Component, Default)]
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pub enum PointerId {
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/// The mouse pointer.
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#[default]
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Mouse,
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/// A touch input, usually numbered by window touch events from `winit`.
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Touch(u64),
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/// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software
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/// controlled cursor.
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#[reflect(ignore)]
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Custom(Uuid),
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}
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impl PointerId {
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/// Returns true if the pointer is a touch input.
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pub fn is_touch(&self) -> bool {
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matches!(self, PointerId::Touch(_))
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}
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/// Returns true if the pointer is the mouse.
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pub fn is_mouse(&self) -> bool {
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matches!(self, PointerId::Mouse)
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}
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/// Returns true if the pointer is a custom input.
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pub fn is_custom(&self) -> bool {
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matches!(self, PointerId::Custom(_))
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}
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/// Returns the touch id if the pointer is a touch input.
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pub fn get_touch_id(&self) -> Option<u64> {
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if let PointerId::Touch(id) = self {
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Some(*id)
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} else {
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None
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}
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}
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}
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/// Holds a list of entities this pointer is currently interacting with, sorted from nearest to
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/// farthest.
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#[derive(Debug, Default, Clone, Component, Reflect)]
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#[reflect(Component, Default)]
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pub struct PointerInteraction {
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pub(crate) sorted_entities: Vec<(Entity, HitData)>,
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}
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/// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups.
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#[derive(Debug, Clone, Default, Resource)]
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pub struct PointerMap {
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inner: HashMap<PointerId, Entity>,
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}
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impl PointerMap {
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/// Get the [`Entity`] of the supplied [`PointerId`].
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pub fn get_entity(&self, pointer_id: PointerId) -> Option<Entity> {
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self.inner.get(&pointer_id).copied()
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}
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}
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/// Update the [`PointerMap`] resource with the current frame's data.
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pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut<PointerMap>) {
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map.inner.clear();
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for (entity, id) in &pointers {
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map.inner.insert(*id, entity);
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}
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}
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/// Tracks the state of the pointer's buttons in response to [`InputPress`]s.
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#[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default)]
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pub struct PointerPress {
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primary: bool,
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secondary: bool,
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middle: bool,
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}
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impl PointerPress {
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/// Returns true if the primary pointer button is pressed.
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#[inline]
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pub fn is_primary_pressed(&self) -> bool {
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self.primary
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}
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/// Returns true if the secondary pointer button is pressed.
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#[inline]
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pub fn is_secondary_pressed(&self) -> bool {
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self.secondary
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}
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/// Returns true if the middle (tertiary) pointer button is pressed.
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#[inline]
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pub fn is_middle_pressed(&self) -> bool {
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self.middle
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}
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/// Returns true if any pointer button is pressed.
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#[inline]
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pub fn is_any_pressed(&self) -> bool {
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self.primary || self.middle || self.secondary
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}
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}
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/// Pointer input event for button presses. Fires when a pointer button changes state.
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#[derive(Event, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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pub struct InputPress {
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/// The [`PointerId`] of the pointer that pressed a button.
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pub pointer_id: PointerId,
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/// Direction of the button press.
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pub direction: PressDirection,
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/// Identifies the pointer button changing in this event.
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pub button: PointerButton,
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}
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impl InputPress {
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/// Create a new pointer button down event.
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pub fn new_down(id: PointerId, button: PointerButton) -> InputPress {
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Self {
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pointer_id: id,
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direction: PressDirection::Down,
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button,
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}
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}
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/// Create a new pointer button up event.
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pub fn new_up(id: PointerId, button: PointerButton) -> InputPress {
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Self {
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pointer_id: id,
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direction: PressDirection::Up,
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button,
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}
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}
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/// Returns true if the `button` of this pointer was just pressed.
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#[inline]
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pub fn is_just_down(&self, button: PointerButton) -> bool {
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self.button == button && self.direction == PressDirection::Down
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}
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/// Returns true if the `button` of this pointer was just released.
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#[inline]
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pub fn is_just_up(&self, button: PointerButton) -> bool {
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self.button == button && self.direction == PressDirection::Up
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}
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/// Receives [`InputPress`] events and updates corresponding [`PointerPress`] components.
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pub fn receive(
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mut events: EventReader<InputPress>,
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mut pointers: Query<(&PointerId, &mut PointerPress)>,
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) {
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for input_press_event in events.read() {
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pointers.iter_mut().for_each(|(pointer_id, mut pointer)| {
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if *pointer_id == input_press_event.pointer_id {
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let is_down = input_press_event.direction == PressDirection::Down;
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match input_press_event.button {
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PointerButton::Primary => pointer.primary = is_down,
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PointerButton::Secondary => pointer.secondary = is_down,
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PointerButton::Middle => pointer.middle = is_down,
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}
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}
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});
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}
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}
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}
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/// The stage of the pointer button press event
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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pub enum PressDirection {
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/// The pointer button was just pressed
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Down,
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/// The pointer button was just released
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Up,
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}
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/// The button that was just pressed or released
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
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pub enum PointerButton {
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/// The primary pointer button
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Primary,
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/// The secondary pointer button
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Secondary,
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/// The tertiary pointer button
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Middle,
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}
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impl PointerButton {
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/// Iterator over all buttons that a pointer can have.
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pub fn iter() -> impl Iterator<Item = PointerButton> {
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[Self::Primary, Self::Secondary, Self::Middle].into_iter()
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}
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}
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/// Component that tracks a pointer's current [`Location`].
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#[derive(Debug, Default, Clone, Component, Reflect, PartialEq)]
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#[reflect(Component, Default)]
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pub struct PointerLocation {
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/// The [`Location`] of the pointer. Note that a location is both the target, and the position
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/// on the target.
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#[reflect(ignore)]
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pub location: Option<Location>,
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}
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impl PointerLocation {
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/// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is
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/// inactive.
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pub fn location(&self) -> Option<&Location> {
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self.location.as_ref()
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}
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}
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/// Pointer input event for pointer moves. Fires when a pointer changes location.
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#[derive(Event, Debug, Clone, Reflect)]
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pub struct InputMove {
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/// The [`PointerId`] of the pointer that is moving.
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pub pointer_id: PointerId,
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/// The [`Location`] of the pointer.
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pub location: Location,
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/// The distance moved (change in `position`) since the last event.
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pub delta: Vec2,
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}
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impl InputMove {
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/// Create a new [`InputMove`] event.
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pub fn new(id: PointerId, location: Location, delta: Vec2) -> InputMove {
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Self {
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pointer_id: id,
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location,
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delta,
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}
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}
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/// Receives [`InputMove`] events and updates corresponding [`PointerLocation`] components.
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pub fn receive(
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mut events: EventReader<InputMove>,
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mut pointers: Query<(&PointerId, &mut PointerLocation)>,
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) {
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for event_pointer in events.read() {
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pointers.iter_mut().for_each(|(id, mut pointer)| {
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if *id == event_pointer.pointer_id {
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pointer.location = Some(event_pointer.location.to_owned());
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}
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});
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}
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}
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}
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/// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y
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/// position of the pointer on this render target.
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///
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/// Note that:
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/// - a pointer can move freely between render targets
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/// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same
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/// render target. It is up to picking backends to associate a Pointer's `Location` with a
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/// specific `Camera`, if any.
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#[derive(Debug, Clone, Component, Reflect, PartialEq)]
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pub struct Location {
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/// The [`NormalizedRenderTarget`] associated with the pointer, usually a window.
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pub target: NormalizedRenderTarget,
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/// The position of the pointer in the `target`.
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pub position: Vec2,
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}
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impl Location {
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/// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport.
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///
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/// Note this returns `false` if the location and camera have different render targets.
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#[inline]
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pub fn is_in_viewport(
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&self,
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camera: &Camera,
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primary_window: &Query<Entity, With<PrimaryWindow>>,
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) -> bool {
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if camera
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.target
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.normalize(Some(match primary_window.get_single() {
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Ok(w) => w,
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Err(_) => return false,
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}))
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.as_ref()
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!= Some(&self.target)
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{
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return false;
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}
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let position = Vec2::new(self.position.x, self.position.y);
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camera
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.logical_viewport_rect()
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.map(|Rect { min, max }| {
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(position - min).min_element() >= 0.0 && (position - max).max_element() <= 0.0
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})
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.unwrap_or(false)
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}
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}
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