Fix ui picking outside the viewport (#19744)

# Objective

Fixes #19692 

## Solution

- Skip pointers outside the viewport.

## Testing

Tested with the following example:

<details>
<summary>Click to expand code</summary>

```rust
use bevy::{
    prelude::*, render:📷:Viewport, window::SystemCursorIcon, winit::cursor::CursorIcon,
};

fn main() -> AppExit {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .insert_resource(ClearColor(Color::BLACK))
        .run()
}

fn setup(mut commands: Commands, window: Single<&Window>) {
    //
    commands.spawn((
        Camera2d,
        Camera {
            clear_color: ClearColorConfig::Custom(Color::WHITE),
            viewport: Some(Viewport {
                physical_position: UVec2::new(
                    window.physical_width() / 4,
                    window.physical_height() / 4,
                ),
                physical_size: UVec2::new(
                    window.physical_width() / 2,
                    window.physical_height() / 2,
                ),
                ..default()
            }),
            ..default()
        },
    ));

    commands
        .spawn((
            Node {
                top: Val::Px(100.0),
                left: Val::Px(100.0),
                width: Val::Px(200.0),
                height: Val::Px(200.0),
                ..default()
            },
            BackgroundColor(Color::srgb(1.0, 0.0, 0.0)),
        ))
        .observe(|trigger: On<Pointer<Drag>>, mut node: Query<&mut Node>| {
            let mut node = node.get_mut(trigger.target()).unwrap();
            node.left = Val::Px(px(node.left) + trigger.delta.x);
            node.top = Val::Px(px(node.top) + trigger.delta.y);
        })
        .observe(
            |_: On<Pointer<DragStart>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands
                    .entity(*window)
                    .insert(CursorIcon::from(SystemCursorIcon::Grabbing));
            },
        )
        .observe(
            |_: On<Pointer<DragEnd>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands.entity(*window).remove::<CursorIcon>();
            },
        );
}

fn px(val: Val) -> f32 {
    match val {
        Val::Px(px) => px,
        _ => 0.0,
    }
}
```
</details>

## Additional information

This is at least also broken on the sprite picking backend. I guess the
fix for other backends are also trivial if this is correct.
(Sprite picking: #19747)
This commit is contained in:
Jannik Obermann 2025-07-01 00:46:56 +02:00 committed by GitHub
parent 169254b938
commit 83afcb5a2b
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -140,6 +140,10 @@ pub fn ui_picking(
let mut pointer_pos = let mut pointer_pos =
pointer_location.position * camera_data.target_scaling_factor().unwrap_or(1.); pointer_location.position * camera_data.target_scaling_factor().unwrap_or(1.);
if let Some(viewport) = camera_data.physical_viewport_rect() { if let Some(viewport) = camera_data.physical_viewport_rect() {
if !viewport.as_rect().contains(pointer_pos) {
// The pointer is outside the viewport, skip it
continue;
}
pointer_pos -= viewport.min.as_vec2(); pointer_pos -= viewport.min.as_vec2();
} }
pointer_pos_by_camera pointer_pos_by_camera