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Picking out order (#16231)
Tweaks picking docs slightly for formatting and to add additional context about the ordering of `Over` and `Out` events. Also shifts `Out` to trigger before `Over` in the global event ordering. Because of how focus is tracked, we must send all `Over` and `Out` events at the same time, in a block. Originally I had `Over` precede `Out` in the global event order, because this seemed natural. However, the effect of this, when a pointer moves between entities, is to have the new entity receive `Over` before the old entity received `Out`, which several users found confusing. The new ordering (out before over globally, over before out locally per entity) should make it much easier to write hover state cleanup code.
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1 changed files with 91 additions and 68 deletions
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@ -321,28 +321,51 @@ pub struct PickingEventWriters<'w> {
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/// Dispatches interaction events to the target entities.
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///
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/// Within a single frame, events are dispatched in the following order:
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/// + The sequence [`DragEnter`], [`Over`].
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/// + [`Out`] → [`DragLeave`].
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/// + [`DragEnter`] → [`Over`].
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/// + Any number of any of the following:
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/// + For each movement: The sequence [`DragStart`], [`Drag`], [`DragOver`], [`Move`].
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/// + For each button press: Either [`Down`], or the sequence [`Click`], [`Up`], [`DragDrop`], [`DragEnd`], [`DragLeave`].
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/// + For each pointer cancellation: Simply [`Cancel`].
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/// + Finally the sequence [`Out`], [`DragLeave`].
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/// + For each movement: [`DragStart`] → [`Drag`] → [`DragOver`] → [`Move`].
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/// + For each button press: [`Down`] or [`Click`] → [`Up`] → [`DragDrop`] → [`DragEnd`] → [`DragLeave`].
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/// + For each pointer cancellation: [`Cancel`].
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///
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/// Only the last event in a given sequence is garenteed to be present.
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/// Additionally, across multiple frames, the following are also strictly
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/// ordered by the interaction state machine:
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/// + When a pointer moves over the target:
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/// [`Over`], [`Move`], [`Out`].
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/// + When a pointer presses buttons on the target:
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/// [`Down`], [`Click`], [`Up`].
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/// + When a pointer drags the target:
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/// [`DragStart`], [`Drag`], [`DragEnd`].
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/// + When a pointer drags something over the target:
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/// [`DragEnter`], [`DragOver`], [`DragDrop`], [`DragLeave`].
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/// + When a pointer is canceled:
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/// No other events will follow the [`Cancel`] event for that pointer.
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///
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/// Additionally, across multiple frames, the following are also strictly ordered by the interaction state machine:
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/// + When a pointer moves over the target: [`Over`], [`Move`], [`Out`].
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/// + When a pointer presses buttons on the target: [`Down`], [`Up`], [`Click`].
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/// + When a pointer drags the target: [`DragStart`], [`Drag`], [`DragEnd`].
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/// + When a pointer drags something over the target: [`DragEnter`], [`DragOver`], [`DragDrop`], [`DragLeave`].
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/// + When a pointer is canceled: No other events will follow the [`Cancel`] event for that pointer.
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/// Two events -- [`Over`] and [`Out`] -- are driven only by the [`HoverMap`].
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/// The rest rely on additional data from the [`PointerInput`] event stream. To
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/// receive these events for a custom pointer, you must add [`PointerInput`]
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/// events.
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///
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/// Two events -- [`Over`] and [`Out`] -- are driven only by the [`HoverMap`]. The rest rely on additional data from the
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/// [`PointerInput`] event stream. To receive these events for a custom pointer, you must add [`PointerInput`] events.
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/// When the pointer goes from hovering entity A to entity B, entity A will
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/// receive [`Out`] and then entity B will receive [`Over`]. No entity will ever
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/// receive both an [`Over`] and and a [`Out`] event during the same frame.
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///
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/// Note: Though it is common for the [`PointerInput`] stream may contain multiple pointer movements and presses each frame,
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/// the hover state is determined only by the pointer's *final position*. Since the hover state ultimately determines which
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/// entities receive events, this may mean that an entity can receive events which occurred before it was actually hovered.
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/// When we account for event bubbling, this is no longer true. When focus shifts
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/// between children, parent entities may receive redundant [`Out`] → [`Over`] pairs.
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/// In the context of UI, this is especially problematic. Additional hierarchy-aware
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/// events will be added in a future release.
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///
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/// Both [`Click`] and [`Up`] target the entity hovered in the *previous frame*,
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/// rather than the current frame. This is because touch pointers hover nothing
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/// on the frame they are released. The end effect is that these two events can
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/// be received sequentally after an [`Out`] event (but always on the same frame
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/// as the [`Out`] event).
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///
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/// Note: Though it is common for the [`PointerInput`] stream may contain
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/// multiple pointer movements and presses each frame, the hover state is
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/// determined only by the pointer's *final position*. Since the hover state
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/// ultimately determines which entities receive events, this may mean that an
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/// entity can receive events from before or after it was actually hovered.
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#[allow(clippy::too_many_arguments)]
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pub fn pointer_events(
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// Input
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@ -366,6 +389,57 @@ pub fn pointer_events(
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.and_then(|pointer| pointer.location.clone())
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};
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// If the entity was hovered by a specific pointer last frame...
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for (pointer_id, hovered_entity, hit) in previous_hover_map
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.iter()
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.flat_map(|(id, hashmap)| hashmap.iter().map(|data| (*id, *data.0, data.1.clone())))
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{
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// ...but is now not being hovered by that same pointer...
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if !hover_map
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.get(&pointer_id)
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.iter()
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.any(|e| e.contains_key(&hovered_entity))
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{
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let Some(location) = pointer_location(pointer_id) else {
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debug!(
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"Unable to get location for pointer {:?} during pointer out",
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pointer_id
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);
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continue;
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};
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// Always send Out events
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let out_event = Pointer::new(
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hovered_entity,
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pointer_id,
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location.clone(),
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Out { hit: hit.clone() },
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);
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commands.trigger_targets(out_event.clone(), hovered_entity);
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event_writers.out_events.send(out_event);
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// Possibly send DragLeave events
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for button in PointerButton::iter() {
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let state = pointer_state.get_mut(pointer_id, button);
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state.dragging_over.remove(&hovered_entity);
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for drag_target in state.dragging.keys() {
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let drag_leave_event = Pointer::new(
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hovered_entity,
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pointer_id,
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location.clone(),
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DragLeave {
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button,
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dragged: *drag_target,
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hit: hit.clone(),
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},
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);
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commands.trigger_targets(drag_leave_event.clone(), hovered_entity);
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event_writers.drag_leave_events.send(drag_leave_event);
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}
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}
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}
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}
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// If the entity is hovered...
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for (pointer_id, hovered_entity, hit) in hover_map
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.iter()
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@ -659,55 +733,4 @@ pub fn pointer_events(
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}
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}
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}
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// If the entity was hovered by a specific pointer last frame...
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for (pointer_id, hovered_entity, hit) in previous_hover_map
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.iter()
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.flat_map(|(id, hashmap)| hashmap.iter().map(|data| (*id, *data.0, data.1.clone())))
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{
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// ...but is now not being hovered by that same pointer...
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if !hover_map
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.get(&pointer_id)
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.iter()
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.any(|e| e.contains_key(&hovered_entity))
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{
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let Some(location) = pointer_location(pointer_id) else {
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debug!(
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"Unable to get location for pointer {:?} during pointer out",
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pointer_id
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);
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continue;
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};
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// Always send Out events
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let out_event = Pointer::new(
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hovered_entity,
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pointer_id,
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location.clone(),
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Out { hit: hit.clone() },
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);
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commands.trigger_targets(out_event.clone(), hovered_entity);
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event_writers.out_events.send(out_event);
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// Possibly send DragLeave events
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for button in PointerButton::iter() {
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let state = pointer_state.get_mut(pointer_id, button);
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state.dragging_over.remove(&hovered_entity);
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for drag_target in state.dragging.keys() {
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let drag_leave_event = Pointer::new(
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hovered_entity,
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pointer_id,
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location.clone(),
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DragLeave {
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button,
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dragged: *drag_target,
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hit: hit.clone(),
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},
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);
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commands.trigger_targets(drag_leave_event.clone(), hovered_entity);
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event_writers.drag_leave_events.send(drag_leave_event);
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}
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}
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}
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}
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}
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