mirror of
https://github.com/bevyengine/bevy
synced 2025-01-11 20:59:04 +00:00
7f1d084b71
# Objective - Fixes #8989 ## Solution - Renamed Interaction::Clicked -> Interaction::Pressed - Minor changes to comments to keep clarity of terms ## Migration Guide - Rename all instances of Interaction::Clicked -> Interaction::Pressed
298 lines
11 KiB
Rust
298 lines
11 KiB
Rust
use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiStack};
|
|
use bevy_derive::{Deref, DerefMut};
|
|
use bevy_ecs::{
|
|
change_detection::DetectChangesMut,
|
|
entity::Entity,
|
|
prelude::{Component, With},
|
|
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::NormalizedRenderTarget, prelude::Camera, view::ComputedVisibility};
|
|
use bevy_transform::components::GlobalTransform;
|
|
|
|
use bevy_window::{PrimaryWindow, Window};
|
|
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<Interaction>` 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, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
|
|
#[reflect(Component, Serialize, Deserialize, PartialEq)]
|
|
pub enum Interaction {
|
|
/// The node has been pressed.
|
|
///
|
|
/// Note: This does not capture click/press-release action.
|
|
Pressed,
|
|
/// The node has been hovered over
|
|
Hovered,
|
|
/// Nothing has happened
|
|
None,
|
|
}
|
|
|
|
impl Interaction {
|
|
const DEFAULT: Self = Self::None;
|
|
}
|
|
|
|
impl Default for Interaction {
|
|
fn default() -> Self {
|
|
Self::DEFAULT
|
|
}
|
|
}
|
|
|
|
/// A component storing the position of the mouse relative to the node, (0., 0.) being the top-left corner and (1., 1.) being the bottom-right
|
|
/// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.)
|
|
/// A None value means that the cursor position is unknown.
|
|
///
|
|
/// It can be used alongside interaction to get the position of the press.
|
|
#[derive(
|
|
Component,
|
|
Deref,
|
|
DerefMut,
|
|
Copy,
|
|
Clone,
|
|
Default,
|
|
PartialEq,
|
|
Debug,
|
|
Reflect,
|
|
Serialize,
|
|
Deserialize,
|
|
)]
|
|
#[reflect(Component, Serialize, Deserialize, PartialEq)]
|
|
pub struct RelativeCursorPosition {
|
|
/// Cursor position relative to size and position of the Node.
|
|
pub normalized: Option<Vec2>,
|
|
}
|
|
|
|
impl RelativeCursorPosition {
|
|
/// A helper function to check if the mouse is over the node
|
|
pub fn mouse_over(&self) -> bool {
|
|
self.normalized
|
|
.map(|position| (0.0..1.).contains(&position.x) && (0.0..1.).contains(&position.y))
|
|
.unwrap_or(false)
|
|
}
|
|
}
|
|
|
|
/// Describes whether the node should block interactions with lower nodes
|
|
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
|
|
#[reflect(Component, Serialize, Deserialize, PartialEq)]
|
|
pub enum FocusPolicy {
|
|
/// Blocks interaction
|
|
Block,
|
|
/// Lets interaction pass through
|
|
Pass,
|
|
}
|
|
|
|
impl FocusPolicy {
|
|
const DEFAULT: Self = Self::Pass;
|
|
}
|
|
|
|
impl Default for FocusPolicy {
|
|
fn default() -> Self {
|
|
Self::DEFAULT
|
|
}
|
|
}
|
|
|
|
/// 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>,
|
|
relative_cursor_position: Option<&'static mut RelativeCursorPosition>,
|
|
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.
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn ui_focus_system(
|
|
mut state: Local<State>,
|
|
camera: Query<(&Camera, Option<&UiCameraConfig>)>,
|
|
windows: Query<&Window>,
|
|
mouse_button_input: Res<Input<MouseButton>>,
|
|
touches_input: Res<Touches>,
|
|
ui_stack: Res<UiStack>,
|
|
mut node_query: Query<NodeQuery>,
|
|
primary_window: Query<Entity, With<PrimaryWindow>>,
|
|
) {
|
|
let primary_window = primary_window.iter().next();
|
|
|
|
// 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::<Interaction>(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::Pressed {
|
|
*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 Some(NormalizedRenderTarget::Window(window_ref)) =
|
|
camera.target.normalize(primary_window)
|
|
{
|
|
Some(window_ref)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.find_map(|window_ref| {
|
|
windows
|
|
.get(window_ref.entity())
|
|
.ok()
|
|
.and_then(|window| window.cursor_position())
|
|
})
|
|
.or_else(|| touches_input.first_pressed_position());
|
|
|
|
// 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 hovered_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
|
|
interaction.set_if_neq(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;
|
|
if let Some(clip) = node.calculated_clip {
|
|
min = Vec2::max(min, clip.clip.min);
|
|
}
|
|
|
|
// The mouse position relative to the node
|
|
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
|
|
let relative_cursor_position = cursor_position
|
|
.map(|cursor_position| (cursor_position - min) / node.node.size());
|
|
|
|
// If the current cursor position is within the bounds of the node, consider it for
|
|
// clicking
|
|
let relative_cursor_position_component = RelativeCursorPosition {
|
|
normalized: relative_cursor_position,
|
|
};
|
|
|
|
let contains_cursor = relative_cursor_position_component.mouse_over();
|
|
|
|
// Save the relative cursor position to the correct component
|
|
if let Some(mut node_relative_cursor_position_component) =
|
|
node.relative_cursor_position
|
|
{
|
|
*node_relative_cursor_position_component = relative_cursor_position_component;
|
|
}
|
|
|
|
if contains_cursor {
|
|
Some(*entity)
|
|
} else {
|
|
if let Some(mut interaction) = node.interaction {
|
|
if *interaction == Interaction::Hovered || (cursor_position.is_none()) {
|
|
interaction.set_if_neq(Interaction::None);
|
|
}
|
|
}
|
|
None
|
|
}
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.collect::<Vec<Entity>>()
|
|
.into_iter();
|
|
|
|
// set Pressed 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(hovered_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 "pressed"
|
|
if *interaction != Interaction::Pressed {
|
|
*interaction = Interaction::Pressed;
|
|
// 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/pressed */ }
|
|
}
|
|
}
|
|
// 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(hovered_nodes);
|
|
while let Some(node) = iter.fetch_next() {
|
|
if let Some(mut interaction) = node.interaction {
|
|
// don't reset pressed nodes because they're handled separately
|
|
if *interaction != Interaction::Pressed {
|
|
interaction.set_if_neq(Interaction::None);
|
|
}
|
|
}
|
|
}
|
|
}
|