Fix Interaction not resetting to None sometimes (#1315)
* Fix Interaction getting stuck when pressing and releasing mouse button in one frame * Fix Interaction not resetting in some cases with FocusPolicy::Pass
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0867dc76a3
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1d3dfd3938
@ -33,3 +33,4 @@ bevy_utils = { path = "../bevy_utils", version = "0.4.0" }
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# other
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stretch = "0.3"
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serde = {version = "1", features = ["derive"]}
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smallvec = "1.4"
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@ -4,6 +4,7 @@ use bevy_ecs::prelude::*;
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use bevy_input::{mouse::MouseButton, touch::Touches, Input};
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use bevy_transform::components::GlobalTransform;
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use bevy_window::Windows;
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use smallvec::SmallVec;
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#[derive(Copy, Clone, Eq, PartialEq, Debug)]
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pub enum Interaction {
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@ -32,7 +33,7 @@ impl Default for FocusPolicy {
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#[derive(Default)]
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pub struct State {
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hovered_entity: Option<Entity>,
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entities_to_reset: SmallVec<[Entity; 1]>,
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}
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pub fn ui_focus_system(
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@ -57,7 +58,16 @@ pub fn ui_focus_system(
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return;
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};
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if mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0) {
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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.just_released(0);
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if mouse_released {
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for (_entity, _node, _global_transform, interaction, _focus_policy) in node_query.iter_mut()
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{
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if let Some(mut interaction) = interaction {
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@ -70,73 +80,66 @@ pub fn ui_focus_system(
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let mouse_clicked =
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mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
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let mut hovered_entity = None;
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{
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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)| {
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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 min = ui_position - extents;
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let max = ui_position + extents;
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// if the current cursor position is within the bounds of the node, consider it for clicking
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if (min.x..max.x).contains(&cursor_position.x)
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&& (min.y..max.y).contains(&cursor_position.y)
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{
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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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*interaction = Interaction::None;
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}
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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)| {
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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 min = ui_position - extents;
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let max = ui_position + extents;
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// if the current cursor position is within the bounds of the node, consider it for clicking
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if (min.x..max.x).contains(&cursor_position.x)
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&& (min.y..max.y).contains(&cursor_position.y)
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{
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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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*interaction = Interaction::None;
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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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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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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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if mouse_clicked {
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// only consider nodes with ClickState "clickable"
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if *interaction != Interaction::Clicked {
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*interaction = Interaction::Clicked;
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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 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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} else if *interaction == Interaction::None {
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*interaction = Interaction::Hovered;
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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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hovered_entity = Some(entity);
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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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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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// if there is a new hovered entity, but an entity is currently hovered, unhover the old entity
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if let Some(new_hovered_entity) = hovered_entity {
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if let Some(old_hovered_entity) = state.hovered_entity {
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if new_hovered_entity != old_hovered_entity {
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if let Ok(mut interaction) =
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node_query.get_component_mut::<Interaction>(old_hovered_entity)
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{
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if *interaction == Interaction::Hovered {
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*interaction = Interaction::None;
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}
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}
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state.hovered_entity = None;
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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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if *interaction != Interaction::None {
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*interaction = Interaction::None;
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}
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}
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state.hovered_entity = hovered_entity;
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}
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}
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