bevy/crates/bevy_picking/src/pointer.rs
ickshonpe 7b935c424b
Trivial bevy_picking refactor (#16374)
# Objective

Remove the rebinding and use `Rect::contains` in
`bevy_picking::pointer::Location::is_in_viewport`.
2024-11-13 14:09:17 +00:00

337 lines
11 KiB
Rust

//! Types and systems for pointer inputs, such as position and buttons.
//!
//! The picking system is built around the concept of a 'Pointer', which is an
//! abstract representation of a user input with a specific screen location. The cursor
//! and touch input is provided under [`crate::input`], but you can also implement
//! your own custom pointers by supplying a unique ID.
//!
//! The purpose of this module is primarily to provide a common interface that can be
//! driven by lower-level input devices and consumed by higher-level interaction systems.
use bevy_ecs::prelude::*;
use bevy_math::Vec2;
use bevy_reflect::prelude::*;
use bevy_render::camera::{Camera, NormalizedRenderTarget};
use bevy_utils::HashMap;
use bevy_window::PrimaryWindow;
use uuid::Uuid;
use core::{fmt::Debug, ops::Deref};
use crate::backend::HitData;
/// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned.
///
/// This component is needed because pointers can be spawned and despawned, but they need to have a
/// stable ID that persists regardless of the Entity they are associated with.
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)]
#[require(PointerLocation, PointerPress, PointerInteraction)]
#[reflect(Component, Default, Debug, Hash, PartialEq)]
pub enum PointerId {
/// The mouse pointer.
#[default]
Mouse,
/// A touch input, usually numbered by window touch events from `winit`.
Touch(u64),
/// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software
/// controlled cursor.
#[reflect(ignore)]
Custom(Uuid),
}
impl PointerId {
/// Returns true if the pointer is a touch input.
pub fn is_touch(&self) -> bool {
matches!(self, PointerId::Touch(_))
}
/// Returns true if the pointer is the mouse.
pub fn is_mouse(&self) -> bool {
matches!(self, PointerId::Mouse)
}
/// Returns true if the pointer is a custom input.
pub fn is_custom(&self) -> bool {
matches!(self, PointerId::Custom(_))
}
/// Returns the touch id if the pointer is a touch input.
pub fn get_touch_id(&self) -> Option<u64> {
if let PointerId::Touch(id) = self {
Some(*id)
} else {
None
}
}
}
/// Holds a list of entities this pointer is currently interacting with, sorted from nearest to
/// farthest.
#[derive(Debug, Default, Clone, Component, Reflect)]
#[reflect(Component, Default, Debug)]
pub struct PointerInteraction {
pub(crate) sorted_entities: Vec<(Entity, HitData)>,
}
impl PointerInteraction {
/// Returns the nearest hit entity and data about that intersection.
pub fn get_nearest_hit(&self) -> Option<&(Entity, HitData)> {
self.sorted_entities.first()
}
}
impl Deref for PointerInteraction {
type Target = Vec<(Entity, HitData)>;
fn deref(&self) -> &Self::Target {
&self.sorted_entities
}
}
/// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups.
#[derive(Debug, Clone, Default, Resource)]
pub struct PointerMap {
inner: HashMap<PointerId, Entity>,
}
impl PointerMap {
/// Get the [`Entity`] of the supplied [`PointerId`].
pub fn get_entity(&self, pointer_id: PointerId) -> Option<Entity> {
self.inner.get(&pointer_id).copied()
}
}
/// Update the [`PointerMap`] resource with the current frame's data.
pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut<PointerMap>) {
map.inner.clear();
for (entity, id) in &pointers {
map.inner.insert(*id, entity);
}
}
/// Tracks the state of the pointer's buttons in response to [`PointerInput`] events.
#[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
#[reflect(Component, Default, Debug, PartialEq)]
pub struct PointerPress {
primary: bool,
secondary: bool,
middle: bool,
}
impl PointerPress {
/// Returns true if the primary pointer button is pressed.
#[inline]
pub fn is_primary_pressed(&self) -> bool {
self.primary
}
/// Returns true if the secondary pointer button is pressed.
#[inline]
pub fn is_secondary_pressed(&self) -> bool {
self.secondary
}
/// Returns true if the middle (tertiary) pointer button is pressed.
#[inline]
pub fn is_middle_pressed(&self) -> bool {
self.middle
}
/// Returns true if any pointer button is pressed.
#[inline]
pub fn is_any_pressed(&self) -> bool {
self.primary || self.middle || self.secondary
}
}
/// The stage of the pointer button press event
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
pub enum PressDirection {
/// The pointer button was just pressed
Down,
/// The pointer button was just released
Up,
}
/// The button that was just pressed or released
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
pub enum PointerButton {
/// The primary pointer button
Primary,
/// The secondary pointer button
Secondary,
/// The tertiary pointer button
Middle,
}
impl PointerButton {
/// Iterator over all buttons that a pointer can have.
pub fn iter() -> impl Iterator<Item = PointerButton> {
[Self::Primary, Self::Secondary, Self::Middle].into_iter()
}
}
/// Component that tracks a pointer's current [`Location`].
#[derive(Debug, Default, Clone, Component, Reflect, PartialEq)]
#[reflect(Component, Default, Debug, PartialEq)]
pub struct PointerLocation {
/// The [`Location`] of the pointer. Note that a location is both the target, and the position
/// on the target.
#[reflect(ignore)]
pub location: Option<Location>,
}
impl PointerLocation {
///Returns a [`PointerLocation`] associated with the given location
pub fn new(location: Location) -> Self {
Self {
location: Some(location),
}
}
/// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is
/// inactive.
pub fn location(&self) -> Option<&Location> {
self.location.as_ref()
}
}
/// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y
/// position of the pointer on this render target.
///
/// Note that:
/// - a pointer can move freely between render targets
/// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same
/// render target. It is up to picking backends to associate a Pointer's `Location` with a
/// specific `Camera`, if any.
#[derive(Debug, Clone, Component, Reflect, PartialEq)]
#[reflect(Component, Debug, PartialEq)]
pub struct Location {
/// The [`NormalizedRenderTarget`] associated with the pointer, usually a window.
pub target: NormalizedRenderTarget,
/// The position of the pointer in the `target`.
pub position: Vec2,
}
impl Location {
/// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport.
///
/// Note this returns `false` if the location and camera have different render targets.
#[inline]
pub fn is_in_viewport(
&self,
camera: &Camera,
primary_window: &Query<Entity, With<PrimaryWindow>>,
) -> bool {
if camera
.target
.normalize(Some(match primary_window.get_single() {
Ok(w) => w,
Err(_) => return false,
}))
.as_ref()
!= Some(&self.target)
{
return false;
}
camera
.logical_viewport_rect()
.map(|rect| rect.contains(self.position))
.unwrap_or(false)
}
}
/// Types of actions that can be taken by pointers.
#[derive(Debug, Clone, Copy, Reflect)]
pub enum PointerAction {
/// A button has been pressed on the pointer.
Pressed {
/// The press direction, either down or up.
direction: PressDirection,
/// The button that was pressed.
button: PointerButton,
},
/// The pointer has moved.
Moved {
/// How much the pointer moved from the previous position.
delta: Vec2,
},
/// The pointer has been canceled. The OS can cause this to happen to touch events.
Canceled,
}
/// An input event effecting a pointer.
#[derive(Event, Debug, Clone, Reflect)]
pub struct PointerInput {
/// The id of the pointer.
pub pointer_id: PointerId,
/// The location of the pointer. For [[`PointerAction::Moved`]], this is the location after the movement.
pub location: Location,
/// The action that the event describes.
pub action: PointerAction,
}
impl PointerInput {
/// Creates a new pointer input event.
///
/// Note that `location` refers to the position of the pointer *after* the event occurred.
pub fn new(pointer_id: PointerId, location: Location, action: PointerAction) -> PointerInput {
PointerInput {
pointer_id,
location,
action,
}
}
/// Returns true if the `target_button` of this pointer was just pressed.
#[inline]
pub fn button_just_pressed(&self, target_button: PointerButton) -> bool {
if let PointerAction::Pressed { direction, button } = self.action {
direction == PressDirection::Down && button == target_button
} else {
false
}
}
/// Returns true if the `target_button` of this pointer was just released.
#[inline]
pub fn button_just_released(&self, target_button: PointerButton) -> bool {
if let PointerAction::Pressed { direction, button } = self.action {
direction == PressDirection::Up && button == target_button
} else {
false
}
}
/// Updates pointer entities according to the input events.
pub fn receive(
mut events: EventReader<PointerInput>,
mut pointers: Query<(&PointerId, &mut PointerLocation, &mut PointerPress)>,
) {
for event in events.read() {
match event.action {
PointerAction::Pressed { direction, button } => {
pointers
.iter_mut()
.for_each(|(pointer_id, _, mut pointer)| {
if *pointer_id == event.pointer_id {
let is_down = direction == PressDirection::Down;
match button {
PointerButton::Primary => pointer.primary = is_down,
PointerButton::Secondary => pointer.secondary = is_down,
PointerButton::Middle => pointer.middle = is_down,
}
}
});
}
PointerAction::Moved { .. } => {
pointers.iter_mut().for_each(|(id, mut pointer, _)| {
if *id == event.pointer_id {
pointer.location = Some(event.location.to_owned());
}
});
}
_ => {}
}
}
}
}