ui: only allow one thing to be hovered at a time

This commit is contained in:
Carter Anderson 2020-07-19 20:52:15 -07:00
parent d8b3d078b4
commit bd227859eb

View File

@ -47,6 +47,7 @@ impl Default for FocusPolicy {
pub struct State { pub struct State {
cursor_moved_event_reader: EventReader<CursorMoved>, cursor_moved_event_reader: EventReader<CursorMoved>,
cursor_position: Vec2, cursor_position: Vec2,
hovered_entity: Option<Entity>,
} }
pub fn ui_focus_system( pub fn ui_focus_system(
@ -55,6 +56,7 @@ pub fn ui_focus_system(
mouse_button_input: Res<Input<MouseButton>>, mouse_button_input: Res<Input<MouseButton>>,
cursor_moved_events: Res<Events<CursorMoved>>, cursor_moved_events: Res<Events<CursorMoved>>,
mut node_query: Query<( mut node_query: Query<(
Entity,
&Node, &Node,
&Transform, &Transform,
Option<&mut Click>, Option<&mut Click>,
@ -67,7 +69,7 @@ pub fn ui_focus_system(
} }
if mouse_button_input.just_released(MouseButton::Left) { if mouse_button_input.just_released(MouseButton::Left) {
for (_node, _transform, click, _hover, _focus_policy) in &mut node_query.iter() { for (_entity, _node, _transform, click, _hover, _focus_policy) in &mut node_query.iter() {
if let Some(mut click) = click { if let Some(mut click) = click {
if *click == Click::Pressed { if *click == Click::Pressed {
*click = Click::Released; *click = Click::Released;
@ -78,11 +80,13 @@ pub fn ui_focus_system(
let mouse_clicked = mouse_button_input.just_pressed(MouseButton::Left); let mouse_clicked = mouse_button_input.just_pressed(MouseButton::Left);
let window = windows.get_primary().unwrap(); let window = windows.get_primary().unwrap();
let mut hovered_entity = None;
{
let mut query_iter = node_query.iter(); let mut query_iter = node_query.iter();
let mut moused_over_z_sorted_nodes = query_iter let mut moused_over_z_sorted_nodes = query_iter
.iter() .iter()
.filter_map(|(node, transform, click, hover, focus_policy)| { .filter_map(|(entity, node, transform, click, hover, focus_policy)| {
let position = transform.value.w_axis(); let position = transform.value.w_axis();
// TODO: ui transform is currently in world space, so we need to move it to ui space. we should make these transforms ui space // TODO: ui transform is currently in world space, so we need to move it to ui space. we should make these transforms ui space
let ui_position = position.truncate().truncate() let ui_position = position.truncate().truncate()
@ -94,7 +98,7 @@ pub fn ui_focus_system(
if (min.x()..max.x()).contains(&state.cursor_position.x()) if (min.x()..max.x()).contains(&state.cursor_position.x())
&& (min.y()..max.y()).contains(&state.cursor_position.y()) && (min.y()..max.y()).contains(&state.cursor_position.y())
{ {
Some((focus_policy, click, hover, FloatOrd(position.z()))) Some((entity, focus_policy, click, hover, FloatOrd(position.z())))
} else { } else {
if let Some(mut hover) = hover { if let Some(mut hover) = hover {
if *hover == Hover::Hovered { if *hover == Hover::Hovered {
@ -106,8 +110,8 @@ pub fn ui_focus_system(
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z); moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, _, z)| -*z);
for (focus_policy, click, hover, _) in moused_over_z_sorted_nodes { for (entity, focus_policy, click, hover, _) in moused_over_z_sorted_nodes {
if mouse_clicked { if mouse_clicked {
// only consider nodes with ClickState "clickable" // only consider nodes with ClickState "clickable"
if let Some(mut click) = click { if let Some(mut click) = click {
@ -121,6 +125,8 @@ pub fn ui_focus_system(
if *hover == Hover::NotHovered { if *hover == Hover::NotHovered {
*hover = Hover::Hovered; *hover = Hover::Hovered;
} }
hovered_entity = Some(entity);
} }
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) { match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => { FocusPolicy::Block => {
@ -129,4 +135,20 @@ pub fn ui_focus_system(
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ } 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 hover) = node_query.get_mut(old_hovered_entity) {
if *hover == Hover::Hovered {
*hover = Hover::NotHovered;
}
}
state.hovered_entity = None;
}
}
state.hovered_entity = hovered_entity;
}
} }