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Make clipped areas of UI nodes non-interactive (#10454)
# Objective Problems: * The clipped, non-visible regions of UI nodes are interactive. * `RelativeCursorPostion` is set relative to the visible part of the node. It should be relative to the whole node. * The `RelativeCursorPostion::mouse_over` method returns `true` when the mouse is over a clipped part of a node. fixes #10470 ## Solution Intersect a node's bounding rect with its clipping rect before checking if it contains the cursor. Added the field `normalized_visible_node_rect` to `RelativeCursorPosition`. This is set to the bounds of the unclipped area of the node rect by `ui_focus_system` expressed in normalized coordinates relative to the entire node. Instead of checking if the normalized cursor position lies within a unit square, it instead checks if it is contained by `normalized_visible_node_rect`. Added outlines to the `overflow` example that appear when the cursor is over the visible part of the images, but not the clipped area. --- ## Changelog * `ui_focus_system` intersects a node's bounding rect with its clipping rect before checking if mouse over. * Added the field `normalized_visible_node_rect` to `RelativeCursorPosition`. This is set to the bounds of the unclipped area of the node rect by `ui_focus_system` expressed in normalized coordinates relative to the entire node. * `RelativeCursorPostion` is calculated relative to the whole node's position and size, not only the visible part. * `RelativeCursorPosition::mouse_over` only returns true when the mouse is over an unclipped region of the UI node. * Removed the `Deref` and `DerefMut` derives from `RelativeCursorPosition` as it is no longer a single field struct. * Added some outlines to the `overflow` example that respond to `Interaction` changes. ## Migration Guide The clipped areas of UI nodes are no longer interactive. `RelativeCursorPostion` is now calculated relative to the whole node's position and size, not only the visible part. Its `mouse_over` method only returns true when the cursor is over an unclipped part of the node. `RelativeCursorPosition` no longer implements `Deref` and `DerefMut`.
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5581926ad3
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2 changed files with 49 additions and 35 deletions
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@ -1,5 +1,4 @@
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use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, UiStack};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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entity::Entity,
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@ -9,7 +8,7 @@ use bevy_ecs::{
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system::{Local, Query, Res},
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};
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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_math::{Rect, Vec2};
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use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
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use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility};
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use bevy_transform::components::GlobalTransform;
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@ -57,25 +56,16 @@ impl Default for Interaction {
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/// A component storing the position of the mouse relative to the node, (0., 0.) being the top-left corner and (1., 1.) being the bottom-right
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/// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.)
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/// A None value means that the cursor position is unknown.
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///
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/// It can be used alongside interaction to get the position of the press.
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#[derive(
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Component,
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Deref,
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DerefMut,
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Copy,
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Clone,
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Default,
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PartialEq,
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Debug,
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Reflect,
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Serialize,
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Deserialize,
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)]
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#[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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#[reflect(Component, Serialize, Deserialize, PartialEq)]
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pub struct RelativeCursorPosition {
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/// Cursor position relative to size and position of the Node.
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/// Visible area of the Node relative to the size of the entire Node.
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pub normalized_visible_node_rect: Rect,
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/// Cursor position relative to the size and position of the Node.
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/// A None value indicates that the cursor position is unknown.
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pub normalized: Option<Vec2>,
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}
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@ -83,7 +73,7 @@ impl RelativeCursorPosition {
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/// A helper function to check if the mouse is over the node
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pub fn mouse_over(&self) -> bool {
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self.normalized
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.map(|position| (0.0..1.).contains(&position.x) && (0.0..1.).contains(&position.y))
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.map(|position| self.normalized_visible_node_rect.contains(position))
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.unwrap_or(false)
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}
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}
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@ -216,22 +206,24 @@ pub fn ui_focus_system(
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}
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}
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let position = node.global_transform.translation();
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let ui_position = position.truncate();
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let extents = node.node.size() / 2.0;
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let mut min = ui_position - extents;
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if let Some(clip) = node.calculated_clip {
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min = Vec2::max(min, clip.clip.min);
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}
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let node_rect = node.node.logical_rect(node.global_transform);
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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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// 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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let relative_cursor_position = cursor_position
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.map(|cursor_position| (cursor_position - min) / node.node.size());
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.map(|cursor_position| (cursor_position - node_rect.min) / node_rect.size());
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// If the current cursor position is within the bounds of the node, consider it for
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// If the current cursor position is within the bounds of the node's visible area, consider it for
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// clicking
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let relative_cursor_position_component = RelativeCursorPosition {
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normalized_visible_node_rect: visible_rect.normalize(node_rect),
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normalized: relative_cursor_position,
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};
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@ -8,6 +8,7 @@ fn main() {
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, update_outlines)
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.run();
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}
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@ -86,18 +87,39 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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..Default::default()
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})
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.with_children(|parent| {
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parent.spawn(ImageBundle {
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image: UiImage::new(image.clone()),
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style: Style {
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min_width: Val::Px(100.),
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min_height: Val::Px(100.),
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parent.spawn((
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ImageBundle {
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image: UiImage::new(image.clone()),
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style: Style {
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min_width: Val::Px(100.),
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min_height: Val::Px(100.),
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..Default::default()
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},
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background_color: Color::WHITE.into(),
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..Default::default()
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},
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background_color: Color::WHITE.into(),
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..Default::default()
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});
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Interaction::default(),
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Outline {
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width: Val::Px(2.),
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offset: Val::Px(2.),
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color: Color::NONE,
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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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}
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fn update_outlines(mut outlines_query: Query<(&mut Outline, Ref<Interaction>)>) {
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for (mut outline, interaction) in outlines_query.iter_mut() {
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if interaction.is_changed() {
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outline.color = match *interaction {
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Interaction::Pressed => Color::RED,
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Interaction::Hovered => Color::WHITE,
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Interaction::None => Color::NONE,
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};
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}
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}
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}
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