bevy/crates/bevy_ui/src/focus.rs

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Rust
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use crate::Node;
use bevy_core::FloatOrd;
use bevy_ecs::prelude::*;
use bevy_input::{mouse::MouseButton, touch::Touches, Input};
use bevy_transform::components::GlobalTransform;
use bevy_window::Windows;
use smallvec::SmallVec;
#[derive(Copy, Clone, Eq, PartialEq, Debug)]
pub enum Interaction {
Clicked,
Hovered,
None,
}
impl Default for Interaction {
fn default() -> Self {
Interaction::None
}
}
#[derive(Copy, Clone, Eq, PartialEq, Debug)]
pub enum FocusPolicy {
Block,
Pass,
}
impl Default for FocusPolicy {
fn default() -> Self {
FocusPolicy::Block
}
}
#[derive(Default)]
pub struct State {
entities_to_reset: SmallVec<[Entity; 1]>,
}
pub fn ui_focus_system(
mut state: Local<State>,
windows: Res<Windows>,
mouse_button_input: Res<Input<MouseButton>>,
touches_input: Res<Touches>,
mut node_query: Query<(
Entity,
&Node,
&GlobalTransform,
Option<&mut Interaction>,
Option<&FocusPolicy>,
)>,
) {
let cursor_position = if let Some(cursor_position) = windows
.get_primary()
.and_then(|window| window.cursor_position())
{
cursor_position
} else {
return;
};
// reset entities that were both clicked and released in the last frame
for entity in state.entities_to_reset.drain(..) {
if let Ok(mut interaction) = node_query.get_component_mut::<Interaction>(entity) {
*interaction = Interaction::None;
}
}
let mouse_released =
mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0);
if mouse_released {
for (_entity, _node, _global_transform, interaction, _focus_policy) in node_query.iter_mut()
{
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Clicked {
*interaction = Interaction::None;
}
}
}
}
let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
|(entity, node, global_transform, interaction, focus_policy)| {
let position = global_transform.translation;
let ui_position = position.truncate();
let extents = node.size / 2.0;
let min = ui_position - extents;
let max = ui_position + extents;
// if the current cursor position is within the bounds of the node, consider it for clicking
if (min.x..max.x).contains(&cursor_position.x)
&& (min.y..max.y).contains(&cursor_position.y)
{
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
} else {
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Hovered {
*interaction = Interaction::None;
}
}
None
}
},
)
.collect::<Vec<_>>();
moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
let mut moused_over_z_sorted_nodes = moused_over_z_sorted_nodes.into_iter();
// set Clicked or Hovered on top nodes
for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes.by_ref() {
if let Some(mut interaction) = interaction {
if mouse_clicked {
// only consider nodes with Interaction "clickable"
if *interaction != Interaction::Clicked {
*interaction = Interaction::Clicked;
// if the mouse was simultaneously released, reset this Interaction in the next frame
if mouse_released {
state.entities_to_reset.push(entity);
}
}
} else if *interaction == Interaction::None {
*interaction = Interaction::Hovered;
}
}
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => {
break;
}
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
}
}
// reset lower nodes to None
for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
if let Some(mut interaction) = interaction {
if *interaction != Interaction::None {
*interaction = Interaction::None;
}
}
}
}