bevy/crates/bevy_ui/src/focus.rs
st0rmbtw b6a9d8eba7
Change UiScale to a tuple struct (#9444)
# Objective

Inconvenient initialization of `UiScale`

## Solution

Change `UiScale` to a tuple struct

## Migration Guide

Replace initialization of `UiScale` like ```UiScale { scale: 1.0 }```
with ```UiScale(1.0)```
2023-08-16 18:18:50 +00:00

302 lines
11 KiB
Rust

use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiScale, 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_scale: Res<UiScale>,
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())
// The cursor position returned by `Window` only takes into account the window scale factor and not `UiScale`.
// To convert the cursor position to logical UI viewport coordinates we have to divide it by `UiScale`.
.map(|cursor_position| cursor_position / ui_scale.0 as f32);
// 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);
}
}
}
}