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https://github.com/bevyengine/bevy
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Fixed bevy_ui touch input (#4099)
# Objective `bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system: - It attempts to retrieve touch input with a specific `0` id - It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices ## Solution I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system. I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as: - Android is not working (https://github.com/bevyengine/bevy/issues/3249) - I don't have an iOS device
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30ca97e287
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c4fc5d88f0
3 changed files with 89 additions and 7 deletions
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@ -224,6 +224,11 @@ impl Touches {
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self.pressed.get(&id)
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}
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/// Checks if any touch input was just pressed.
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pub fn any_just_pressed(&self) -> bool {
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!self.just_pressed.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been pressed.
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pub fn just_pressed(&self, id: u64) -> bool {
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self.just_pressed.contains_key(&id)
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@ -239,6 +244,11 @@ impl Touches {
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self.just_released.get(&id)
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}
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/// Checks if any touch input was just released.
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pub fn any_just_released(&self) -> bool {
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!self.just_released.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been released.
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pub fn just_released(&self, id: u64) -> bool {
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self.just_released.contains_key(&id)
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@ -249,6 +259,11 @@ impl Touches {
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self.just_released.values()
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}
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/// Checks if any touch input was just cancelled.
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pub fn any_just_cancelled(&self) -> bool {
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!self.just_cancelled.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been cancelled.
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pub fn just_cancelled(&self, id: u64) -> bool {
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self.just_cancelled.contains_key(&id)
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@ -259,6 +274,11 @@ impl Touches {
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self.just_cancelled.values()
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}
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/// Retrieves the position of the first currently pressed touch, if any
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pub fn first_pressed_position(&self) -> Option<Vec2> {
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self.pressed.values().next().map(|t| t.position)
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}
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/// Processes a [`TouchInput`] event by updating the `pressed`, `just_pressed`,
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/// `just_released`, and `just_cancelled` collections.
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fn process_touch_event(&mut self, event: &TouchInput) {
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@ -71,10 +71,6 @@ pub fn ui_focus_system(
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Option<&CalculatedClip>,
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)>,
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) {
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let cursor_position = windows
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.get_primary()
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.and_then(|window| window.cursor_position());
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// reset entities that were both clicked and released in the last frame
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for entity in state.entities_to_reset.drain(..) {
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if let Ok(mut interaction) = node_query.get_component_mut::<Interaction>(entity) {
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@ -83,7 +79,7 @@ pub fn ui_focus_system(
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}
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let mouse_released =
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mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0);
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mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released();
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if mouse_released {
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for (_entity, _node, _global_transform, interaction, _focus_policy, _clip) in
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node_query.iter_mut()
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@ -97,7 +93,12 @@ pub fn ui_focus_system(
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}
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let mouse_clicked =
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mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_pressed(0);
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mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
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let cursor_position = windows
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.get_primary()
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.and_then(|window| window.cursor_position())
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.or_else(|| touches_input.first_pressed_position());
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let mut moused_over_z_sorted_nodes = node_query
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.iter_mut()
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@ -13,13 +13,14 @@ fn main() {
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.add_startup_system(setup_scene)
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.add_startup_system(setup_music)
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.add_system(touch_camera)
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.add_system(button_handler)
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.run();
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}
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fn touch_camera(
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windows: ResMut<Windows>,
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mut touches: EventReader<TouchInput>,
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mut camera: Query<&mut Transform, With<Camera>>,
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mut camera: Query<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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) {
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for touch in touches.iter() {
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@ -47,6 +48,7 @@ fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// plane
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commands.spawn_bundle(PbrBundle {
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@ -86,6 +88,65 @@ fn setup_scene(
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Test ui
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commands.spawn_bundle(Camera2dBundle::default());
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commands
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.spawn_bundle(ButtonBundle {
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style: Style {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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position: UiRect {
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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top: Val::Auto,
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bottom: Val::Px(50.0),
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},
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..default()
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},
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..default()
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})
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.with_children(|b| {
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b.spawn_bundle(TextBundle {
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text: Text {
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sections: vec![TextSection {
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value: "Test Button".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 30.0,
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color: Color::BLACK,
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},
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}],
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alignment: TextAlignment {
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vertical: VerticalAlign::Center,
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horizontal: HorizontalAlign::Center,
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},
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},
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..default()
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});
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});
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut UiColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in interaction_query.iter_mut() {
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match *interaction {
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Interaction::Clicked => {
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*color = Color::BLUE.into();
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}
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Interaction::Hovered => {
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*color = Color::GRAY.into();
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}
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Interaction::None => {
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*color = Color::WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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