2024-08-15 14:43:55 +00:00
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//! A picking backend for UI nodes.
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//!
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//! # Usage
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//!
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//! This backend does not require markers on cameras or entities to function. It will look for any
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//! pointers using the same render target as the UI camera, and run hit tests on the UI node tree.
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//!
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//! ## Important Note
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//!
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//! This backend completely ignores [`FocusPolicy`](crate::FocusPolicy). The design of `bevy_ui`'s
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//! focus systems and the picking plugin are not compatible. Instead, use the [`Pickable`] component
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//! to customize how an entity responds to picking focus. Nodes without the [`Pickable`] component
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//! will not trigger events.
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//!
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//! ## Implementation Notes
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//!
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//! - `bevy_ui` can only render to the primary window
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//! - `bevy_ui` can render on any camera with a flag, it is special, and is not tied to a particular
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//! camera.
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//! - To correctly sort picks, the order of `bevy_ui` is set to be the camera order plus 0.5.
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#![allow(clippy::type_complexity)]
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#![allow(clippy::too_many_arguments)]
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#![deny(missing_docs)]
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use crate::{prelude::*, UiStack};
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use bevy_app::prelude::*;
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use bevy_ecs::{prelude::*, query::QueryData};
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use bevy_math::Vec2;
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use bevy_render::prelude::*;
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use bevy_transform::prelude::*;
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use bevy_utils::hashbrown::HashMap;
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use bevy_window::PrimaryWindow;
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use bevy_picking::backend::prelude::*;
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/// A plugin that adds picking support for UI nodes.
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#[derive(Clone)]
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pub struct UiPickingBackend;
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impl Plugin for UiPickingBackend {
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fn build(&self, app: &mut App) {
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app.add_systems(PreUpdate, ui_picking.in_set(PickSet::Backend));
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}
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}
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/// Main query from bevy's `ui_focus_system`
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#[derive(QueryData)]
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#[query_data(mutable)]
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pub struct NodeQuery {
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entity: Entity,
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node: &'static Node,
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global_transform: &'static GlobalTransform,
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pickable: Option<&'static Pickable>,
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calculated_clip: Option<&'static CalculatedClip>,
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view_visibility: Option<&'static ViewVisibility>,
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target_camera: Option<&'static TargetCamera>,
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}
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/// Computes the UI node entities under each pointer.
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///
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/// Bevy's [`UiStack`] orders all nodes in the order they will be rendered, which is the same order
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/// we need for determining picking.
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pub fn ui_picking(
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pointers: Query<(&PointerId, &PointerLocation)>,
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camera_query: Query<(Entity, &Camera, Has<IsDefaultUiCamera>)>,
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default_ui_camera: DefaultUiCamera,
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primary_window: Query<Entity, With<PrimaryWindow>>,
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ui_scale: Res<UiScale>,
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ui_stack: Res<UiStack>,
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mut node_query: Query<NodeQuery>,
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mut output: EventWriter<PointerHits>,
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) {
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// For each camera, the pointer and its position
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let mut pointer_pos_by_camera = HashMap::<Entity, HashMap<PointerId, Vec2>>::new();
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for (pointer_id, pointer_location) in
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pointers.iter().filter_map(|(pointer, pointer_location)| {
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Some(*pointer).zip(pointer_location.location().cloned())
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})
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{
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// This pointer is associated with a render target, which could be used by multiple
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// cameras. We want to ensure we return all cameras with a matching target.
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for camera in camera_query
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.iter()
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.map(|(entity, camera, _)| {
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(
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entity,
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camera.target.normalize(primary_window.get_single().ok()),
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)
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})
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.filter_map(|(entity, target)| Some(entity).zip(target))
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.filter(|(_entity, target)| target == &pointer_location.target)
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.map(|(cam_entity, _target)| cam_entity)
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{
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let Ok((_, camera_data, _)) = camera_query.get(camera) else {
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continue;
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};
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let mut pointer_pos = pointer_location.position;
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if let Some(viewport) = camera_data.logical_viewport_rect() {
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pointer_pos -= viewport.min;
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}
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let scaled_pointer_pos = pointer_pos / **ui_scale;
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pointer_pos_by_camera
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.entry(camera)
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.or_default()
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.insert(pointer_id, scaled_pointer_pos);
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}
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}
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// The list of node entities hovered for each (camera, pointer) combo
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let mut hit_nodes = HashMap::<(Entity, PointerId), Vec<Entity>>::new();
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// prepare an iterator that contains all the nodes that have the cursor in their rect,
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// from the top node to the bottom one. this will also reset the interaction to `None`
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// for all nodes encountered that are no longer hovered.
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for node_entity in ui_stack
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.uinodes
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.iter()
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// reverse the iterator to traverse the tree from closest nodes to furthest
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.rev()
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{
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let Ok(node) = node_query.get_mut(*node_entity) else {
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continue;
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};
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// Nodes that are not rendered should not be interactable
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if node
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.view_visibility
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.map(|view_visibility| view_visibility.get())
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!= Some(true)
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{
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continue;
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}
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let Some(camera_entity) = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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else {
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continue;
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};
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let node_rect = node.node.logical_rect(node.global_transform);
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// Nodes with Display::None have a (0., 0.) logical rect and can be ignored
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if node_rect.size() == Vec2::ZERO {
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continue;
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}
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// Intersect with the calculated clip rect to find the bounds of the visible region of the node
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let visible_rect = node
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.calculated_clip
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.map(|clip| node_rect.intersect(clip.clip))
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.unwrap_or(node_rect);
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let pointers_on_this_cam = pointer_pos_by_camera.get(&camera_entity);
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// The mouse position relative to the node
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// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
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// Coordinates are relative to the entire node, not just the visible region.
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for (pointer_id, cursor_position) in pointers_on_this_cam.iter().flat_map(|h| h.iter()) {
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let relative_cursor_position = (*cursor_position - node_rect.min) / node_rect.size();
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if visible_rect
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.normalize(node_rect)
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.contains(relative_cursor_position)
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Ignore clicks on uinodes outside of rounded corners (#14957)
# Objective
Fixes #14941
## Solution
1. Add a `resolved_border_radius` field to `Node` to hold the resolved
border radius values.
2. Remove the border radius calculations from the UI's extraction
functions.
4. Compute the border radius during UI relayouts in `ui_layout_system`
and store them in `Node`.
5. New `pick_rounded_rect` function based on the border radius SDF from
`ui.wgsl`.
6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if
the pointer is hovering UI nodes with rounded corners.
---
## Showcase
```
cargo run --example button
```
https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648
## Testing
Modified button example with buttons with different corner radius:
```
use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn button_system(
mut interaction_query: Query<
(
&Interaction,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut color, mut border_color, children) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
*color = PRESSED_BUTTON.into();
border_color.0 = RED.into();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
*color = HOVERED_BUTTON.into();
border_color.0 = Color::WHITE;
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
*color = NORMAL_BUTTON.into();
border_color.0 = Color::BLACK;
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
row_gap: Val::Px(10.),
..default()
},
..default()
})
.with_children(|parent| {
for border_radius in [
BorderRadius {
top_left: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
top_right: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
bottom_right: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
bottom_left: Val::ZERO,
..BorderRadius::MAX
},
] {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
border_color: BorderColor(Color::BLACK),
border_radius,
background_color: NORMAL_BUTTON.into(),
..default()
})
.with_child(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
},
));
}
});
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-03 12:38:59 +00:00
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&& pick_rounded_rect(
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*cursor_position - node_rect.center(),
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node_rect.size(),
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node.node.border_radius,
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)
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2024-08-15 14:43:55 +00:00
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{
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hit_nodes
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.entry((camera_entity, *pointer_id))
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.or_default()
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.push(*node_entity);
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}
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}
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}
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for ((camera, pointer), hovered_nodes) in hit_nodes.iter() {
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// As soon as a node with a `Block` focus policy is detected, the iteration will stop on it
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// because it "captures" the interaction.
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let mut iter = node_query.iter_many_mut(hovered_nodes.iter());
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let mut picks = Vec::new();
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let mut depth = 0.0;
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while let Some(node) = iter.fetch_next() {
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let Some(camera_entity) = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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else {
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continue;
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};
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picks.push((node.entity, HitData::new(camera_entity, depth, None, None)));
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if let Some(pickable) = node.pickable {
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// If an entity has a `Pickable` component, we will use that as the source of truth.
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if pickable.should_block_lower {
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break;
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}
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} else {
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// If the Pickable component doesn't exist, default behavior is to block.
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break;
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}
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depth += 0.00001; // keep depth near 0 for precision
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}
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let order = camera_query
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.get(*camera)
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.map(|(_, cam, _)| cam.order)
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.unwrap_or_default() as f32
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+ 0.5; // bevy ui can run on any camera, it's a special case
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output.send(PointerHits::new(*pointer, picks, order));
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}
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}
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Ignore clicks on uinodes outside of rounded corners (#14957)
# Objective
Fixes #14941
## Solution
1. Add a `resolved_border_radius` field to `Node` to hold the resolved
border radius values.
2. Remove the border radius calculations from the UI's extraction
functions.
4. Compute the border radius during UI relayouts in `ui_layout_system`
and store them in `Node`.
5. New `pick_rounded_rect` function based on the border radius SDF from
`ui.wgsl`.
6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if
the pointer is hovering UI nodes with rounded corners.
---
## Showcase
```
cargo run --example button
```
https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648
## Testing
Modified button example with buttons with different corner radius:
```
use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn button_system(
mut interaction_query: Query<
(
&Interaction,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut color, mut border_color, children) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
*color = PRESSED_BUTTON.into();
border_color.0 = RED.into();
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
*color = HOVERED_BUTTON.into();
border_color.0 = Color::WHITE;
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
*color = NORMAL_BUTTON.into();
border_color.0 = Color::BLACK;
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
row_gap: Val::Px(10.),
..default()
},
..default()
})
.with_children(|parent| {
for border_radius in [
BorderRadius {
top_left: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
top_right: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
bottom_right: Val::ZERO,
..BorderRadius::MAX
},
BorderRadius {
bottom_left: Val::ZERO,
..BorderRadius::MAX
},
] {
parent
.spawn(ButtonBundle {
style: Style {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
border_color: BorderColor(Color::BLACK),
border_radius,
background_color: NORMAL_BUTTON.into(),
..default()
})
.with_child(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::srgb(0.9, 0.9, 0.9),
},
));
}
});
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-03 12:38:59 +00:00
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// Returns true if `point` (relative to the rectangle's center) is within the bounds of a rounded rectangle with
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// the given size and border radius.
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//
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// Matches the sdf function in `ui.wgsl` that is used by the UI renderer to draw rounded rectangles.
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pub(crate) fn pick_rounded_rect(
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point: Vec2,
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size: Vec2,
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border_radius: ResolvedBorderRadius,
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) -> bool {
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let s = point.signum();
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let r = (border_radius.top_left * (1. - s.x) * (1. - s.y)
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+ border_radius.top_right * (1. + s.x) * (1. - s.y)
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+ border_radius.bottom_right * (1. + s.x) * (1. + s.y)
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+ border_radius.bottom_left * (1. - s.x) * (1. + s.y))
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/ 4.;
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let corner_to_point = point.abs() - 0.5 * size;
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let q = corner_to_point + r;
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let l = q.max(Vec2::ZERO).length();
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let m = q.max_element().min(0.);
|
|
|
|
l + m - r < 0.
|
|
|
|
}
|