mirror of
https://github.com/bevyengine/bevy
synced 2024-12-20 18:13:10 +00:00
c4fc5d88f0
# Objective `bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system: - It attempts to retrieve touch input with a specific `0` id - It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices ## Solution I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system. I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as: - Android is not working (https://github.com/bevyengine/bevy/issues/3249) - I don't have an iOS device
178 lines
6.2 KiB
Rust
178 lines
6.2 KiB
Rust
use crate::{CalculatedClip, Node};
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use bevy_ecs::{
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entity::Entity,
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prelude::Component,
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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_transform::components::GlobalTransform;
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use bevy_utils::FloatOrd;
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use bevy_window::Windows;
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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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#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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#[reflect_value(Component, Serialize, Deserialize, PartialEq)]
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pub enum Interaction {
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/// The node has been clicked
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Clicked,
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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 Default for Interaction {
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fn default() -> Self {
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Interaction::None
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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_value(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 Default for FocusPolicy {
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fn default() -> Self {
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FocusPolicy::Block
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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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/// The system that sets Interaction for all UI elements based on the mouse cursor activity
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pub fn ui_focus_system(
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mut state: Local<State>,
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windows: Res<Windows>,
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mouse_button_input: Res<Input<MouseButton>>,
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touches_input: Res<Touches>,
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mut node_query: Query<(
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Entity,
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&Node,
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&GlobalTransform,
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Option<&mut Interaction>,
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Option<&FocusPolicy>,
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Option<&CalculatedClip>,
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)>,
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) {
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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 (_entity, _node, _global_transform, interaction, _focus_policy, _clip) in
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node_query.iter_mut()
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{
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if let Some(mut interaction) = interaction {
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if *interaction == Interaction::Clicked {
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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 cursor_position = windows
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.get_primary()
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.and_then(|window| window.cursor_position())
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.or_else(|| touches_input.first_pressed_position());
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let mut moused_over_z_sorted_nodes = node_query
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.iter_mut()
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.filter_map(
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|(entity, node, global_transform, interaction, focus_policy, clip)| {
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let position = global_transform.translation;
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let ui_position = position.truncate();
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let extents = node.size / 2.0;
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let mut min = ui_position - extents;
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let mut max = ui_position + extents;
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if let Some(clip) = clip {
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min = Vec2::max(min, clip.clip.min);
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max = Vec2::min(max, clip.clip.max);
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}
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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 contains_cursor = if let Some(cursor_position) = cursor_position {
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(min.x..max.x).contains(&cursor_position.x)
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&& (min.y..max.y).contains(&cursor_position.y)
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} else {
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false
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};
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if contains_cursor {
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Some((entity, focus_policy, interaction, FloatOrd(position.z)))
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} else {
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if let Some(mut interaction) = interaction {
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if *interaction == Interaction::Hovered
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|| (cursor_position.is_none() && *interaction != Interaction::None)
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{
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*interaction = 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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)
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.collect::<Vec<_>>();
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moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
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let mut moused_over_z_sorted_nodes = moused_over_z_sorted_nodes.into_iter();
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// set Clicked or Hovered on top nodes
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for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes.by_ref() {
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if let Some(mut interaction) = interaction {
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if mouse_clicked {
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// only consider nodes with Interaction "clickable"
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if *interaction != Interaction::Clicked {
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*interaction = Interaction::Clicked;
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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(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 focus_policy.cloned().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/clicked */ }
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}
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}
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// reset lower nodes to None
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for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
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if let Some(mut interaction) = interaction {
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// don't reset clicked nodes because they're handled separately
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if *interaction != Interaction::Clicked && *interaction != Interaction::None {
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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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