303 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			303 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiStack};
 | |
| use bevy_derive::{Deref, DerefMut};
 | |
| use bevy_ecs::{
 | |
|     change_detection::DetectChangesMut,
 | |
|     entity::Entity,
 | |
|     prelude::{Component, With},
 | |
|     query::WorldQuery,
 | |
|     reflect::ReflectComponent,
 | |
|     system::{Local, Query, Res},
 | |
| };
 | |
| use bevy_input::{mouse::MouseButton, touch::Touches, Input};
 | |
| use bevy_math::Vec2;
 | |
| use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
 | |
| use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ComputedVisibility};
 | |
| use bevy_transform::components::GlobalTransform;
 | |
| 
 | |
| use bevy_window::{PrimaryWindow, Window};
 | |
| use serde::{Deserialize, Serialize};
 | |
| use smallvec::SmallVec;
 | |
| 
 | |
| /// Describes what type of input interaction has occurred for a UI node.
 | |
| ///
 | |
| /// This is commonly queried with a `Changed<Interaction>` filter.
 | |
| ///
 | |
| /// Updated in [`ui_focus_system`].
 | |
| ///
 | |
| /// If a UI node has both [`Interaction`] and [`ComputedVisibility`] components,
 | |
| /// [`Interaction`] will always be [`Interaction::None`]
 | |
| /// when [`ComputedVisibility::is_visible()`] is false.
 | |
| /// This ensures that hidden UI nodes are not interactable,
 | |
| /// and do not end up stuck in an active state if hidden at the wrong time.
 | |
| ///
 | |
| /// Note that you can also control the visibility of a node using the [`Display`](crate::ui_node::Display) property,
 | |
| /// which fully collapses it during layout calculations.
 | |
| #[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
 | |
| #[reflect(Component, Serialize, Deserialize, PartialEq)]
 | |
| pub enum Interaction {
 | |
|     /// The node has been clicked
 | |
|     Clicked,
 | |
|     /// The node has been hovered over
 | |
|     Hovered,
 | |
|     /// Nothing has happened
 | |
|     None,
 | |
| }
 | |
| 
 | |
| impl Interaction {
 | |
|     const DEFAULT: Self = Self::None;
 | |
| }
 | |
| 
 | |
| impl Default for Interaction {
 | |
|     fn default() -> Self {
 | |
|         Self::DEFAULT
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// A component storing the position of the mouse relative to the node, (0., 0.) being the top-left corner and (1., 1.) being the bottom-right
 | |
| /// If the mouse is not over the node, the value will go beyond the range of (0., 0.) to (1., 1.)
 | |
| /// A None value means that the cursor position is unknown.
 | |
| ///
 | |
| /// It can be used alongside interaction to get the position of the press.
 | |
| #[derive(
 | |
|     Component,
 | |
|     Deref,
 | |
|     DerefMut,
 | |
|     Copy,
 | |
|     Clone,
 | |
|     Default,
 | |
|     PartialEq,
 | |
|     Debug,
 | |
|     Reflect,
 | |
|     Serialize,
 | |
|     Deserialize,
 | |
| )]
 | |
| #[reflect(Component, Serialize, Deserialize, PartialEq)]
 | |
| pub struct RelativeCursorPosition {
 | |
|     /// Cursor position relative to size and position of the Node.
 | |
|     pub normalized: Option<Vec2>,
 | |
| }
 | |
| 
 | |
| impl RelativeCursorPosition {
 | |
|     /// A helper function to check if the mouse is over the node
 | |
|     pub fn mouse_over(&self) -> bool {
 | |
|         self.normalized
 | |
|             .map(|position| (0.0..1.).contains(&position.x) && (0.0..1.).contains(&position.y))
 | |
|             .unwrap_or(false)
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Describes whether the node should block interactions with lower nodes
 | |
| #[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
 | |
| #[reflect(Component, Serialize, Deserialize, PartialEq)]
 | |
| pub enum FocusPolicy {
 | |
|     /// Blocks interaction
 | |
|     Block,
 | |
|     /// Lets interaction pass through
 | |
|     Pass,
 | |
| }
 | |
| 
 | |
| impl FocusPolicy {
 | |
|     const DEFAULT: Self = Self::Pass;
 | |
| }
 | |
| 
 | |
| impl Default for FocusPolicy {
 | |
|     fn default() -> Self {
 | |
|         Self::DEFAULT
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Contains entities whose Interaction should be set to None
 | |
| #[derive(Default)]
 | |
| pub struct State {
 | |
|     entities_to_reset: SmallVec<[Entity; 1]>,
 | |
| }
 | |
| 
 | |
| /// Main query for [`ui_focus_system`]
 | |
| #[derive(WorldQuery)]
 | |
| #[world_query(mutable)]
 | |
| pub struct NodeQuery {
 | |
|     entity: Entity,
 | |
|     node: &'static Node,
 | |
|     global_transform: &'static GlobalTransform,
 | |
|     interaction: Option<&'static mut Interaction>,
 | |
|     relative_cursor_position: Option<&'static mut RelativeCursorPosition>,
 | |
|     focus_policy: Option<&'static FocusPolicy>,
 | |
|     calculated_clip: Option<&'static CalculatedClip>,
 | |
|     computed_visibility: Option<&'static ComputedVisibility>,
 | |
| }
 | |
| 
 | |
| /// The system that sets Interaction for all UI elements based on the mouse cursor activity
 | |
| ///
 | |
| /// Entities with a hidden [`ComputedVisibility`] are always treated as released.
 | |
| #[allow(clippy::too_many_arguments)]
 | |
| pub fn ui_focus_system(
 | |
|     mut state: Local<State>,
 | |
|     camera: Query<(&Camera, Option<&UiCameraConfig>)>,
 | |
|     windows: Query<&Window>,
 | |
|     mouse_button_input: Res<Input<MouseButton>>,
 | |
|     touches_input: Res<Touches>,
 | |
|     ui_stack: Res<UiStack>,
 | |
|     mut node_query: Query<NodeQuery>,
 | |
|     primary_window: Query<Entity, With<PrimaryWindow>>,
 | |
| ) {
 | |
|     let primary_window = primary_window.iter().next();
 | |
| 
 | |
|     // reset entities that were both clicked and released in the last frame
 | |
|     for entity in state.entities_to_reset.drain(..) {
 | |
|         if let Ok(mut interaction) = node_query.get_component_mut::<Interaction>(entity) {
 | |
|             *interaction = Interaction::None;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     let mouse_released =
 | |
|         mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released();
 | |
|     if mouse_released {
 | |
|         for node in node_query.iter_mut() {
 | |
|             if let Some(mut interaction) = node.interaction {
 | |
|                 if *interaction == Interaction::Clicked {
 | |
|                     *interaction = Interaction::None;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     let mouse_clicked =
 | |
|         mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
 | |
| 
 | |
|     let is_ui_disabled =
 | |
|         |camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. }));
 | |
| 
 | |
|     let cursor_position = camera
 | |
|         .iter()
 | |
|         .filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui))
 | |
|         .filter_map(|(camera, _)| {
 | |
|             if let Some(NormalizedRenderTarget::Window(window_ref)) =
 | |
|                 camera.target.normalize(primary_window)
 | |
|             {
 | |
|                 Some(window_ref)
 | |
|             } else {
 | |
|                 None
 | |
|             }
 | |
|         })
 | |
|         .find_map(|window_ref| {
 | |
|             windows.get(window_ref.entity()).ok().and_then(|window| {
 | |
|                 window.cursor_position().map(|mut cursor_pos| {
 | |
|                     cursor_pos.y = window.height() - cursor_pos.y;
 | |
|                     cursor_pos
 | |
|                 })
 | |
|             })
 | |
|         })
 | |
|         .or_else(|| touches_input.first_pressed_position());
 | |
| 
 | |
|     // prepare an iterator that contains all the nodes that have the cursor in their rect,
 | |
|     // from the top node to the bottom one. this will also reset the interaction to `None`
 | |
|     // for all nodes encountered that are no longer hovered.
 | |
|     let mut hovered_nodes = ui_stack
 | |
|         .uinodes
 | |
|         .iter()
 | |
|         // reverse the iterator to traverse the tree from closest nodes to furthest
 | |
|         .rev()
 | |
|         .filter_map(|entity| {
 | |
|             if let Ok(node) = node_query.get_mut(*entity) {
 | |
|                 // Nodes that are not rendered should not be interactable
 | |
|                 if let Some(computed_visibility) = node.computed_visibility {
 | |
|                     if !computed_visibility.is_visible() {
 | |
|                         // Reset their interaction to None to avoid strange stuck state
 | |
|                         if let Some(mut interaction) = node.interaction {
 | |
|                             // We cannot simply set the interaction to None, as that will trigger change detection repeatedly
 | |
|                             interaction.set_if_neq(Interaction::None);
 | |
|                         }
 | |
| 
 | |
|                         return None;
 | |
|                     }
 | |
|                 }
 | |
| 
 | |
|                 let position = node.global_transform.translation();
 | |
|                 let ui_position = position.truncate();
 | |
|                 let extents = node.node.size() / 2.0;
 | |
|                 let mut min = ui_position - extents;
 | |
|                 if let Some(clip) = node.calculated_clip {
 | |
|                     min = Vec2::max(min, clip.clip.min);
 | |
|                 }
 | |
| 
 | |
|                 // The mouse position relative to the node
 | |
|                 // (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
 | |
|                 let relative_cursor_position = cursor_position.map(|cursor_position| {
 | |
|                     Vec2::new(
 | |
|                         (cursor_position.x - min.x) / node.node.size().x,
 | |
|                         (cursor_position.y - min.y) / node.node.size().y,
 | |
|                     )
 | |
|                 });
 | |
| 
 | |
|                 // If the current cursor position is within the bounds of the node, consider it for
 | |
|                 // clicking
 | |
|                 let relative_cursor_position_component = RelativeCursorPosition {
 | |
|                     normalized: relative_cursor_position,
 | |
|                 };
 | |
| 
 | |
|                 let contains_cursor = relative_cursor_position_component.mouse_over();
 | |
| 
 | |
|                 // Save the relative cursor position to the correct component
 | |
|                 if let Some(mut node_relative_cursor_position_component) =
 | |
|                     node.relative_cursor_position
 | |
|                 {
 | |
|                     *node_relative_cursor_position_component = relative_cursor_position_component;
 | |
|                 }
 | |
| 
 | |
|                 if contains_cursor {
 | |
|                     Some(*entity)
 | |
|                 } else {
 | |
|                     if let Some(mut interaction) = node.interaction {
 | |
|                         if *interaction == Interaction::Hovered || (cursor_position.is_none()) {
 | |
|                             interaction.set_if_neq(Interaction::None);
 | |
|                         }
 | |
|                     }
 | |
|                     None
 | |
|                 }
 | |
|             } else {
 | |
|                 None
 | |
|             }
 | |
|         })
 | |
|         .collect::<Vec<Entity>>()
 | |
|         .into_iter();
 | |
| 
 | |
|     // set Clicked or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
 | |
|     // the iteration will stop on it because it "captures" the interaction.
 | |
|     let mut iter = node_query.iter_many_mut(hovered_nodes.by_ref());
 | |
|     while let Some(node) = iter.fetch_next() {
 | |
|         if let Some(mut interaction) = node.interaction {
 | |
|             if mouse_clicked {
 | |
|                 // only consider nodes with Interaction "clickable"
 | |
|                 if *interaction != Interaction::Clicked {
 | |
|                     *interaction = Interaction::Clicked;
 | |
|                     // if the mouse was simultaneously released, reset this Interaction in the next
 | |
|                     // frame
 | |
|                     if mouse_released {
 | |
|                         state.entities_to_reset.push(node.entity);
 | |
|                     }
 | |
|                 }
 | |
|             } else if *interaction == Interaction::None {
 | |
|                 *interaction = Interaction::Hovered;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         match node.focus_policy.unwrap_or(&FocusPolicy::Block) {
 | |
|             FocusPolicy::Block => {
 | |
|                 break;
 | |
|             }
 | |
|             FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
 | |
|         }
 | |
|     }
 | |
|     // reset `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in
 | |
|     // `moused_over_nodes` after the previous loop is exited.
 | |
|     let mut iter = node_query.iter_many_mut(hovered_nodes);
 | |
|     while let Some(node) = iter.fetch_next() {
 | |
|         if let Some(mut interaction) = node.interaction {
 | |
|             // don't reset clicked nodes because they're handled separately
 | |
|             if *interaction != Interaction::Clicked {
 | |
|                 interaction.set_if_neq(Interaction::None);
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | 
