mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 14:08:32 +00:00
# Objective - Fixes #8989 ## Solution - Renamed Interaction::Clicked -> Interaction::Pressed - Minor changes to comments to keep clarity of terms ## Migration Guide - Rename all instances of Interaction::Clicked -> Interaction::Pressed
This commit is contained in:
parent
a3ab507cd4
commit
7f1d084b71
7 changed files with 20 additions and 18 deletions
|
@ -35,8 +35,10 @@ use smallvec::SmallVec;
|
|||
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
|
||||
#[reflect(Component, Serialize, Deserialize, PartialEq)]
|
||||
pub enum Interaction {
|
||||
/// The node has been clicked
|
||||
Clicked,
|
||||
/// The node has been pressed.
|
||||
///
|
||||
/// Note: This does not capture click/press-release action.
|
||||
Pressed,
|
||||
/// The node has been hovered over
|
||||
Hovered,
|
||||
/// Nothing has happened
|
||||
|
@ -154,7 +156,7 @@ pub fn ui_focus_system(
|
|||
if mouse_released {
|
||||
for node in node_query.iter_mut() {
|
||||
if let Some(mut interaction) = node.interaction {
|
||||
if *interaction == Interaction::Clicked {
|
||||
if *interaction == Interaction::Pressed {
|
||||
*interaction = Interaction::None;
|
||||
}
|
||||
}
|
||||
|
@ -255,15 +257,15 @@ pub fn ui_focus_system(
|
|||
.collect::<Vec<Entity>>()
|
||||
.into_iter();
|
||||
|
||||
// set Clicked or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
|
||||
// set Pressed or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
|
||||
// the iteration will stop on it because it "captures" the interaction.
|
||||
let mut iter = node_query.iter_many_mut(hovered_nodes.by_ref());
|
||||
while let Some(node) = iter.fetch_next() {
|
||||
if let Some(mut interaction) = node.interaction {
|
||||
if mouse_clicked {
|
||||
// only consider nodes with Interaction "clickable"
|
||||
if *interaction != Interaction::Clicked {
|
||||
*interaction = Interaction::Clicked;
|
||||
// only consider nodes with Interaction "pressed"
|
||||
if *interaction != Interaction::Pressed {
|
||||
*interaction = Interaction::Pressed;
|
||||
// if the mouse was simultaneously released, reset this Interaction in the next
|
||||
// frame
|
||||
if mouse_released {
|
||||
|
@ -279,7 +281,7 @@ pub fn ui_focus_system(
|
|||
FocusPolicy::Block => {
|
||||
break;
|
||||
}
|
||||
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
|
||||
FocusPolicy::Pass => { /* allow the next node to be hovered/pressed */ }
|
||||
}
|
||||
}
|
||||
// reset `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in
|
||||
|
@ -287,8 +289,8 @@ pub fn ui_focus_system(
|
|||
let mut iter = node_query.iter_many_mut(hovered_nodes);
|
||||
while let Some(node) = iter.fetch_next() {
|
||||
if let Some(mut interaction) = node.interaction {
|
||||
// don't reset clicked nodes because they're handled separately
|
||||
if *interaction != Interaction::Clicked {
|
||||
// don't reset pressed nodes because they're handled separately
|
||||
if *interaction != Interaction::Pressed {
|
||||
interaction.set_if_neq(Interaction::None);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -99,7 +99,7 @@ fn menu(
|
|||
) {
|
||||
for (interaction, mut color) in &mut interaction_query {
|
||||
match *interaction {
|
||||
Interaction::Clicked => {
|
||||
Interaction::Pressed => {
|
||||
*color = PRESSED_BUTTON.into();
|
||||
next_state.set(AppState::InGame);
|
||||
}
|
||||
|
|
|
@ -362,7 +362,7 @@ mod menu {
|
|||
) {
|
||||
for (interaction, mut color, selected) in &mut interaction_query {
|
||||
*color = match (*interaction, selected) {
|
||||
(Interaction::Clicked, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
|
||||
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
|
||||
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
|
||||
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
|
||||
(Interaction::None, None) => NORMAL_BUTTON.into(),
|
||||
|
@ -379,7 +379,7 @@ mod menu {
|
|||
mut setting: ResMut<T>,
|
||||
) {
|
||||
for (interaction, button_setting, entity) in &interaction_query {
|
||||
if *interaction == Interaction::Clicked && *setting != *button_setting {
|
||||
if *interaction == Interaction::Pressed && *setting != *button_setting {
|
||||
let (previous_button, mut previous_color) = selected_query.single_mut();
|
||||
*previous_color = NORMAL_BUTTON.into();
|
||||
commands.entity(previous_button).remove::<SelectedOption>();
|
||||
|
@ -789,7 +789,7 @@ mod menu {
|
|||
mut game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
for (interaction, menu_button_action) in &interaction_query {
|
||||
if *interaction == Interaction::Clicked {
|
||||
if *interaction == Interaction::Pressed {
|
||||
match menu_button_action {
|
||||
MenuButtonAction::Quit => app_exit_events.send(AppExit),
|
||||
MenuButtonAction::Play => {
|
||||
|
|
|
@ -139,7 +139,7 @@ fn button_handler(
|
|||
) {
|
||||
for (interaction, mut color) in &mut interaction_query {
|
||||
match *interaction {
|
||||
Interaction::Clicked => {
|
||||
Interaction::Pressed => {
|
||||
*color = Color::BLUE.into();
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
|
|
|
@ -32,7 +32,7 @@ fn button_system(
|
|||
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::Clicked => {
|
||||
Interaction::Pressed => {
|
||||
text.sections[0].value = "Press".to_string();
|
||||
*color = PRESSED_BUTTON.into();
|
||||
border_color.0 = Color::RED;
|
||||
|
|
|
@ -442,7 +442,7 @@ fn buttons_handler<T>(
|
|||
Target<T>: TargetUpdate + Component,
|
||||
{
|
||||
for (target, interaction, children) in visibility_button_query.iter_mut() {
|
||||
if matches!(interaction, Interaction::Clicked) {
|
||||
if matches!(interaction, Interaction::Pressed) {
|
||||
let mut target_value = left_panel_query.get_mut(target.id).unwrap();
|
||||
for &child in children {
|
||||
if let Ok(mut text) = text_query.get_mut(child) {
|
||||
|
|
|
@ -306,7 +306,7 @@ fn update_buttons(
|
|||
let mut style = bar_query.single_mut();
|
||||
for (button_id, interaction, constraint, value) in button_query.iter_mut() {
|
||||
match interaction {
|
||||
Interaction::Clicked => {
|
||||
Interaction::Pressed => {
|
||||
button_activated_event.send(ButtonActivatedEvent(button_id));
|
||||
match constraint {
|
||||
Constraint::FlexBasis => {
|
||||
|
|
Loading…
Add table
Reference in a new issue