 7b935c424b
			
		
	
	
		7b935c424b
		
			
		
	
	
	
	
		
			
			# Objective Remove the rebinding and use `Rect::contains` in `bevy_picking::pointer::Location::is_in_viewport`.
		
			
				
	
	
		
			338 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			338 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Types and systems for pointer inputs, such as position and buttons.
 | |
| //!
 | |
| //! The picking system is built around the concept of a 'Pointer', which is an
 | |
| //! abstract representation of a user input with a specific screen location. The cursor
 | |
| //! and touch input is provided under [`crate::input`], but you can also implement
 | |
| //! your own custom pointers by supplying a unique ID.
 | |
| //!
 | |
| //! The purpose of this module is primarily to provide a common interface that can be
 | |
| //! driven by lower-level input devices and consumed by higher-level interaction systems.
 | |
| 
 | |
| use bevy_ecs::prelude::*;
 | |
| use bevy_math::Vec2;
 | |
| use bevy_reflect::prelude::*;
 | |
| use bevy_render::camera::{Camera, NormalizedRenderTarget};
 | |
| use bevy_utils::HashMap;
 | |
| use bevy_window::PrimaryWindow;
 | |
| 
 | |
| use uuid::Uuid;
 | |
| 
 | |
| use core::{fmt::Debug, ops::Deref};
 | |
| 
 | |
| use crate::backend::HitData;
 | |
| 
 | |
| /// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned.
 | |
| ///
 | |
| /// This component is needed because pointers can be spawned and despawned, but they need to have a
 | |
| /// stable ID that persists regardless of the Entity they are associated with.
 | |
| #[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)]
 | |
| #[require(PointerLocation, PointerPress, PointerInteraction)]
 | |
| #[reflect(Component, Default, Debug, Hash, PartialEq)]
 | |
| pub enum PointerId {
 | |
|     /// The mouse pointer.
 | |
|     #[default]
 | |
|     Mouse,
 | |
|     /// A touch input, usually numbered by window touch events from `winit`.
 | |
|     Touch(u64),
 | |
|     /// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software
 | |
|     /// controlled cursor.
 | |
|     #[reflect(ignore)]
 | |
|     Custom(Uuid),
 | |
| }
 | |
| 
 | |
| impl PointerId {
 | |
|     /// Returns true if the pointer is a touch input.
 | |
|     pub fn is_touch(&self) -> bool {
 | |
|         matches!(self, PointerId::Touch(_))
 | |
|     }
 | |
|     /// Returns true if the pointer is the mouse.
 | |
|     pub fn is_mouse(&self) -> bool {
 | |
|         matches!(self, PointerId::Mouse)
 | |
|     }
 | |
|     /// Returns true if the pointer is a custom input.
 | |
|     pub fn is_custom(&self) -> bool {
 | |
|         matches!(self, PointerId::Custom(_))
 | |
|     }
 | |
|     /// Returns the touch id if the pointer is a touch input.
 | |
|     pub fn get_touch_id(&self) -> Option<u64> {
 | |
|         if let PointerId::Touch(id) = self {
 | |
|             Some(*id)
 | |
|         } else {
 | |
|             None
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Holds a list of entities this pointer is currently interacting with, sorted from nearest to
 | |
| /// farthest.
 | |
| #[derive(Debug, Default, Clone, Component, Reflect)]
 | |
| #[reflect(Component, Default, Debug)]
 | |
| pub struct PointerInteraction {
 | |
|     pub(crate) sorted_entities: Vec<(Entity, HitData)>,
 | |
| }
 | |
| 
 | |
| impl PointerInteraction {
 | |
|     /// Returns the nearest hit entity and data about that intersection.
 | |
|     pub fn get_nearest_hit(&self) -> Option<&(Entity, HitData)> {
 | |
|         self.sorted_entities.first()
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl Deref for PointerInteraction {
 | |
|     type Target = Vec<(Entity, HitData)>;
 | |
| 
 | |
|     fn deref(&self) -> &Self::Target {
 | |
|         &self.sorted_entities
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups.
 | |
| #[derive(Debug, Clone, Default, Resource)]
 | |
| pub struct PointerMap {
 | |
|     inner: HashMap<PointerId, Entity>,
 | |
| }
 | |
| 
 | |
| impl PointerMap {
 | |
|     /// Get the [`Entity`] of the supplied [`PointerId`].
 | |
|     pub fn get_entity(&self, pointer_id: PointerId) -> Option<Entity> {
 | |
|         self.inner.get(&pointer_id).copied()
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Update the [`PointerMap`] resource with the current frame's data.
 | |
| pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut<PointerMap>) {
 | |
|     map.inner.clear();
 | |
|     for (entity, id) in &pointers {
 | |
|         map.inner.insert(*id, entity);
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Tracks the state of the pointer's buttons in response to [`PointerInput`] events.
 | |
| #[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
 | |
| #[reflect(Component, Default, Debug, PartialEq)]
 | |
| pub struct PointerPress {
 | |
|     primary: bool,
 | |
|     secondary: bool,
 | |
|     middle: bool,
 | |
| }
 | |
| 
 | |
| impl PointerPress {
 | |
|     /// Returns true if the primary pointer button is pressed.
 | |
|     #[inline]
 | |
|     pub fn is_primary_pressed(&self) -> bool {
 | |
|         self.primary
 | |
|     }
 | |
| 
 | |
|     /// Returns true if the secondary pointer button is pressed.
 | |
|     #[inline]
 | |
|     pub fn is_secondary_pressed(&self) -> bool {
 | |
|         self.secondary
 | |
|     }
 | |
| 
 | |
|     /// Returns true if the middle (tertiary) pointer button is pressed.
 | |
|     #[inline]
 | |
|     pub fn is_middle_pressed(&self) -> bool {
 | |
|         self.middle
 | |
|     }
 | |
| 
 | |
|     /// Returns true if any pointer button is pressed.
 | |
|     #[inline]
 | |
|     pub fn is_any_pressed(&self) -> bool {
 | |
|         self.primary || self.middle || self.secondary
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// The stage of the pointer button press event
 | |
| #[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
 | |
| pub enum PressDirection {
 | |
|     /// The pointer button was just pressed
 | |
|     Down,
 | |
|     /// The pointer button was just released
 | |
|     Up,
 | |
| }
 | |
| 
 | |
| /// The button that was just pressed or released
 | |
| #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
 | |
| pub enum PointerButton {
 | |
|     /// The primary pointer button
 | |
|     Primary,
 | |
|     /// The secondary pointer button
 | |
|     Secondary,
 | |
|     /// The tertiary pointer button
 | |
|     Middle,
 | |
| }
 | |
| 
 | |
| impl PointerButton {
 | |
|     /// Iterator over all buttons that a pointer can have.
 | |
|     pub fn iter() -> impl Iterator<Item = PointerButton> {
 | |
|         [Self::Primary, Self::Secondary, Self::Middle].into_iter()
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Component that tracks a pointer's current [`Location`].
 | |
| #[derive(Debug, Default, Clone, Component, Reflect, PartialEq)]
 | |
| #[reflect(Component, Default, Debug, PartialEq)]
 | |
| pub struct PointerLocation {
 | |
|     /// The [`Location`] of the pointer. Note that a location is both the target, and the position
 | |
|     /// on the target.
 | |
|     #[reflect(ignore)]
 | |
|     pub location: Option<Location>,
 | |
| }
 | |
| 
 | |
| impl PointerLocation {
 | |
|     ///Returns a [`PointerLocation`] associated with the given location
 | |
|     pub fn new(location: Location) -> Self {
 | |
|         Self {
 | |
|             location: Some(location),
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is
 | |
|     /// inactive.
 | |
|     pub fn location(&self) -> Option<&Location> {
 | |
|         self.location.as_ref()
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y
 | |
| /// position of the pointer on this render target.
 | |
| ///
 | |
| /// Note that:
 | |
| /// - a pointer can move freely between render targets
 | |
| /// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same
 | |
| ///   render target. It is up to picking backends to associate a Pointer's `Location` with a
 | |
| ///   specific `Camera`, if any.
 | |
| #[derive(Debug, Clone, Component, Reflect, PartialEq)]
 | |
| #[reflect(Component, Debug, PartialEq)]
 | |
| pub struct Location {
 | |
|     /// The [`NormalizedRenderTarget`] associated with the pointer, usually a window.
 | |
|     pub target: NormalizedRenderTarget,
 | |
|     /// The position of the pointer in the `target`.
 | |
|     pub position: Vec2,
 | |
| }
 | |
| 
 | |
| impl Location {
 | |
|     /// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport.
 | |
|     ///
 | |
|     /// Note this returns `false` if the location and camera have different render targets.
 | |
|     #[inline]
 | |
|     pub fn is_in_viewport(
 | |
|         &self,
 | |
|         camera: &Camera,
 | |
|         primary_window: &Query<Entity, With<PrimaryWindow>>,
 | |
|     ) -> bool {
 | |
|         if camera
 | |
|             .target
 | |
|             .normalize(Some(match primary_window.get_single() {
 | |
|                 Ok(w) => w,
 | |
|                 Err(_) => return false,
 | |
|             }))
 | |
|             .as_ref()
 | |
|             != Some(&self.target)
 | |
|         {
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
|         camera
 | |
|             .logical_viewport_rect()
 | |
|             .map(|rect| rect.contains(self.position))
 | |
|             .unwrap_or(false)
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Types of actions that can be taken by pointers.
 | |
| #[derive(Debug, Clone, Copy, Reflect)]
 | |
| pub enum PointerAction {
 | |
|     /// A button has been pressed on the pointer.
 | |
|     Pressed {
 | |
|         /// The press direction, either down or up.
 | |
|         direction: PressDirection,
 | |
|         /// The button that was pressed.
 | |
|         button: PointerButton,
 | |
|     },
 | |
|     /// The pointer has moved.
 | |
|     Moved {
 | |
|         /// How much the pointer moved from the previous position.
 | |
|         delta: Vec2,
 | |
|     },
 | |
|     /// The pointer has been canceled. The OS can cause this to happen to touch events.
 | |
|     Canceled,
 | |
| }
 | |
| 
 | |
| /// An input event effecting a pointer.
 | |
| #[derive(Event, Debug, Clone, Reflect)]
 | |
| pub struct PointerInput {
 | |
|     /// The id of the pointer.
 | |
|     pub pointer_id: PointerId,
 | |
|     /// The location of the pointer. For [[`PointerAction::Moved`]], this is the location after the movement.
 | |
|     pub location: Location,
 | |
|     /// The action that the event describes.
 | |
|     pub action: PointerAction,
 | |
| }
 | |
| 
 | |
| impl PointerInput {
 | |
|     /// Creates a new pointer input event.
 | |
|     ///
 | |
|     /// Note that `location` refers to the position of the pointer *after* the event occurred.
 | |
|     pub fn new(pointer_id: PointerId, location: Location, action: PointerAction) -> PointerInput {
 | |
|         PointerInput {
 | |
|             pointer_id,
 | |
|             location,
 | |
|             action,
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /// Returns true if the `target_button` of this pointer was just pressed.
 | |
|     #[inline]
 | |
|     pub fn button_just_pressed(&self, target_button: PointerButton) -> bool {
 | |
|         if let PointerAction::Pressed { direction, button } = self.action {
 | |
|             direction == PressDirection::Down && button == target_button
 | |
|         } else {
 | |
|             false
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /// Returns true if the `target_button` of this pointer was just released.
 | |
|     #[inline]
 | |
|     pub fn button_just_released(&self, target_button: PointerButton) -> bool {
 | |
|         if let PointerAction::Pressed { direction, button } = self.action {
 | |
|             direction == PressDirection::Up && button == target_button
 | |
|         } else {
 | |
|             false
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /// Updates pointer entities according to the input events.
 | |
|     pub fn receive(
 | |
|         mut events: EventReader<PointerInput>,
 | |
|         mut pointers: Query<(&PointerId, &mut PointerLocation, &mut PointerPress)>,
 | |
|     ) {
 | |
|         for event in events.read() {
 | |
|             match event.action {
 | |
|                 PointerAction::Pressed { direction, button } => {
 | |
|                     pointers
 | |
|                         .iter_mut()
 | |
|                         .for_each(|(pointer_id, _, mut pointer)| {
 | |
|                             if *pointer_id == event.pointer_id {
 | |
|                                 let is_down = direction == PressDirection::Down;
 | |
|                                 match button {
 | |
|                                     PointerButton::Primary => pointer.primary = is_down,
 | |
|                                     PointerButton::Secondary => pointer.secondary = is_down,
 | |
|                                     PointerButton::Middle => pointer.middle = is_down,
 | |
|                                 }
 | |
|                             }
 | |
|                         });
 | |
|                 }
 | |
|                 PointerAction::Moved { .. } => {
 | |
|                     pointers.iter_mut().for_each(|(id, mut pointer, _)| {
 | |
|                         if *id == event.pointer_id {
 | |
|                             pointer.location = Some(event.location.to_owned());
 | |
|                         }
 | |
|                     });
 | |
|                 }
 | |
|                 _ => {}
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 |