mirror of
https://github.com/bevyengine/bevy
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d5d355ae1f
# Objective Replace instances of ```rust for x in collection.iter{_mut}() { ``` with ```rust for x in &{mut} collection { ``` This also changes CI to no longer suppress this lint. Note that since this lint only shows up when using clippy in pedantic mode, it was probably unnecessary to suppress this lint in the first place.
302 lines
11 KiB
Rust
302 lines
11 KiB
Rust
use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, UiStack};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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entity::Entity,
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prelude::{Component, With},
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query::WorldQuery,
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reflect::ReflectComponent,
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system::{Local, Query, Res},
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};
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use bevy_input::{mouse::MouseButton, touch::Touches, Input};
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use bevy_math::Vec2;
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use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
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use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility};
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use bevy_transform::components::GlobalTransform;
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use bevy_window::{PrimaryWindow, Window};
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use serde::{Deserialize, Serialize};
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use smallvec::SmallVec;
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/// Describes what type of input interaction has occurred for a UI node.
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///
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/// This is commonly queried with a `Changed<Interaction>` filter.
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///
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/// Updated in [`ui_focus_system`].
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///
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/// If a UI node has both [`Interaction`] and [`ViewVisibility`] components,
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/// [`Interaction`] will always be [`Interaction::None`]
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/// when [`ViewVisibility::get()`] is false.
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/// This ensures that hidden UI nodes are not interactable,
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/// and do not end up stuck in an active state if hidden at the wrong time.
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///
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/// Note that you can also control the visibility of a node using the [`Display`](crate::ui_node::Display) property,
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/// which fully collapses it during layout calculations.
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#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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#[reflect(Component, Serialize, Deserialize, PartialEq)]
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pub enum Interaction {
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/// The node has been pressed.
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///
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/// Note: This does not capture click/press-release action.
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Pressed,
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/// The node has been hovered over
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Hovered,
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/// Nothing has happened
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None,
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}
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impl Interaction {
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const DEFAULT: Self = Self::None;
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}
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impl Default for Interaction {
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fn default() -> Self {
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Self::DEFAULT
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}
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}
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/// 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
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/// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.)
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/// A None value means that the cursor position is unknown.
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///
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/// It can be used alongside interaction to get the position of the press.
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#[derive(
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Component,
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Deref,
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DerefMut,
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Copy,
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Clone,
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Default,
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PartialEq,
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Debug,
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Reflect,
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Serialize,
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Deserialize,
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)]
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#[reflect(Component, Serialize, Deserialize, PartialEq)]
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pub struct RelativeCursorPosition {
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/// Cursor position relative to size and position of the Node.
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pub normalized: Option<Vec2>,
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}
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impl RelativeCursorPosition {
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/// A helper function to check if the mouse is over the node
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pub fn mouse_over(&self) -> bool {
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self.normalized
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.map(|position| (0.0..1.).contains(&position.x) && (0.0..1.).contains(&position.y))
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.unwrap_or(false)
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}
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}
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/// Describes whether the node should block interactions with lower nodes
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#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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#[reflect(Component, Serialize, Deserialize, PartialEq)]
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pub enum FocusPolicy {
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/// Blocks interaction
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Block,
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/// Lets interaction pass through
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Pass,
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}
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impl FocusPolicy {
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const DEFAULT: Self = Self::Pass;
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}
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impl Default for FocusPolicy {
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fn default() -> Self {
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Self::DEFAULT
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}
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}
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/// Contains entities whose Interaction should be set to None
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#[derive(Default)]
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pub struct State {
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entities_to_reset: SmallVec<[Entity; 1]>,
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}
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/// Main query for [`ui_focus_system`]
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#[derive(WorldQuery)]
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#[world_query(mutable)]
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pub struct NodeQuery {
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entity: Entity,
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node: &'static Node,
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global_transform: &'static GlobalTransform,
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interaction: Option<&'static mut Interaction>,
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relative_cursor_position: Option<&'static mut RelativeCursorPosition>,
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focus_policy: Option<&'static FocusPolicy>,
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calculated_clip: Option<&'static CalculatedClip>,
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view_visibility: Option<&'static ViewVisibility>,
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}
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/// The system that sets Interaction for all UI elements based on the mouse cursor activity
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///
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/// Entities with a hidden [`ViewVisibility`] are always treated as released.
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#[allow(clippy::too_many_arguments)]
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pub fn ui_focus_system(
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mut state: Local<State>,
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camera: Query<(&Camera, Option<&UiCameraConfig>)>,
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windows: Query<&Window>,
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mouse_button_input: Res<Input<MouseButton>>,
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touches_input: Res<Touches>,
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ui_scale: Res<UiScale>,
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ui_stack: Res<UiStack>,
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mut node_query: Query<NodeQuery>,
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primary_window: Query<Entity, With<PrimaryWindow>>,
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) {
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let primary_window = primary_window.iter().next();
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// reset entities that were both clicked and released in the last frame
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for entity in state.entities_to_reset.drain(..) {
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if let Ok(mut interaction) = node_query.get_component_mut::<Interaction>(entity) {
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*interaction = Interaction::None;
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}
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}
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let mouse_released =
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mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released();
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if mouse_released {
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for node in &mut node_query {
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if let Some(mut interaction) = node.interaction {
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if *interaction == Interaction::Pressed {
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*interaction = Interaction::None;
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}
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}
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}
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}
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let mouse_clicked =
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mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
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let is_ui_disabled =
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|camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. }));
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let cursor_position = camera
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.iter()
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.filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui))
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.filter_map(|(camera, _)| {
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if let Some(NormalizedRenderTarget::Window(window_ref)) =
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camera.target.normalize(primary_window)
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{
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Some(window_ref)
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} else {
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None
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}
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})
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.find_map(|window_ref| {
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windows
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.get(window_ref.entity())
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.ok()
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.and_then(|window| window.cursor_position())
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})
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.or_else(|| touches_input.first_pressed_position())
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// The cursor position returned by `Window` only takes into account the window scale factor and not `UiScale`.
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// To convert the cursor position to logical UI viewport coordinates we have to divide it by `UiScale`.
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.map(|cursor_position| cursor_position / ui_scale.0 as f32);
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// prepare an iterator that contains all the nodes that have the cursor in their rect,
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// from the top node to the bottom one. this will also reset the interaction to `None`
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// for all nodes encountered that are no longer hovered.
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let mut hovered_nodes = ui_stack
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.uinodes
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.iter()
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// reverse the iterator to traverse the tree from closest nodes to furthest
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.rev()
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.filter_map(|entity| {
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if let Ok(node) = node_query.get_mut(*entity) {
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// Nodes that are not rendered should not be interactable
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if let Some(view_visibility) = node.view_visibility {
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if !view_visibility.get() {
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// Reset their interaction to None to avoid strange stuck state
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if let Some(mut interaction) = node.interaction {
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// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
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interaction.set_if_neq(Interaction::None);
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}
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return None;
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}
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}
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let position = node.global_transform.translation();
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let ui_position = position.truncate();
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let extents = node.node.size() / 2.0;
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let mut min = ui_position - extents;
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if let Some(clip) = node.calculated_clip {
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min = Vec2::max(min, clip.clip.min);
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}
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// The mouse position relative to the node
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// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
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let relative_cursor_position = cursor_position
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.map(|cursor_position| (cursor_position - min) / node.node.size());
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// If the current cursor position is within the bounds of the node, consider it for
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// clicking
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let relative_cursor_position_component = RelativeCursorPosition {
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normalized: relative_cursor_position,
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};
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let contains_cursor = relative_cursor_position_component.mouse_over();
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// Save the relative cursor position to the correct component
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if let Some(mut node_relative_cursor_position_component) =
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node.relative_cursor_position
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{
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*node_relative_cursor_position_component = relative_cursor_position_component;
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}
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if contains_cursor {
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Some(*entity)
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} else {
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if let Some(mut interaction) = node.interaction {
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if *interaction == Interaction::Hovered || (cursor_position.is_none()) {
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interaction.set_if_neq(Interaction::None);
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}
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}
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None
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}
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} else {
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None
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}
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})
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.collect::<Vec<Entity>>()
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.into_iter();
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// set Pressed or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
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// the iteration will stop on it because it "captures" the interaction.
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let mut iter = node_query.iter_many_mut(hovered_nodes.by_ref());
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while let Some(node) = iter.fetch_next() {
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if let Some(mut interaction) = node.interaction {
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if mouse_clicked {
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// only consider nodes with Interaction "pressed"
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if *interaction != Interaction::Pressed {
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*interaction = Interaction::Pressed;
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// if the mouse was simultaneously released, reset this Interaction in the next
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// frame
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if mouse_released {
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state.entities_to_reset.push(node.entity);
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}
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}
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} else if *interaction == Interaction::None {
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*interaction = Interaction::Hovered;
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}
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}
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match node.focus_policy.unwrap_or(&FocusPolicy::Block) {
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FocusPolicy::Block => {
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break;
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}
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FocusPolicy::Pass => { /* allow the next node to be hovered/pressed */ }
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}
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}
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// reset `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in
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// `moused_over_nodes` after the previous loop is exited.
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let mut iter = node_query.iter_many_mut(hovered_nodes);
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while let Some(node) = iter.fetch_next() {
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if let Some(mut interaction) = node.interaction {
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// don't reset pressed nodes because they're handled separately
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if *interaction != Interaction::Pressed {
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interaction.set_if_neq(Interaction::None);
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}
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}
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}
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}
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