
# Objective Was copying off `bevy_ui`'s homework writing a picking backend and noticed the `Has<IsDefaultPickingCamera>` is not used anywhere. ## Testing Ran a random example. This shouldn't cause any behavioral changes at all because the component/archetype access/filter flags should be the same. `Has<X>` doesn't affect access since it doesn't actually read or write anything, and it doesn't affect matched archetypes either. Can't think of another reason any behavior would change.
265 lines
9.8 KiB
Rust
265 lines
9.8 KiB
Rust
//! A picking backend for UI nodes.
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//!
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//! # Usage
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//!
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//! This backend does not require markers on cameras or entities to function. It will look for any
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//! pointers using the same render target as the UI camera, and run hit tests on the UI node tree.
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//!
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//! ## Important Note
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//!
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//! This backend completely ignores [`FocusPolicy`](crate::FocusPolicy). The design of `bevy_ui`'s
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//! focus systems and the picking plugin are not compatible. Instead, use the optional [`Pickable`] component
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//! to override how an entity responds to picking focus. Nodes without the [`Pickable`] component
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//! will still trigger events and block items below it from being hovered.
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//!
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//! ## Implementation Notes
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//!
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//! - `bevy_ui` can only render to the primary window
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//! - `bevy_ui` can render on any camera with a flag, it is special, and is not tied to a particular
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//! camera.
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//! - To correctly sort picks, the order of `bevy_ui` is set to be the camera order plus 0.5.
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//! - The `position` reported in `HitData` is normalized relative to the node, with `(0.,0.,0.)` at
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//! the top left and `(1., 1., 0.)` in the bottom right. Coordinates are relative to the entire
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//! node, not just the visible region. This backend does not provide a `normal`.
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#![deny(missing_docs)]
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use crate::{focus::pick_rounded_rect, prelude::*, UiStack};
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use bevy_app::prelude::*;
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use bevy_ecs::{prelude::*, query::QueryData};
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use bevy_math::{Rect, Vec2};
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use bevy_platform::collections::HashMap;
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::prelude::*;
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use bevy_transform::prelude::*;
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use bevy_window::PrimaryWindow;
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use bevy_picking::backend::prelude::*;
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/// An optional component that marks cameras that should be used in the [`UiPickingPlugin`].
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///
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/// Only needed if [`UiPickingSettings::require_markers`] is set to `true`, and ignored
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/// otherwise.
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#[derive(Debug, Clone, Default, Component, Reflect)]
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#[reflect(Debug, Default, Component)]
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pub struct UiPickingCamera;
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/// Runtime settings for the [`UiPickingPlugin`].
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#[derive(Resource, Reflect)]
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#[reflect(Resource, Default)]
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pub struct UiPickingSettings {
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/// When set to `true` UI picking will only consider cameras marked with
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/// [`UiPickingCamera`] and entities marked with [`Pickable`]. `false` by default.
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///
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/// This setting is provided to give you fine-grained control over which cameras and entities
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/// should be used by the UI picking backend at runtime.
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pub require_markers: bool,
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}
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#[expect(
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clippy::allow_attributes,
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reason = "clippy::derivable_impls is not always linted"
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)]
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#[allow(
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clippy::derivable_impls,
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reason = "Known false positive with clippy: <https://github.com/rust-lang/rust-clippy/issues/13160>"
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)]
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impl Default for UiPickingSettings {
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fn default() -> Self {
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Self {
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require_markers: false,
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}
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}
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}
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/// A plugin that adds picking support for UI nodes.
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///
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/// This is included by default in [`UiPlugin`](crate::UiPlugin).
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#[derive(Clone)]
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pub struct UiPickingPlugin;
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impl Plugin for UiPickingPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<UiPickingSettings>()
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.register_type::<(UiPickingCamera, UiPickingSettings)>()
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.add_systems(PreUpdate, ui_picking.in_set(PickSet::Backend));
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}
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}
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/// Main query from bevy's `ui_focus_system`
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#[derive(QueryData)]
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#[query_data(mutable)]
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pub struct NodeQuery {
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entity: Entity,
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node: &'static ComputedNode,
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global_transform: &'static GlobalTransform,
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pickable: Option<&'static Pickable>,
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calculated_clip: Option<&'static CalculatedClip>,
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inherited_visibility: Option<&'static InheritedVisibility>,
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target_camera: &'static ComputedNodeTarget,
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}
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/// Computes the UI node entities under each pointer.
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///
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/// Bevy's [`UiStack`] orders all nodes in the order they will be rendered, which is the same order
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/// we need for determining picking.
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pub fn ui_picking(
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pointers: Query<(&PointerId, &PointerLocation)>,
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camera_query: Query<(Entity, &Camera, Has<UiPickingCamera>)>,
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primary_window: Query<Entity, With<PrimaryWindow>>,
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settings: Res<UiPickingSettings>,
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ui_stack: Res<UiStack>,
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node_query: Query<NodeQuery>,
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mut output: EventWriter<PointerHits>,
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) {
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// For each camera, the pointer and its position
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let mut pointer_pos_by_camera = HashMap::<Entity, HashMap<PointerId, Vec2>>::default();
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for (pointer_id, pointer_location) in
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pointers.iter().filter_map(|(pointer, pointer_location)| {
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Some(*pointer).zip(pointer_location.location().cloned())
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})
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{
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// This pointer is associated with a render target, which could be used by multiple
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// cameras. We want to ensure we return all cameras with a matching target.
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for camera in camera_query
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.iter()
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.filter(|(_, _, cam_can_pick)| !settings.require_markers || *cam_can_pick)
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.map(|(entity, camera, _)| {
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(
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entity,
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camera.target.normalize(primary_window.single().ok()),
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)
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})
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.filter_map(|(entity, target)| Some(entity).zip(target))
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.filter(|(_entity, target)| target == &pointer_location.target)
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.map(|(cam_entity, _target)| cam_entity)
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{
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let Ok((_, camera_data, _)) = camera_query.get(camera) else {
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continue;
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};
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let mut pointer_pos =
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pointer_location.position * camera_data.target_scaling_factor().unwrap_or(1.);
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if let Some(viewport) = camera_data.physical_viewport_rect() {
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pointer_pos -= viewport.min.as_vec2();
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}
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pointer_pos_by_camera
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.entry(camera)
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.or_default()
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.insert(pointer_id, pointer_pos);
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}
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}
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// The list of node entities hovered for each (camera, pointer) combo
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let mut hit_nodes = HashMap::<(Entity, PointerId), Vec<(Entity, Vec2)>>::default();
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// prepare an iterator that contains all the nodes that have the cursor in their rect,
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// from the top node to the bottom one. this will also reset the interaction to `None`
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// for all nodes encountered that are no longer hovered.
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for node_entity in ui_stack
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.uinodes
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.iter()
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// reverse the iterator to traverse the tree from closest nodes to furthest
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.rev()
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{
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let Ok(node) = node_query.get(*node_entity) else {
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continue;
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};
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if settings.require_markers && node.pickable.is_none() {
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continue;
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}
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// Nodes that are not rendered should not be interactable
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if node
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.inherited_visibility
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.map(|inherited_visibility| inherited_visibility.get())
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!= Some(true)
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{
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continue;
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}
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let Some(camera_entity) = node.target_camera.camera() else {
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continue;
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};
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let node_rect = Rect::from_center_size(
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node.global_transform.translation().truncate(),
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node.node.size(),
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);
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// Nodes with Display::None have a (0., 0.) logical rect and can be ignored
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if node_rect.size() == Vec2::ZERO {
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continue;
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}
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// Intersect with the calculated clip rect to find the bounds of the visible region of the node
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let visible_rect = node
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.calculated_clip
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.map(|clip| node_rect.intersect(clip.clip))
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.unwrap_or(node_rect);
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let pointers_on_this_cam = pointer_pos_by_camera.get(&camera_entity);
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// The mouse position relative to the node
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// (0., 0.) is the top-left corner, (1., 1.) is the bottom-right corner
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// Coordinates are relative to the entire node, not just the visible region.
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for (pointer_id, cursor_position) in pointers_on_this_cam.iter().flat_map(|h| h.iter()) {
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let relative_cursor_position = (*cursor_position - node_rect.min) / node_rect.size();
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if visible_rect
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.normalize(node_rect)
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.contains(relative_cursor_position)
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&& pick_rounded_rect(
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*cursor_position - node_rect.center(),
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node_rect.size(),
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node.node.border_radius,
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)
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{
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hit_nodes
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.entry((camera_entity, *pointer_id))
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.or_default()
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.push((*node_entity, relative_cursor_position));
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}
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}
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}
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for ((camera, pointer), hovered) in hit_nodes.iter() {
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// As soon as a node with a `Block` focus policy is detected, the iteration will stop on it
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// because it "captures" the interaction.
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let mut picks = Vec::new();
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let mut depth = 0.0;
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for (hovered_node, position) in hovered {
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let node = node_query.get(*hovered_node).unwrap();
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let Some(camera_entity) = node.target_camera.camera() else {
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continue;
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};
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picks.push((
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node.entity,
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HitData::new(camera_entity, depth, Some(position.extend(0.0)), None),
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));
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if let Some(pickable) = node.pickable {
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// If an entity has a `Pickable` component, we will use that as the source of truth.
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if pickable.should_block_lower {
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break;
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}
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} else {
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// If the `Pickable` component doesn't exist, default behavior is to block.
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break;
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}
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depth += 0.00001; // keep depth near 0 for precision
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}
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let order = camera_query
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.get(*camera)
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.map(|(_, cam, _)| cam.order)
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.unwrap_or_default() as f32
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+ 0.5; // bevy ui can run on any camera, it's a special case
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output.write(PointerHits::new(*pointer, picks, order));
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}
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}
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