//! TODO, write module doc #![deny(missing_docs)] pub mod backend; pub mod events; pub mod focus; pub mod input; pub mod pointer; use bevy_app::prelude::*; use bevy_ecs::prelude::*; use bevy_reflect::prelude::*; /// common exports for picking interaction pub mod prelude { #[doc(hidden)] pub use crate::{ events::*, input::InputPlugin, pointer::PointerButton, DefaultPickingPlugins, InteractionPlugin, Pickable, PickingPlugin, PickingPluginsSettings, }; } /// Used to globally toggle picking features at runtime. #[derive(Clone, Debug, Resource, Reflect)] #[reflect(Resource, Default)] pub struct PickingPluginsSettings { /// Enables and disables all picking features. pub is_enabled: bool, /// Enables and disables input collection. pub is_input_enabled: bool, /// Enables and disables updating interaction states of entities. pub is_focus_enabled: bool, } impl PickingPluginsSettings { /// Whether or not input collection systems should be running. pub fn input_should_run(state: Res) -> bool { state.is_input_enabled && state.is_enabled } /// Whether or not systems updating entities' [`PickingInteraction`](focus::PickingInteraction) /// component should be running. pub fn focus_should_run(state: Res) -> bool { state.is_focus_enabled && state.is_enabled } } impl Default for PickingPluginsSettings { fn default() -> Self { Self { is_enabled: true, is_input_enabled: true, is_focus_enabled: true, } } } /// An optional component that overrides default picking behavior for an entity, allowing you to /// make an entity non-hoverable, or allow items below it to be hovered. See the documentation on /// the fields for more details. #[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)] #[reflect(Component, Default)] pub struct Pickable { /// Should this entity block entities below it from being picked? /// /// This is useful if you want picking to continue hitting entities below this one. Normally, /// only the topmost entity under a pointer can be hovered, but this setting allows the pointer /// to hover multiple entities, from nearest to farthest, stopping as soon as it hits an entity /// that blocks lower entities. /// /// Note that the word "lower" here refers to entities that have been reported as hit by any /// picking backend, but are at a lower depth than the current one. This is different from the /// concept of event bubbling, as it works irrespective of the entity hierarchy. /// /// For example, if a pointer is over a UI element, as well as a 3d mesh, backends will report /// hits for both of these entities. Additionally, the hits will be sorted by the camera order, /// so if the UI is drawing on top of the 3d mesh, the UI will be "above" the mesh. When focus /// is computed, the UI element will be checked first to see if it this field is set to block /// lower entities. If it does (default), the focus system will stop there, and only the UI /// element will be marked as hovered. However, if this field is set to `false`, both the UI /// element *and* the mesh will be marked as hovered. /// /// Entities without the [`Pickable`] component will block by default. pub should_block_lower: bool, /// If this is set to `false` and `should_block_lower` is set to true, this entity will block /// lower entities from being interacted and at the same time will itself not emit any events. /// /// Note that the word "lower" here refers to entities that have been reported as hit by any /// picking backend, but are at a lower depth than the current one. This is different from the /// concept of event bubbling, as it works irrespective of the entity hierarchy. /// /// For example, if a pointer is over a UI element, and this field is set to `false`, it will /// not be marked as hovered, and consequently will not emit events nor will any picking /// components mark it as hovered. This can be combined with the other field /// [`Self::should_block_lower`], which is orthogonal to this one. /// /// Entities without the [`Pickable`] component are hoverable by default. pub is_hoverable: bool, } impl Pickable { /// This entity will not block entities beneath it, nor will it emit events. /// /// If a backend reports this entity as being hit, the picking plugin will completely ignore it. pub const IGNORE: Self = Self { should_block_lower: false, is_hoverable: false, }; } impl Default for Pickable { fn default() -> Self { Self { should_block_lower: true, is_hoverable: true, } } } /// Components needed to build a pointer. Multiple pointers can be active at once, with each pointer /// being an entity. /// /// `Mouse` and `Touch` pointers are automatically spawned as needed. Use this bundle if you are /// spawning a custom `PointerId::Custom` pointer, either for testing, as a software controlled /// pointer, or if you are replacing the default touch and mouse inputs. #[derive(Bundle)] pub struct PointerBundle { /// The pointer's unique [`PointerId`](pointer::PointerId). pub id: pointer::PointerId, /// Tracks the pointer's location. pub location: pointer::PointerLocation, /// Tracks the pointer's button press state. pub click: pointer::PointerPress, /// The interaction state of any hovered entities. pub interaction: pointer::PointerInteraction, } impl PointerBundle { /// Create a new pointer with the provided [`PointerId`](pointer::PointerId). pub fn new(id: pointer::PointerId) -> Self { PointerBundle { id, location: pointer::PointerLocation::default(), click: pointer::PointerPress::default(), interaction: pointer::PointerInteraction::default(), } } /// Sets the location of the pointer bundle pub fn with_location(mut self, location: pointer::Location) -> Self { self.location.location = Some(location); self } } /// Groups the stages of the picking process under shared labels. #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)] pub enum PickSet { /// Produces pointer input events. In the [`First`] schedule. Input, /// Runs after input events are generated but before commands are flushed. In the [`First`] /// schedule. PostInput, /// Receives and processes pointer input events. In the [`PreUpdate`] schedule. ProcessInput, /// Reads inputs and produces [`backend::PointerHits`]s. In the [`PreUpdate`] schedule. Backend, /// Reads [`backend::PointerHits`]s, and updates focus, selection, and highlighting states. In /// the [`PreUpdate`] schedule. Focus, /// Runs after all the focus systems are done, before event listeners are triggered. In the /// [`PreUpdate`] schedule. PostFocus, /// Runs after all other picking sets. In the [`PreUpdate`] schedule. Last, } /// One plugin that contains the [`input::InputPlugin`], [`PickingPlugin`] and the [`InteractionPlugin`], /// this is probably the plugin that will be most used. /// Note: for any of these plugins to work, they require a picking backend to be active, /// The picking backend is responsible to turn an input, into a [`crate::backend::PointerHits`] /// that [`PickingPlugin`] and [`InteractionPlugin`] will refine into [`bevy_ecs::observer::Trigger`]s. #[derive(Default)] pub struct DefaultPickingPlugins; impl Plugin for DefaultPickingPlugins { fn build(&self, app: &mut App) { app.add_plugins(( input::InputPlugin::default(), PickingPlugin, InteractionPlugin, )); } } /// This plugin sets up the core picking infrastructure. It receives input events, and provides the shared /// types used by other picking plugins. #[derive(Default)] pub struct PickingPlugin; impl Plugin for PickingPlugin { fn build(&self, app: &mut App) { app.init_resource::() .init_resource::() .init_resource::() .add_event::() .add_event::() .add_event::() .add_systems( PreUpdate, ( pointer::update_pointer_map, pointer::InputMove::receive, pointer::InputPress::receive, backend::ray::RayMap::repopulate.after(pointer::InputMove::receive), ) .in_set(PickSet::ProcessInput), ) .configure_sets( First, (PickSet::Input, PickSet::PostInput) .after(bevy_time::TimeSystem) .ambiguous_with(bevy_asset::handle_internal_asset_events) .after(bevy_ecs::event::EventUpdates) .chain(), ) .configure_sets( PreUpdate, ( PickSet::ProcessInput.run_if(PickingPluginsSettings::input_should_run), PickSet::Backend, PickSet::Focus.run_if(PickingPluginsSettings::focus_should_run), PickSet::PostFocus, // Eventually events will need to be dispatched here PickSet::Last, ) .ambiguous_with(bevy_asset::handle_internal_asset_events) .chain(), ) .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::() .register_type::(); } } /// Generates [`Pointer`](events::Pointer) events and handles event bubbling. #[derive(Default)] pub struct InteractionPlugin; impl Plugin for InteractionPlugin { fn build(&self, app: &mut App) { use events::*; use focus::{update_focus, update_interactions}; app.init_resource::() .init_resource::() .init_resource::() .add_event::() .add_event::>() .add_event::>() .add_event::>() .add_event::>() .add_event::>() .add_event::>() .add_systems( PreUpdate, ( update_focus, pointer_events, update_interactions, send_click_and_drag_events, send_drag_over_events, ) .chain() .in_set(PickSet::Focus), ); } }