 32f7997c56
			
		
	
	
		32f7997c56
		
	
	
	
	
		
			
			# Objective Updated the docs for bevy_ui as requested by #3492 ## Solution I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering Co-authored-by: Troels Jessen <kairyuka@gmail.com>
		
			
				
	
	
		
			176 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{CalculatedClip, Node};
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| use bevy_core::FloatOrd;
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| use bevy_ecs::{
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|     entity::Entity,
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|     prelude::Component,
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|     reflect::ReflectComponent,
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|     system::{Local, Query, Res},
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| };
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| use bevy_input::{mouse::MouseButton, touch::Touches, Input};
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| use bevy_math::Vec2;
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| use bevy_reflect::{Reflect, ReflectDeserialize};
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| use bevy_transform::components::GlobalTransform;
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| use bevy_window::Windows;
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| use serde::{Deserialize, Serialize};
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| use smallvec::SmallVec;
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| 
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| /// Describes what type of input interaction has occurred for a UI node.
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| ///
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| /// This is commonly queried with a `Changed<Interaction>` filter.
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| #[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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| #[reflect_value(Component, Serialize, Deserialize, PartialEq)]
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| pub enum Interaction {
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|     /// The node has been clicked
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|     Clicked,
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|     /// The node has been hovered over
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|     Hovered,
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|     /// Nothing has happened
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|     None,
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| }
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| 
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| impl Default for Interaction {
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|     fn default() -> Self {
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|         Interaction::None
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|     }
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| }
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| 
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| /// Describes whether the node should block interactions with lower nodes
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| #[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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| #[reflect_value(Component, Serialize, Deserialize, PartialEq)]
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| pub enum FocusPolicy {
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|     /// Blocks interaction
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|     Block,
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|     /// Lets interaction pass through
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|     Pass,
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| }
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| 
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| impl Default for FocusPolicy {
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|     fn default() -> Self {
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|         FocusPolicy::Block
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|     }
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| }
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| 
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| /// Contains entities whose Interaction should be set to None
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| #[derive(Default)]
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| pub struct State {
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|     entities_to_reset: SmallVec<[Entity; 1]>,
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| }
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| 
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| /// The system that sets Interaction for all UI elements based on the mouse cursor activity
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| #[allow(clippy::type_complexity)]
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| pub fn ui_focus_system(
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|     mut state: Local<State>,
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|     windows: Res<Windows>,
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|     mouse_button_input: Res<Input<MouseButton>>,
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|     touches_input: Res<Touches>,
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|     mut node_query: Query<(
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|         Entity,
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|         &Node,
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|         &GlobalTransform,
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|         Option<&mut Interaction>,
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|         Option<&FocusPolicy>,
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|         Option<&CalculatedClip>,
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|     )>,
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| ) {
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|     let cursor_position = if let Some(cursor_position) = windows
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|         .get_primary()
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|         .and_then(|window| window.cursor_position())
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|     {
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|         cursor_position
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|     } else {
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|         return;
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|     };
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| 
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|     // reset entities that were both clicked and released in the last frame
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|     for entity in state.entities_to_reset.drain(..) {
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|         if let Ok(mut interaction) = node_query.get_component_mut::<Interaction>(entity) {
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|             *interaction = Interaction::None;
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|         }
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|     }
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| 
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|     let mouse_released =
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|         mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0);
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|     if mouse_released {
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|         for (_entity, _node, _global_transform, interaction, _focus_policy, _clip) in
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|             node_query.iter_mut()
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|         {
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|             if let Some(mut interaction) = interaction {
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|                 if *interaction == Interaction::Clicked {
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|                     *interaction = Interaction::None;
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|                 }
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|             }
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|         }
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|     }
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| 
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|     let mouse_clicked =
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|         mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
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| 
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|     let mut moused_over_z_sorted_nodes = node_query
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|         .iter_mut()
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|         .filter_map(
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|             |(entity, node, global_transform, interaction, focus_policy, clip)| {
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|                 let position = global_transform.translation;
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|                 let ui_position = position.truncate();
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|                 let extents = node.size / 2.0;
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|                 let mut min = ui_position - extents;
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|                 let mut max = ui_position + extents;
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|                 if let Some(clip) = clip {
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|                     min = Vec2::max(min, clip.clip.min);
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|                     max = Vec2::min(max, clip.clip.max);
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|                 }
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|                 // if the current cursor position is within the bounds of the node, consider it for
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|                 // clicking
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|                 if (min.x..max.x).contains(&cursor_position.x)
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|                     && (min.y..max.y).contains(&cursor_position.y)
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|                 {
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|                     Some((entity, focus_policy, interaction, FloatOrd(position.z)))
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|                 } else {
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|                     if let Some(mut interaction) = interaction {
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|                         if *interaction == Interaction::Hovered {
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|                             *interaction = Interaction::None;
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|                         }
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|                     }
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|                     None
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|                 }
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|             },
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|         )
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|         .collect::<Vec<_>>();
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| 
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|     moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
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| 
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|     let mut moused_over_z_sorted_nodes = moused_over_z_sorted_nodes.into_iter();
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|     // set Clicked or Hovered on top nodes
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|     for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes.by_ref() {
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|         if let Some(mut interaction) = interaction {
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|             if mouse_clicked {
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|                 // only consider nodes with Interaction "clickable"
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|                 if *interaction != Interaction::Clicked {
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|                     *interaction = Interaction::Clicked;
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|                     // if the mouse was simultaneously released, reset this Interaction in the next
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|                     // frame
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|                     if mouse_released {
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|                         state.entities_to_reset.push(entity);
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|                     }
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|                 }
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|             } else if *interaction == Interaction::None {
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|                 *interaction = Interaction::Hovered;
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|             }
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|         }
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| 
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|         match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
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|             FocusPolicy::Block => {
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|                 break;
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|             }
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|             FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
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|         }
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|     }
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|     // reset lower nodes to None
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|     for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
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|         if let Some(mut interaction) = interaction {
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|             if *interaction != Interaction::None {
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|                 *interaction = Interaction::None;
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|             }
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|         }
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|     }
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| }
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