bevy/crates/bevy_ui/src/focus.rs
Roman Salnikov eb9db21113
Camera-driven UI (#10559)
# Objective

Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.

This PR is meant to resolve the following issues at once, since they're
all related.

- Fixes #5622 
- Fixes #5570 
- Fixes #5621 

Adopted #5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.


## Solution

Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.

## Changelog

- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.

---------

Co-authored-by: davier <bricedavier@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-16 00:39:10 +00:00

322 lines
12 KiB
Rust

use crate::{CalculatedClip, DefaultUiCamera, Node, TargetCamera, UiScale, UiStack};
use bevy_ecs::{
change_detection::DetectChangesMut,
entity::Entity,
prelude::{Component, With},
query::QueryData,
reflect::ReflectComponent,
system::{Local, Query, Res},
};
use bevy_input::{mouse::MouseButton, touch::Touches, ButtonInput};
use bevy_math::{Rect, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::ViewVisibility};
use bevy_transform::components::GlobalTransform;
use bevy_utils::{smallvec::SmallVec, HashMap};
use bevy_window::{PrimaryWindow, Window};
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// 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 [`ViewVisibility`] components,
/// [`Interaction`] will always be [`Interaction::None`]
/// when [`ViewVisibility::get()`] 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)]
#[reflect(Component, Default, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum Interaction {
/// The node has been pressed.
///
/// Note: This does not capture click/press-release action.
Pressed,
/// 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.)
///
/// It can be used alongside interaction to get the position of the press.
#[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect)]
#[reflect(Component, Default, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct RelativeCursorPosition {
/// Visible area of the Node relative to the size of the entire Node.
pub normalized_visible_node_rect: Rect,
/// Cursor position relative to the size and position of the Node.
/// A None value indicates that the cursor position is unknown.
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| self.normalized_visible_node_rect.contains(position))
.unwrap_or(false)
}
}
/// Describes whether the node should block interactions with lower nodes
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
#[reflect(Component, Default, PartialEq)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
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(QueryData)]
#[query_data(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>,
view_visibility: Option<&'static ViewVisibility>,
target_camera: Option<&'static TargetCamera>,
}
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
///
/// Entities with a hidden [`ViewVisibility`] are always treated as released.
#[allow(clippy::too_many_arguments)]
pub fn ui_focus_system(
mut state: Local<State>,
camera_query: Query<(Entity, &Camera)>,
default_ui_camera: DefaultUiCamera,
primary_window: Query<Entity, With<PrimaryWindow>>,
windows: Query<&Window>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
touches_input: Res<Touches>,
ui_scale: Res<UiScale>,
ui_stack: Res<UiStack>,
mut node_query: Query<NodeQuery>,
) {
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 &mut node_query {
if let Some(mut interaction) = node.interaction {
if *interaction == Interaction::Pressed {
*interaction = Interaction::None;
}
}
}
}
let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
let camera_cursor_positions: HashMap<Entity, Vec2> = camera_query
.iter()
.filter_map(|(entity, camera)| {
// Interactions are only supported for cameras rendering to a window.
let Some(NormalizedRenderTarget::Window(window_ref)) =
camera.target.normalize(primary_window)
else {
return None;
};
let viewport_position = camera
.logical_viewport_rect()
.map(|rect| rect.min)
.unwrap_or_default();
windows
.get(window_ref.entity())
.ok()
.and_then(|window| window.cursor_position())
.or_else(|| touches_input.first_pressed_position())
.map(|cursor_position| (entity, cursor_position - viewport_position))
})
// The cursor position returned by `Window` only takes into account the window scale factor and not `UiScale`.
// To convert the cursor position to logical UI viewport coordinates we have to divide it by `UiScale`.
.map(|(entity, cursor_position)| (entity, cursor_position / ui_scale.0))
.collect();
// 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| {
let Ok(node) = node_query.get_mut(*entity) else {
return None;
};
let Some(view_visibility) = node.view_visibility else {
return None;
};
// Nodes that are not rendered should not be interactable
if !view_visibility.get() {
// 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 Some(camera_entity) = node
.target_camera
.map(TargetCamera::entity)
.or(default_ui_camera.get())
else {
return None;
};
let node_rect = node.node.logical_rect(node.global_transform);
// Intersect with the calculated clip rect to find the bounds of the visible region of the node
let visible_rect = node
.calculated_clip
.map(|clip| node_rect.intersect(clip.clip))
.unwrap_or(node_rect);
// The mouse position relative to the node
// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
let relative_cursor_position = camera_cursor_positions
.get(&camera_entity)
.map(|cursor_position| (*cursor_position - node_rect.min) / node_rect.size());
// If the current cursor position is within the bounds of the node's visible area, consider it for
// clicking
let relative_cursor_position_component = RelativeCursorPosition {
normalized_visible_node_rect: visible_rect.normalize(node_rect),
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 || (relative_cursor_position.is_none())
{
interaction.set_if_neq(Interaction::None);
}
}
None
}
})
.collect::<Vec<Entity>>()
.into_iter();
// set Pressed 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 "pressed"
if *interaction != Interaction::Pressed {
*interaction = Interaction::Pressed;
// 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/pressed */ }
}
}
// 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 pressed nodes because they're handled separately
if *interaction != Interaction::Pressed {
interaction.set_if_neq(Interaction::None);
}
}
}
}