mirror of
https://github.com/bevyengine/bevy
synced 2024-12-20 18:13:10 +00:00
e749ee786c
On platforms like wasm (on mobile) the cursor can disappear suddenly (ex: the user releases their finger from the screen). This causes the undesirable behavior in #3752. These changes make the UI handler properly handle this case. Fixes #3752 Alternative to #3599
177 lines
6.1 KiB
Rust
177 lines
6.1 KiB
Rust
use crate::{CalculatedClip, Node};
|
|
use bevy_core::FloatOrd;
|
|
use bevy_ecs::{
|
|
entity::Entity,
|
|
prelude::Component,
|
|
reflect::ReflectComponent,
|
|
system::{Local, Query, Res},
|
|
};
|
|
use bevy_input::{mouse::MouseButton, touch::Touches, Input};
|
|
use bevy_math::Vec2;
|
|
use bevy_reflect::{Reflect, ReflectDeserialize};
|
|
use bevy_transform::components::GlobalTransform;
|
|
use bevy_window::Windows;
|
|
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.
|
|
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
|
|
#[reflect_value(Component, Serialize, Deserialize, PartialEq)]
|
|
pub enum Interaction {
|
|
/// The node has been clicked
|
|
Clicked,
|
|
/// The node has been hovered over
|
|
Hovered,
|
|
/// Nothing has happened
|
|
None,
|
|
}
|
|
|
|
impl Default for Interaction {
|
|
fn default() -> Self {
|
|
Interaction::None
|
|
}
|
|
}
|
|
|
|
/// Describes whether the node should block interactions with lower nodes
|
|
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
|
|
#[reflect_value(Component, Serialize, Deserialize, PartialEq)]
|
|
pub enum FocusPolicy {
|
|
/// Blocks interaction
|
|
Block,
|
|
/// Lets interaction pass through
|
|
Pass,
|
|
}
|
|
|
|
impl Default for FocusPolicy {
|
|
fn default() -> Self {
|
|
FocusPolicy::Block
|
|
}
|
|
}
|
|
|
|
/// Contains entities whose Interaction should be set to None
|
|
#[derive(Default)]
|
|
pub struct State {
|
|
entities_to_reset: SmallVec<[Entity; 1]>,
|
|
}
|
|
|
|
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
|
|
#[allow(clippy::type_complexity)]
|
|
pub fn ui_focus_system(
|
|
mut state: Local<State>,
|
|
windows: Res<Windows>,
|
|
mouse_button_input: Res<Input<MouseButton>>,
|
|
touches_input: Res<Touches>,
|
|
mut node_query: Query<(
|
|
Entity,
|
|
&Node,
|
|
&GlobalTransform,
|
|
Option<&mut Interaction>,
|
|
Option<&FocusPolicy>,
|
|
Option<&CalculatedClip>,
|
|
)>,
|
|
) {
|
|
let cursor_position = windows
|
|
.get_primary()
|
|
.and_then(|window| window.cursor_position());
|
|
|
|
// 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.just_released(0);
|
|
if mouse_released {
|
|
for (_entity, _node, _global_transform, interaction, _focus_policy, _clip) in
|
|
node_query.iter_mut()
|
|
{
|
|
if let Some(mut interaction) = interaction {
|
|
if *interaction == Interaction::Clicked {
|
|
*interaction = Interaction::None;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
let mouse_clicked =
|
|
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
|
|
|
|
let mut moused_over_z_sorted_nodes = node_query
|
|
.iter_mut()
|
|
.filter_map(
|
|
|(entity, node, global_transform, interaction, focus_policy, clip)| {
|
|
let position = global_transform.translation;
|
|
let ui_position = position.truncate();
|
|
let extents = node.size / 2.0;
|
|
let mut min = ui_position - extents;
|
|
let mut max = ui_position + extents;
|
|
if let Some(clip) = clip {
|
|
min = Vec2::max(min, clip.clip.min);
|
|
max = Vec2::min(max, clip.clip.max);
|
|
}
|
|
// if the current cursor position is within the bounds of the node, consider it for
|
|
// clicking
|
|
let contains_cursor = if let Some(cursor_position) = cursor_position {
|
|
(min.x..max.x).contains(&cursor_position.x)
|
|
&& (min.y..max.y).contains(&cursor_position.y)
|
|
} else {
|
|
false
|
|
};
|
|
|
|
if contains_cursor {
|
|
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
|
|
} else {
|
|
if let Some(mut interaction) = interaction {
|
|
if *interaction == Interaction::Hovered
|
|
|| (cursor_position.is_none() && *interaction != Interaction::None)
|
|
{
|
|
*interaction = Interaction::None;
|
|
}
|
|
}
|
|
None
|
|
}
|
|
},
|
|
)
|
|
.collect::<Vec<_>>();
|
|
|
|
moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
|
|
|
|
let mut moused_over_z_sorted_nodes = moused_over_z_sorted_nodes.into_iter();
|
|
// set Clicked or Hovered on top nodes
|
|
for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes.by_ref() {
|
|
if let Some(mut interaction) = interaction {
|
|
if mouse_clicked {
|
|
// only consider nodes with Interaction "clickable"
|
|
if *interaction != Interaction::Clicked {
|
|
*interaction = Interaction::Clicked;
|
|
// if the mouse was simultaneously released, reset this Interaction in the next
|
|
// frame
|
|
if mouse_released {
|
|
state.entities_to_reset.push(entity);
|
|
}
|
|
}
|
|
} else if *interaction == Interaction::None {
|
|
*interaction = Interaction::Hovered;
|
|
}
|
|
}
|
|
|
|
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
|
|
FocusPolicy::Block => {
|
|
break;
|
|
}
|
|
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
|
|
}
|
|
}
|
|
// reset lower nodes to None
|
|
for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
|
|
if let Some(mut interaction) = interaction {
|
|
if *interaction != Interaction::None {
|
|
*interaction = Interaction::None;
|
|
}
|
|
}
|
|
}
|
|
}
|