Fix PickingInteraction change detection (#19488)

# Objective

Fixes #19464

## Solution

Instead of clearing previous `PickingInteractions` before updating, we
clear them last for those components that weren't updated, and use
`set_if_neq` when writing.

## Testing

I tried the sprite_picking example and it still works. 

You can add the following system to picking examples to check that
change detection works as intended:

```rust
fn print_picking(query: Query<(Entity, &PickingInteraction), Changed<PickingInteraction>>) {
    for (entity, interaction) in &query {
        println!("{entity} {interaction:?}");
    }
}
```
This commit is contained in:
Kristoffer Søholm 2025-06-08 18:29:13 +02:00 committed by GitHub
parent 6b5289bd5e
commit 2c37bdeb47
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@ -208,18 +208,6 @@ pub fn update_interactions(
mut pointers: Query<(&PointerId, &PointerPress, &mut PointerInteraction)>,
mut interact: Query<&mut PickingInteraction>,
) {
// Clear all previous hover data from pointers and entities
for (pointer, _, mut pointer_interaction) in &mut pointers {
pointer_interaction.sorted_entities.clear();
if let Some(previously_hovered_entities) = previous_hover_map.get(pointer) {
for entity in previously_hovered_entities.keys() {
if let Ok(mut interaction) = interact.get_mut(*entity) {
*interaction = PickingInteraction::None;
}
}
}
}
// Create a map to hold the aggregated interaction for each entity. This is needed because we
// need to be able to insert the interaction component on entities if they do not exist. To do
// so we need to know the final aggregated interaction state to avoid the scenario where we set
@ -239,13 +227,29 @@ pub fn update_interactions(
}
// Take the aggregated entity states and update or insert the component if missing.
for (hovered_entity, new_interaction) in new_interaction_state.drain() {
for (&hovered_entity, &new_interaction) in new_interaction_state.iter() {
if let Ok(mut interaction) = interact.get_mut(hovered_entity) {
*interaction = new_interaction;
interaction.set_if_neq(new_interaction);
} else if let Ok(mut entity_commands) = commands.get_entity(hovered_entity) {
entity_commands.try_insert(new_interaction);
}
}
// Clear all previous hover data from pointers that are no longer hovering any entities.
// We do this last to preserve change detection for picking interactions.
for (pointer, _, _) in &mut pointers {
let Some(previously_hovered_entities) = previous_hover_map.get(pointer) else {
continue;
};
for entity in previously_hovered_entities.keys() {
if !new_interaction_state.contains_key(entity) {
if let Ok(mut interaction) = interact.get_mut(*entity) {
interaction.set_if_neq(PickingInteraction::None);
}
}
}
}
}
/// Merge the interaction state of this entity into the aggregated map.