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https://github.com/bevyengine/bevy
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do not check for focus until cursor position has been set (#1070)
do not check for focus until cursor position has been set
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parent
61ce3f7bcf
commit
09c15ea890
1 changed files with 12 additions and 14 deletions
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@ -1,11 +1,9 @@
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use crate::Node;
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use crate::Node;
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use bevy_app::{EventReader, Events};
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use bevy_core::FloatOrd;
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use bevy_core::FloatOrd;
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use bevy_ecs::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_input::{mouse::MouseButton, touch::Touches, Input};
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use bevy_input::{mouse::MouseButton, touch::Touches, Input};
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use bevy_math::Vec2;
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use bevy_transform::components::GlobalTransform;
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use bevy_transform::components::GlobalTransform;
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use bevy_window::CursorMoved;
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use bevy_window::Windows;
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#[derive(Copy, Clone, Eq, PartialEq, Debug)]
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#[derive(Copy, Clone, Eq, PartialEq, Debug)]
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pub enum Interaction {
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pub enum Interaction {
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@ -34,15 +32,13 @@ impl Default for FocusPolicy {
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#[derive(Default)]
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#[derive(Default)]
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pub struct State {
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pub struct State {
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cursor_moved_event_reader: EventReader<CursorMoved>,
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cursor_position: Vec2,
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hovered_entity: Option<Entity>,
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hovered_entity: Option<Entity>,
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}
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}
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pub fn ui_focus_system(
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pub fn ui_focus_system(
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mut state: Local<State>,
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mut state: Local<State>,
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windows: Res<Windows>,
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mouse_button_input: Res<Input<MouseButton>>,
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mouse_button_input: Res<Input<MouseButton>>,
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cursor_moved_events: Res<Events<CursorMoved>>,
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touches_input: Res<Touches>,
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touches_input: Res<Touches>,
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mut node_query: Query<(
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mut node_query: Query<(
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Entity,
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Entity,
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@ -52,12 +48,14 @@ pub fn ui_focus_system(
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Option<&FocusPolicy>,
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Option<&FocusPolicy>,
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)>,
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)>,
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) {
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) {
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if let Some(cursor_moved) = state.cursor_moved_event_reader.latest(&cursor_moved_events) {
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let cursor_position = if let Some(cursor_position) = windows
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state.cursor_position = cursor_moved.position;
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.get_primary()
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}
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.and_then(|window| window.cursor_position())
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if let Some(touch) = touches_input.get_pressed(0) {
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{
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state.cursor_position = touch.position();
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cursor_position
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}
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} else {
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return;
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};
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if mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0) {
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if mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0) {
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for (_entity, _node, _global_transform, interaction, _focus_policy) in node_query.iter_mut()
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for (_entity, _node, _global_transform, interaction, _focus_policy) in node_query.iter_mut()
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@ -85,8 +83,8 @@ pub fn ui_focus_system(
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let min = ui_position - extents;
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let min = ui_position - extents;
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let max = ui_position + extents;
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let max = ui_position + extents;
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// if the current cursor position is within the bounds of the node, consider it for clicking
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// if the current cursor position is within the bounds of the node, consider it for clicking
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if (min.x..max.x).contains(&state.cursor_position.x)
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if (min.x..max.x).contains(&cursor_position.x)
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&& (min.y..max.y).contains(&state.cursor_position.y)
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&& (min.y..max.y).contains(&cursor_position.y)
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{
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{
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Some((entity, focus_policy, interaction, FloatOrd(position.z)))
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Some((entity, focus_policy, interaction, FloatOrd(position.z)))
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} else {
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} else {
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