//! Types and systems for pointer inputs, such as position and buttons. //! //! The picking system is built around the concept of a 'Pointer', which is an //! abstract representation of a user input with a specific screen location. The cursor //! and touch input is provided under [`crate::input`], but you can also implement //! your own custom pointers by supplying a unique ID. //! //! The purpose of this module is primarily to provide a common interface that can be //! driven by lower-level input devices and consumed by higher-level interaction systems. use bevy_ecs::prelude::*; use bevy_math::{Rect, Vec2}; use bevy_reflect::prelude::*; use bevy_render::camera::{Camera, NormalizedRenderTarget}; use bevy_utils::HashMap; use bevy_window::PrimaryWindow; use uuid::Uuid; use core::{fmt::Debug, ops::Deref}; use crate::backend::HitData; /// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned. /// /// This component is needed because pointers can be spawned and despawned, but they need to have a /// stable ID that persists regardless of the Entity they are associated with. #[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)] #[require(PointerLocation, PointerPress, PointerInteraction)] #[reflect(Component, Default, Debug, Hash, PartialEq)] pub enum PointerId { /// The mouse pointer. #[default] Mouse, /// A touch input, usually numbered by window touch events from `winit`. Touch(u64), /// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software /// controlled cursor. #[reflect(ignore)] Custom(Uuid), } impl PointerId { /// Returns true if the pointer is a touch input. pub fn is_touch(&self) -> bool { matches!(self, PointerId::Touch(_)) } /// Returns true if the pointer is the mouse. pub fn is_mouse(&self) -> bool { matches!(self, PointerId::Mouse) } /// Returns true if the pointer is a custom input. pub fn is_custom(&self) -> bool { matches!(self, PointerId::Custom(_)) } /// Returns the touch id if the pointer is a touch input. pub fn get_touch_id(&self) -> Option { if let PointerId::Touch(id) = self { Some(*id) } else { None } } } /// Holds a list of entities this pointer is currently interacting with, sorted from nearest to /// farthest. #[derive(Debug, Default, Clone, Component, Reflect)] #[reflect(Component, Default, Debug)] pub struct PointerInteraction { pub(crate) sorted_entities: Vec<(Entity, HitData)>, } impl PointerInteraction { /// Returns the nearest hit entity and data about that intersection. pub fn get_nearest_hit(&self) -> Option<&(Entity, HitData)> { self.sorted_entities.first() } } impl Deref for PointerInteraction { type Target = Vec<(Entity, HitData)>; fn deref(&self) -> &Self::Target { &self.sorted_entities } } /// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups. #[derive(Debug, Clone, Default, Resource)] pub struct PointerMap { inner: HashMap, } impl PointerMap { /// Get the [`Entity`] of the supplied [`PointerId`]. pub fn get_entity(&self, pointer_id: PointerId) -> Option { self.inner.get(&pointer_id).copied() } } /// Update the [`PointerMap`] resource with the current frame's data. pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut) { map.inner.clear(); for (entity, id) in &pointers { map.inner.insert(*id, entity); } } /// Tracks the state of the pointer's buttons in response to [`PointerInput`] events. #[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)] #[reflect(Component, Default, Debug, PartialEq)] pub struct PointerPress { primary: bool, secondary: bool, middle: bool, } impl PointerPress { /// Returns true if the primary pointer button is pressed. #[inline] pub fn is_primary_pressed(&self) -> bool { self.primary } /// Returns true if the secondary pointer button is pressed. #[inline] pub fn is_secondary_pressed(&self) -> bool { self.secondary } /// Returns true if the middle (tertiary) pointer button is pressed. #[inline] pub fn is_middle_pressed(&self) -> bool { self.middle } /// Returns true if any pointer button is pressed. #[inline] pub fn is_any_pressed(&self) -> bool { self.primary || self.middle || self.secondary } } /// The stage of the pointer button press event #[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)] pub enum PressDirection { /// The pointer button was just pressed Down, /// The pointer button was just released Up, } /// The button that was just pressed or released #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)] pub enum PointerButton { /// The primary pointer button Primary, /// The secondary pointer button Secondary, /// The tertiary pointer button Middle, } impl PointerButton { /// Iterator over all buttons that a pointer can have. pub fn iter() -> impl Iterator { [Self::Primary, Self::Secondary, Self::Middle].into_iter() } } /// Component that tracks a pointer's current [`Location`]. #[derive(Debug, Default, Clone, Component, Reflect, PartialEq)] #[reflect(Component, Default, Debug, PartialEq)] pub struct PointerLocation { /// The [`Location`] of the pointer. Note that a location is both the target, and the position /// on the target. #[reflect(ignore)] pub location: Option, } impl PointerLocation { ///Returns a [`PointerLocation`] associated with the given location pub fn new(location: Location) -> Self { Self { location: Some(location), } } /// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is /// inactive. pub fn location(&self) -> Option<&Location> { self.location.as_ref() } } /// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y /// position of the pointer on this render target. /// /// Note that: /// - a pointer can move freely between render targets /// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same /// render target. It is up to picking backends to associate a Pointer's `Location` with a /// specific `Camera`, if any. #[derive(Debug, Clone, Component, Reflect, PartialEq)] #[reflect(Component, Debug, PartialEq)] pub struct Location { /// The [`NormalizedRenderTarget`] associated with the pointer, usually a window. pub target: NormalizedRenderTarget, /// The position of the pointer in the `target`. pub position: Vec2, } impl Location { /// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport. /// /// Note this returns `false` if the location and camera have different render targets. #[inline] pub fn is_in_viewport( &self, camera: &Camera, primary_window: &Query>, ) -> bool { if camera .target .normalize(Some(match primary_window.get_single() { Ok(w) => w, Err(_) => return false, })) .as_ref() != Some(&self.target) { return false; } let position = Vec2::new(self.position.x, self.position.y); camera .logical_viewport_rect() .map(|Rect { min, max }| { (position - min).min_element() >= 0.0 && (position - max).max_element() <= 0.0 }) .unwrap_or(false) } } /// Types of actions that can be taken by pointers. #[derive(Debug, Clone, Copy, Reflect)] pub enum PointerAction { /// A button has been pressed on the pointer. Pressed { /// The press direction, either down or up. direction: PressDirection, /// The button that was pressed. button: PointerButton, }, /// The pointer has moved. Moved { /// How much the pointer moved from the previous position. delta: Vec2, }, /// The pointer has been canceled. The OS can cause this to happen to touch events. Canceled, } /// An input event effecting a pointer. #[derive(Event, Debug, Clone, Reflect)] pub struct PointerInput { /// The id of the pointer. pub pointer_id: PointerId, /// The location of the pointer. For [[`PointerAction::Moved`]], this is the location after the movement. pub location: Location, /// The action that the event describes. pub action: PointerAction, } impl PointerInput { /// Creates a new pointer input event. /// /// Note that `location` refers to the position of the pointer *after* the event occurred. pub fn new(pointer_id: PointerId, location: Location, action: PointerAction) -> PointerInput { PointerInput { pointer_id, location, action, } } /// Updates pointer entities according to the input events. pub fn receive( mut events: EventReader, mut pointers: Query<(&PointerId, &mut PointerLocation, &mut PointerPress)>, ) { for event in events.read() { match event.action { PointerAction::Pressed { direction, button } => { pointers .iter_mut() .for_each(|(pointer_id, _, mut pointer)| { if *pointer_id == event.pointer_id { let is_down = direction == PressDirection::Down; match button { PointerButton::Primary => pointer.primary = is_down, PointerButton::Secondary => pointer.secondary = is_down, PointerButton::Middle => pointer.middle = is_down, } } }); } PointerAction::Moved { .. } => { pointers.iter_mut().for_each(|(id, mut pointer, _)| { if *id == event.pointer_id { pointer.location = Some(event.location.to_owned()); } }); } _ => {} } } } }