bevy/crates/bevy_picking/src/pointer.rs
Joona Aalto 38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00

360 lines
12 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_input::mouse::MouseScrollUnit;
use bevy_math::Vec2;
use bevy_platform::collections::HashMap;
use bevy_reflect::prelude::*;
use bevy_render::camera::{Camera, NormalizedRenderTarget};
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, Clone)]
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, clone)]
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, Clone)]
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, Clone)]
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)]
#[reflect(Clone, PartialEq)]
pub enum PressDirection {
/// The pointer button was just pressed
Pressed,
/// The pointer button was just released
Released,
}
/// The button that was just pressed or released
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
#[reflect(Clone, PartialEq)]
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, Clone)]
pub struct PointerLocation {
/// The [`Location`] of the pointer. Note that a location is both the target, and the position
/// on the target.
#[reflect(ignore, clone)]
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, Reflect, PartialEq)]
#[reflect(Debug, PartialEq, Clone)]
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.single() {
Ok(w) => w,
Err(_) => return false,
}))
.as_ref()
!= Some(&self.target)
{
return false;
}
camera
.logical_viewport_rect()
.is_some_and(|rect| rect.contains(self.position))
}
}
/// Event sent to drive a pointer.
#[derive(Debug, Clone, Copy, Reflect)]
#[reflect(Clone)]
pub enum PointerAction {
/// Causes the pointer to press a button.
Press(PointerButton),
/// Causes the pointer to release a button.
Release(PointerButton),
/// Move the pointer.
Move {
/// How much the pointer moved from the previous position.
delta: Vec2,
},
/// Scroll the pointer
Scroll {
/// The mouse scroll unit.
unit: MouseScrollUnit,
/// The horizontal scroll value.
x: f32,
/// The vertical scroll value.
y: f32,
},
/// Cancel the pointer. Often used for touch events.
Cancel,
}
/// An input event effecting a pointer.
#[derive(Event, BufferedEvent, Debug, Clone, Reflect)]
#[reflect(Clone)]
pub struct PointerInput {
/// The id of the pointer.
pub pointer_id: PointerId,
/// The location of the pointer. For [`PointerAction::Move`], 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::Press(button) = self.action {
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::Release(button) = self.action {
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::Press(button) => {
pointers
.iter_mut()
.for_each(|(pointer_id, _, mut pointer)| {
if *pointer_id == event.pointer_id {
match button {
PointerButton::Primary => pointer.primary = true,
PointerButton::Secondary => pointer.secondary = true,
PointerButton::Middle => pointer.middle = true,
}
}
});
}
PointerAction::Release(button) => {
pointers
.iter_mut()
.for_each(|(pointer_id, _, mut pointer)| {
if *pointer_id == event.pointer_id {
match button {
PointerButton::Primary => pointer.primary = false,
PointerButton::Secondary => pointer.secondary = false,
PointerButton::Middle => pointer.middle = false,
}
}
});
}
PointerAction::Move { .. } => {
pointers.iter_mut().for_each(|(id, mut pointer, _)| {
if *id == event.pointer_id {
pointer.location = Some(event.location.to_owned());
}
});
}
_ => {}
}
}
}
}