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https://github.com/bevyengine/bevy
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# Objective Fixes #14941 ## Solution 1. Add a `resolved_border_radius` field to `Node` to hold the resolved border radius values. 2. Remove the border radius calculations from the UI's extraction functions. 4. Compute the border radius during UI relayouts in `ui_layout_system` and store them in `Node`. 5. New `pick_rounded_rect` function based on the border radius SDF from `ui.wgsl`. 6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if the pointer is hovering UI nodes with rounded corners. --- ## Showcase ``` cargo run --example button ``` https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648 ## Testing Modified button example with buttons with different corner radius: ``` use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings}; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25); const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35); fn button_system( mut interaction_query: Query< ( &Interaction, &mut BackgroundColor, &mut BorderColor, &Children, ), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, mut color, mut border_color, children) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { text.sections[0].value = "Press".to_string(); *color = PRESSED_BUTTON.into(); border_color.0 = RED.into(); } Interaction::Hovered => { text.sections[0].value = "Hover".to_string(); *color = HOVERED_BUTTON.into(); border_color.0 = Color::WHITE; } Interaction::None => { text.sections[0].value = "Button".to_string(); *color = NORMAL_BUTTON.into(); border_color.0 = Color::BLACK; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // ui camera commands.spawn(Camera2dBundle::default()); commands .spawn(NodeBundle { style: Style { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, row_gap: Val::Px(10.), ..default() }, ..default() }) .with_children(|parent| { for border_radius in [ BorderRadius { top_left: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { top_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_left: Val::ZERO, ..BorderRadius::MAX }, ] { parent .spawn(ButtonBundle { style: Style { width: Val::Px(150.0), height: Val::Px(65.0), border: UiRect::all(Val::Px(5.0)), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, ..default() }, border_color: BorderColor(Color::BLACK), border_radius, background_color: NORMAL_BUTTON.into(), ..default() }) .with_child(TextBundle::from_section( "Button", TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 40.0, color: Color::srgb(0.9, 0.9, 0.9), }, )); } }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Matty <weatherleymatthew@gmail.com>
345 lines
13 KiB
Rust
345 lines
13 KiB
Rust
use crate::{
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picking_backend::pick_rounded_rect, CalculatedClip, DefaultUiCamera, Node, TargetCamera,
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UiScale, UiStack,
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};
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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::QueryData,
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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, ButtonInput};
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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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_utils::HashMap;
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use bevy_window::{PrimaryWindow, Window};
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use smallvec::SmallVec;
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#[cfg(feature = "serialize")]
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use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
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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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///
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/// # See also
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///
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/// - [`ButtonBundle`](crate::node_bundles::ButtonBundle) which includes this component
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/// - [`RelativeCursorPosition`] to obtain the position of the cursor relative to current node
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#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
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#[reflect(Component, Default, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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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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///
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/// It can be used alongside [`Interaction`] to get the position of the press.
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///
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/// The component is updated when it is in the same entity with [`Node`].
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#[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect)]
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#[reflect(Component, Default, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct RelativeCursorPosition {
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/// Visible area of the Node relative to the size of the entire Node.
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pub normalized_visible_node_rect: Rect,
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/// Cursor position relative to the size and position of the Node.
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/// A None value indicates that the cursor position is unknown.
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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| self.normalized_visible_node_rect.contains(position))
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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)]
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#[reflect(Component, Default, PartialEq)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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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(QueryData)]
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#[query_data(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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target_camera: Option<&'static TargetCamera>,
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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: Query<(Entity, &Camera)>,
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default_ui_camera: DefaultUiCamera,
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primary_window: Query<Entity, With<PrimaryWindow>>,
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windows: Query<&Window>,
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mouse_button_input: Res<ButtonInput<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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) {
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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(NodeQueryItem {
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interaction: Some(mut interaction),
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..
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}) = node_query.get_mut(entity)
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{
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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 camera_cursor_positions: HashMap<Entity, Vec2> = camera_query
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.iter()
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.filter_map(|(entity, camera)| {
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// Interactions are only supported for cameras rendering to a window.
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let Some(NormalizedRenderTarget::Window(window_ref)) =
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camera.target.normalize(primary_window)
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else {
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return None;
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};
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let viewport_position = camera
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.logical_viewport_rect()
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.map(|rect| rect.min)
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.unwrap_or_default();
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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::cursor_position)
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.or_else(|| touches_input.first_pressed_position())
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.map(|cursor_position| (entity, cursor_position - viewport_position))
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})
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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(|(entity, cursor_position)| (entity, cursor_position / ui_scale.0))
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.collect();
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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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let Ok(node) = node_query.get_mut(*entity) else {
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return None;
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};
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let view_visibility = node.view_visibility?;
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// Nodes that are not rendered should not be interactable
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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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let camera_entity = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())?;
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let node_rect = node.node.logical_rect(node.global_transform);
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// Intersect with the calculated clip rect to find the bounds of the visible region of the node
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let visible_rect = node
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.calculated_clip
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.map(|clip| node_rect.intersect(clip.clip))
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.unwrap_or(node_rect);
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let cursor_position = camera_cursor_positions.get(&camera_entity);
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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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// Coordinates are relative to the entire node, not just the visible region.
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let relative_cursor_position = cursor_position.and_then(|cursor_position| {
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// ensure node size is non-zero in all dimensions, otherwise relative position will be
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// +/-inf. if the node is hidden, the visible rect min/max will also be -inf leading to
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// false positives for mouse_over (#12395)
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(node_rect.size().cmpgt(Vec2::ZERO).all())
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.then_some((*cursor_position - node_rect.min) / node_rect.size())
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});
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// If the current cursor position is within the bounds of the node's visible area, consider it for
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// clicking
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let relative_cursor_position_component = RelativeCursorPosition {
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normalized_visible_node_rect: visible_rect.normalize(node_rect),
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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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&& cursor_position
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.map(|point| {
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pick_rounded_rect(
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*point - node_rect.center(),
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node_rect.size(),
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node.node.border_radius,
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)
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})
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.unwrap_or(false);
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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) = 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 || (relative_cursor_position.is_none())
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{
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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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})
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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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