//! A picking backend for UI nodes. //! //! # Usage //! //! This backend does not require markers on cameras or entities to function. It will look for any //! pointers using the same render target as the UI camera, and run hit tests on the UI node tree. //! //! ## Important Note //! //! This backend completely ignores [`FocusPolicy`](crate::FocusPolicy). The design of `bevy_ui`'s //! focus systems and the picking plugin are not compatible. Instead, use the optional [`PickingBehavior`] component //! to override how an entity responds to picking focus. Nodes without the [`PickingBehavior`] component //! will still trigger events and block items below it from being hovered. //! //! ## Implementation Notes //! //! - `bevy_ui` can only render to the primary window //! - `bevy_ui` can render on any camera with a flag, it is special, and is not tied to a particular //! camera. //! - To correctly sort picks, the order of `bevy_ui` is set to be the camera order plus 0.5. #![allow(clippy::type_complexity)] #![allow(clippy::too_many_arguments)] #![deny(missing_docs)] use crate::{focus::pick_rounded_rect, prelude::*, UiStack}; use bevy_app::prelude::*; use bevy_ecs::{prelude::*, query::QueryData}; use bevy_math::{Rect, Vec2}; use bevy_render::prelude::*; use bevy_transform::prelude::*; use bevy_utils::hashbrown::HashMap; use bevy_window::PrimaryWindow; use bevy_picking::backend::prelude::*; /// A plugin that adds picking support for UI nodes. #[derive(Clone)] pub struct UiPickingPlugin; impl Plugin for UiPickingPlugin { fn build(&self, app: &mut App) { app.add_systems(PreUpdate, ui_picking.in_set(PickSet::Backend)); } } /// Main query from bevy's `ui_focus_system` #[derive(QueryData)] #[query_data(mutable)] pub struct NodeQuery { entity: Entity, node: &'static ComputedNode, global_transform: &'static GlobalTransform, picking_behavior: Option<&'static PickingBehavior>, calculated_clip: Option<&'static CalculatedClip>, view_visibility: Option<&'static ViewVisibility>, target_camera: Option<&'static TargetCamera>, } /// Computes the UI node entities under each pointer. /// /// Bevy's [`UiStack`] orders all nodes in the order they will be rendered, which is the same order /// we need for determining picking. pub fn ui_picking( pointers: Query<(&PointerId, &PointerLocation)>, camera_query: Query<(Entity, &Camera, Has)>, default_ui_camera: DefaultUiCamera, primary_window: Query>, ui_stack: Res, node_query: Query, mut output: EventWriter, ) { // For each camera, the pointer and its position let mut pointer_pos_by_camera = HashMap::>::new(); for (pointer_id, pointer_location) in pointers.iter().filter_map(|(pointer, pointer_location)| { Some(*pointer).zip(pointer_location.location().cloned()) }) { // This pointer is associated with a render target, which could be used by multiple // cameras. We want to ensure we return all cameras with a matching target. for camera in camera_query .iter() .map(|(entity, camera, _)| { ( entity, camera.target.normalize(primary_window.get_single().ok()), ) }) .filter_map(|(entity, target)| Some(entity).zip(target)) .filter(|(_entity, target)| target == &pointer_location.target) .map(|(cam_entity, _target)| cam_entity) { let Ok((_, camera_data, _)) = camera_query.get(camera) else { continue; }; let mut pointer_pos = pointer_location.position * camera_data.target_scaling_factor().unwrap_or(1.); if let Some(viewport) = camera_data.physical_viewport_rect() { pointer_pos -= viewport.min.as_vec2(); } pointer_pos_by_camera .entry(camera) .or_default() .insert(pointer_id, pointer_pos); } } // The list of node entities hovered for each (camera, pointer) combo let mut hit_nodes = HashMap::<(Entity, PointerId), Vec>::new(); // 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. for node_entity in ui_stack .uinodes .iter() // reverse the iterator to traverse the tree from closest nodes to furthest .rev() { let Ok(node) = node_query.get(*node_entity) else { continue; }; // Nodes that are not rendered should not be interactable if node .view_visibility .map(|view_visibility| view_visibility.get()) != Some(true) { continue; } let Some(camera_entity) = node .target_camera .map(TargetCamera::entity) .or(default_ui_camera.get()) else { continue; }; let node_rect = Rect::from_center_size( node.global_transform.translation().truncate(), node.node.size(), ); // Nodes with Display::None have a (0., 0.) logical rect and can be ignored if node_rect.size() == Vec2::ZERO { continue; } // Intersect with the calculated clip rect to find the bounds of the visible region of the node let visible_rect = node .calculated_clip .map(|clip| node_rect.intersect(clip.clip)) .unwrap_or(node_rect); let pointers_on_this_cam = pointer_pos_by_camera.get(&camera_entity); // The mouse position relative to the node // (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. for (pointer_id, cursor_position) in pointers_on_this_cam.iter().flat_map(|h| h.iter()) { let relative_cursor_position = (*cursor_position - node_rect.min) / node_rect.size(); if visible_rect .normalize(node_rect) .contains(relative_cursor_position) && pick_rounded_rect( *cursor_position - node_rect.center(), node_rect.size(), node.node.border_radius, ) { hit_nodes .entry((camera_entity, *pointer_id)) .or_default() .push(*node_entity); } } } for ((camera, pointer), hovered_nodes) in hit_nodes.iter() { // 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 picks = Vec::new(); let mut depth = 0.0; for node in node_query.iter_many(hovered_nodes) { let Some(camera_entity) = node .target_camera .map(TargetCamera::entity) .or(default_ui_camera.get()) else { continue; }; picks.push((node.entity, HitData::new(camera_entity, depth, None, None))); if let Some(picking_behavior) = node.picking_behavior { // If an entity has a `PickingBehavior` component, we will use that as the source of truth. if picking_behavior.should_block_lower { break; } } else { // If the PickingBehavior component doesn't exist, default behavior is to block. break; } depth += 0.00001; // keep depth near 0 for precision } let order = camera_query .get(*camera) .map(|(_, cam, _)| cam.order) .unwrap_or_default() as f32 + 0.5; // bevy ui can run on any camera, it's a special case output.send(PointerHits::new(*pointer, picks, order)); } }