use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiStack}; use bevy_ecs::{ entity::Entity, prelude::Component, query::WorldQuery, reflect::ReflectComponent, system::{Local, Query, Res}, }; use bevy_input::{mouse::MouseButton, touch::Touches, Input}; use bevy_math::Vec2; use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize}; use bevy_render::camera::{Camera, RenderTarget}; use bevy_render::view::ComputedVisibility; use bevy_transform::components::GlobalTransform; use bevy_window::Windows; use serde::{Deserialize, Serialize}; use smallvec::SmallVec; /// Describes what type of input interaction has occurred for a UI node. /// /// This is commonly queried with a `Changed` filter. /// /// Updated in [`ui_focus_system`]. /// /// If a UI node has both [`Interaction`] and [`ComputedVisibility`] components, /// [`Interaction`] will always be [`Interaction::None`] /// when [`ComputedVisibility::is_visible()`] is false. /// This ensures that hidden UI nodes are not interactable, /// and do not end up stuck in an active state if hidden at the wrong time. /// /// Note that you can also control the visibility of a node using the [`Display`](crate::ui_node::Display) property, /// which fully collapses it during layout calculations. #[derive( Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize, )] #[reflect(Component, Serialize, Deserialize, PartialEq)] pub enum Interaction { /// The node has been clicked Clicked, /// The node has been hovered over Hovered, /// Nothing has happened #[default] None, } /// Describes whether the node should block interactions with lower nodes #[derive( Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize, )] #[reflect(Component, Serialize, Deserialize, PartialEq)] pub enum FocusPolicy { /// Blocks interaction #[default] Block, /// Lets interaction pass through Pass, } /// Contains entities whose Interaction should be set to None #[derive(Default)] pub struct State { entities_to_reset: SmallVec<[Entity; 1]>, } /// Main query for [`ui_focus_system`] #[derive(WorldQuery)] #[world_query(mutable)] pub struct NodeQuery { entity: Entity, node: &'static Node, global_transform: &'static GlobalTransform, interaction: Option<&'static mut Interaction>, focus_policy: Option<&'static FocusPolicy>, calculated_clip: Option<&'static CalculatedClip>, computed_visibility: Option<&'static ComputedVisibility>, } /// The system that sets Interaction for all UI elements based on the mouse cursor activity /// /// Entities with a hidden [`ComputedVisibility`] are always treated as released. pub fn ui_focus_system( mut state: Local, camera: Query<(&Camera, Option<&UiCameraConfig>)>, windows: Res, mouse_button_input: Res>, touches_input: Res, ui_stack: Res, mut node_query: Query, ) { // reset entities that were both clicked and released in the last frame for entity in state.entities_to_reset.drain(..) { if let Ok(mut interaction) = node_query.get_component_mut::(entity) { *interaction = Interaction::None; } } let mouse_released = mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released(); if mouse_released { for node in node_query.iter_mut() { if let Some(mut interaction) = node.interaction { if *interaction == Interaction::Clicked { *interaction = Interaction::None; } } } } let mouse_clicked = mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed(); let is_ui_disabled = |camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. })); let cursor_position = camera .iter() .filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui)) .filter_map(|(camera, _)| { if let RenderTarget::Window(window_id) = camera.target { Some(window_id) } else { None } }) .filter_map(|window_id| windows.get(window_id)) .filter(|window| window.is_focused()) .find_map(|window| window.cursor_position()) .or_else(|| touches_input.first_pressed_position()); let window_height = windows.primary().height(); // prepare an iterator that contains all the nodes that have the cursor in their rect, // from the top node to the bottom one. this will also reset the interaction to `None` // for all nodes encountered that are no longer hovered. let mut moused_over_nodes = ui_stack .uinodes .iter() // reverse the iterator to traverse the tree from closest nodes to furthest .rev() .filter_map(|entity| { if let Ok(node) = node_query.get_mut(*entity) { // Nodes that are not rendered should not be interactable if let Some(computed_visibility) = node.computed_visibility { if !computed_visibility.is_visible() { // Reset their interaction to None to avoid strange stuck state if let Some(mut interaction) = node.interaction { // We cannot simply set the interaction to None, as that will trigger change detection repeatedly if *interaction != Interaction::None { *interaction = Interaction::None; } } return None; } } let position = node.global_transform.translation(); let ui_position = position.truncate(); let extents = node.node.size() / 2.0; let mut min = ui_position - extents; let mut max = ui_position + extents; if let Some(clip) = node.calculated_clip { min = Vec2::max(min, clip.clip.min); max = Vec2::min(max, clip.clip.max); } // if the current cursor position is within the bounds of the node, consider it for // clicking let contains_cursor = if let Some(cursor_position) = cursor_position { (min.x..max.x).contains(&cursor_position.x) && (min.y..max.y).contains(&(window_height - cursor_position.y)) } else { false }; if contains_cursor { Some(*entity) } else { if let Some(mut interaction) = node.interaction { if *interaction == Interaction::Hovered || (cursor_position.is_none() && *interaction != Interaction::None) { *interaction = Interaction::None; } } None } } else { None } }) .collect::>() .into_iter(); // set Clicked 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(moused_over_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; // if the mouse was simultaneously released, reset this Interaction in the next // frame if mouse_released { state.entities_to_reset.push(node.entity); } } } else if *interaction == Interaction::None { *interaction = Interaction::Hovered; } } match node.focus_policy.unwrap_or(&FocusPolicy::Block) { FocusPolicy::Block => { break; } FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ } } } // reset `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in // `moused_over_nodes` after the previous loop is exited. let mut iter = node_query.iter_many_mut(moused_over_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 && *interaction != Interaction::None { *interaction = Interaction::None; } } } }