mirror of
https://github.com/bevyengine/bevy
synced 2024-12-20 18:13:10 +00:00
7b935c424b
# Objective Remove the rebinding and use `Rect::contains` in `bevy_picking::pointer::Location::is_in_viewport`.
337 lines
11 KiB
Rust
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());
|
|
}
|
|
});
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
}
|