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
This commit is contained in:
davier 2021-02-01 01:03:25 +00:00 committed by GitHub
parent 0867dc76a3
commit 1d3dfd3938
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 61 additions and 57 deletions

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@ -33,3 +33,4 @@ bevy_utils = { path = "../bevy_utils", version = "0.4.0" }
# other
stretch = "0.3"
serde = {version = "1", features = ["derive"]}
smallvec = "1.4"

View File

@ -4,6 +4,7 @@ use bevy_ecs::prelude::*;
use bevy_input::{mouse::MouseButton, touch::Touches, Input};
use bevy_transform::components::GlobalTransform;
use bevy_window::Windows;
use smallvec::SmallVec;
#[derive(Copy, Clone, Eq, PartialEq, Debug)]
pub enum Interaction {
@ -32,7 +33,7 @@ impl Default for FocusPolicy {
#[derive(Default)]
pub struct State {
hovered_entity: Option<Entity>,
entities_to_reset: SmallVec<[Entity; 1]>,
}
pub fn ui_focus_system(
@ -57,7 +58,16 @@ pub fn ui_focus_system(
return;
};
if mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0) {
// 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) in node_query.iter_mut()
{
if let Some(mut interaction) = interaction {
@ -70,9 +80,7 @@ pub fn ui_focus_system(
let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
let mut hovered_entity = None;
{
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
@ -100,20 +108,25 @@ pub fn ui_focus_system(
.collect::<Vec<_>>();
moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes {
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 ClickState "clickable"
// 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;
}
}
hovered_entity = Some(entity);
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => {
break;
@ -121,22 +134,12 @@ pub fn ui_focus_system(
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
}
}
}
// if there is a new hovered entity, but an entity is currently hovered, unhover the old entity
if let Some(new_hovered_entity) = hovered_entity {
if let Some(old_hovered_entity) = state.hovered_entity {
if new_hovered_entity != old_hovered_entity {
if let Ok(mut interaction) =
node_query.get_component_mut::<Interaction>(old_hovered_entity)
{
if *interaction == Interaction::Hovered {
// 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;
}
}
state.hovered_entity = None;
}
}
state.hovered_entity = hovered_entity;
}
}