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`.
This commit is contained in:
ickshonpe 2023-11-22 14:30:38 +00:00 committed by GitHub
parent 4ffd5104f3
commit bca057d7ec
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 49 additions and 35 deletions

View file

@ -1,5 +1,4 @@
use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, UiStack}; use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, UiStack};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{ use bevy_ecs::{
change_detection::DetectChangesMut, change_detection::DetectChangesMut,
entity::Entity, entity::Entity,
@ -9,7 +8,7 @@ use bevy_ecs::{
system::{Local, Query, Res}, system::{Local, Query, Res},
}; };
use bevy_input::{mouse::MouseButton, touch::Touches, Input}; use bevy_input::{mouse::MouseButton, touch::Touches, Input};
use bevy_math::Vec2; use bevy_math::{Rect, Vec2};
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize}; use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility}; use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility};
use bevy_transform::components::GlobalTransform; use bevy_transform::components::GlobalTransform;
@ -57,25 +56,16 @@ impl Default for Interaction {
/// 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 /// 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
/// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.) /// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.)
/// A None value means that the cursor position is unknown.
/// ///
/// It can be used alongside interaction to get the position of the press. /// It can be used alongside interaction to get the position of the press.
#[derive( #[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect, Serialize, Deserialize)]
Component,
Deref,
DerefMut,
Copy,
Clone,
Default,
PartialEq,
Debug,
Reflect,
Serialize,
Deserialize,
)]
#[reflect(Component, Serialize, Deserialize, PartialEq)] #[reflect(Component, Serialize, Deserialize, PartialEq)]
pub struct RelativeCursorPosition { pub struct RelativeCursorPosition {
/// Cursor position relative to size and position of the Node. /// Visible area of the Node relative to the size of the entire Node.
pub normalized_visible_node_rect: Rect,
/// Cursor position relative to the size and position of the Node.
/// A None value indicates that the cursor position is unknown.
pub normalized: Option<Vec2>, pub normalized: Option<Vec2>,
} }
@ -83,7 +73,7 @@ impl RelativeCursorPosition {
/// A helper function to check if the mouse is over the node /// A helper function to check if the mouse is over the node
pub fn mouse_over(&self) -> bool { pub fn mouse_over(&self) -> bool {
self.normalized self.normalized
.map(|position| (0.0..1.).contains(&position.x) && (0.0..1.).contains(&position.y)) .map(|position| self.normalized_visible_node_rect.contains(position))
.unwrap_or(false) .unwrap_or(false)
} }
} }
@ -216,22 +206,24 @@ pub fn ui_focus_system(
} }
} }
let position = node.global_transform.translation(); let node_rect = node.node.logical_rect(node.global_transform);
let ui_position = position.truncate();
let extents = node.node.size() / 2.0; // Intersect with the calculated clip rect to find the bounds of the visible region of the node
let mut min = ui_position - extents; let visible_rect = node
if let Some(clip) = node.calculated_clip { .calculated_clip
min = Vec2::max(min, clip.clip.min); .map(|clip| node_rect.intersect(clip.clip))
} .unwrap_or(node_rect);
// The mouse position relative to the node // The mouse position relative to the node
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner // (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
let relative_cursor_position = cursor_position let relative_cursor_position = cursor_position
.map(|cursor_position| (cursor_position - min) / node.node.size()); .map(|cursor_position| (cursor_position - node_rect.min) / node_rect.size());
// If the current cursor position is within the bounds of the node, consider it for // If the current cursor position is within the bounds of the node's visible area, consider it for
// clicking // clicking
let relative_cursor_position_component = RelativeCursorPosition { let relative_cursor_position_component = RelativeCursorPosition {
normalized_visible_node_rect: visible_rect.normalize(node_rect),
normalized: relative_cursor_position, normalized: relative_cursor_position,
}; };

View file

@ -8,6 +8,7 @@ fn main() {
// Only run the app when there is user input. This will significantly reduce CPU/GPU use. // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app()) .insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup) .add_systems(Startup, setup)
.add_systems(Update, update_outlines)
.run(); .run();
} }
@ -86,18 +87,39 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
..Default::default() ..Default::default()
}) })
.with_children(|parent| { .with_children(|parent| {
parent.spawn(ImageBundle { parent.spawn((
image: UiImage::new(image.clone()), ImageBundle {
style: Style { image: UiImage::new(image.clone()),
min_width: Val::Px(100.), style: Style {
min_height: Val::Px(100.), min_width: Val::Px(100.),
min_height: Val::Px(100.),
..Default::default()
},
background_color: Color::WHITE.into(),
..Default::default() ..Default::default()
}, },
background_color: Color::WHITE.into(), Interaction::default(),
..Default::default() Outline {
}); width: Val::Px(2.),
offset: Val::Px(2.),
color: Color::NONE,
},
));
}); });
}); });
} }
}); });
} }
fn update_outlines(mut outlines_query: Query<(&mut Outline, Ref<Interaction>)>) {
for (mut outline, interaction) in outlines_query.iter_mut() {
if interaction.is_changed() {
outline.color = match *interaction {
Interaction::Pressed => Color::RED,
Interaction::Hovered => Color::WHITE,
Interaction::None => Color::NONE,
};
}
}
}