More DefaultUiCamera fixes (#17120)
# Objective Found more excessive `DefaultUiCamera` queries outside of extraction. The default UI camera lookup only needs to be done once. Do it first, not per node. --------- Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
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@ -213,6 +213,8 @@ pub fn ui_focus_system(
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})
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.collect();
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let default_camera_entity = default_ui_camera.get();
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// prepare an iterator that contains all the nodes that have the cursor in their rect,
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// from the top node to the bottom one. this will also reset the interaction to `None`
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// for all nodes encountered that are no longer hovered.
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@ -239,7 +241,7 @@ pub fn ui_focus_system(
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let camera_entity = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())?;
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.or(default_camera_entity)?;
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let node_rect = Rect::from_center_size(
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node.global_transform.translation().truncate(),
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@ -72,6 +72,8 @@ pub fn ui_picking(
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// For each camera, the pointer and its position
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let mut pointer_pos_by_camera = HashMap::<Entity, HashMap<PointerId, Vec2>>::default();
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let default_camera_entity = default_ui_camera.get();
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for (pointer_id, pointer_location) in
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pointers.iter().filter_map(|(pointer, pointer_location)| {
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Some(*pointer).zip(pointer_location.location().cloned())
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@ -133,7 +135,7 @@ pub fn ui_picking(
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let Some(camera_entity) = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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.or(default_camera_entity)
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else {
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continue;
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};
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@ -189,7 +191,7 @@ pub fn ui_picking(
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let Some(camera_entity) = node
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.target_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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.or(default_camera_entity)
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else {
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continue;
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};
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@ -268,10 +268,12 @@ pub fn measure_text_system(
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) {
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scale_factors_buffer.clear();
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let default_camera_entity = default_ui_camera.get();
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for (entity, block, content_size, text_flags, computed, maybe_camera) in &mut text_query {
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let Some(camera_entity) = maybe_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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.or(default_camera_entity)
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else {
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continue;
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};
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