
# Objective - Fixes #7066 ## Solution - Split the ChangeDetection trait into ChangeDetection and ChangeDetectionMut - Added Ref as equivalent to &T with change detection --- ## Changelog - Support for Ref which allow inspecting change detection flags in an immutable way ## Migration Guide - While bevy prelude includes both ChangeDetection and ChangeDetectionMut any code explicitly referencing ChangeDetection might need to be updated to ChangeDetectionMut or both. Specifically any reading logic requires ChangeDetection while writes requires ChangeDetectionMut. use bevy_ecs::change_detection::DetectChanges -> use bevy_ecs::change_detection::{DetectChanges, DetectChangesMut} - Previously Res had methods to access change detection `is_changed` and `is_added` those methods have been moved to the `DetectChanges` trait. If you are including bevy prelude you will have access to these types otherwise you will need to `use bevy_ecs::change_detection::DetectChanges` to continue using them.
250 lines
9.2 KiB
Rust
250 lines
9.2 KiB
Rust
use crate::{camera_config::UiCameraConfig, CalculatedClip, Node, UiStack};
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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entity::Entity,
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prelude::Component,
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query::WorldQuery,
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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, ReflectSerialize};
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use bevy_render::camera::{Camera, RenderTarget};
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use bevy_render::view::ComputedVisibility;
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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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/// 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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///
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/// Updated in [`ui_focus_system`].
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///
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/// If a UI node has both [`Interaction`] and [`ComputedVisibility`] components,
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/// [`Interaction`] will always be [`Interaction::None`]
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/// when [`ComputedVisibility::is_visible()`] is false.
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/// This ensures that hidden UI nodes are not interactable,
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/// and do not end up stuck in an active state if hidden at the wrong time.
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///
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/// Note that you can also control the visibility of a node using the [`Display`](crate::ui_node::Display) property,
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/// which fully collapses it during layout calculations.
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#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize)]
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#[reflect(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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impl Interaction {
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const DEFAULT: Self = Self::None;
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}
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impl Default for Interaction {
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fn default() -> Self {
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Self::DEFAULT
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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(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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impl FocusPolicy {
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const DEFAULT: Self = Self::Block;
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}
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impl Default for FocusPolicy {
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fn default() -> Self {
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Self::DEFAULT
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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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/// Main query for [`ui_focus_system`]
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#[derive(WorldQuery)]
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#[world_query(mutable)]
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pub struct NodeQuery {
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entity: Entity,
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node: &'static Node,
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global_transform: &'static GlobalTransform,
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interaction: Option<&'static mut Interaction>,
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focus_policy: Option<&'static FocusPolicy>,
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calculated_clip: Option<&'static CalculatedClip>,
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computed_visibility: Option<&'static ComputedVisibility>,
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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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///
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/// Entities with a hidden [`ComputedVisibility`] are always treated as released.
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pub fn ui_focus_system(
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mut state: Local<State>,
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camera: Query<(&Camera, Option<&UiCameraConfig>)>,
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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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ui_stack: Res<UiStack>,
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mut node_query: Query<NodeQuery>,
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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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let mouse_released =
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mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released();
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if mouse_released {
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for node in node_query.iter_mut() {
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if let Some(mut interaction) = node.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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let mouse_clicked =
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mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
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let is_ui_disabled =
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|camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. }));
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let cursor_position = camera
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.iter()
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.filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui))
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.filter_map(|(camera, _)| {
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if let RenderTarget::Window(window_id) = camera.target {
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Some(window_id)
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} else {
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None
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}
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})
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.filter_map(|window_id| windows.get(window_id))
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.filter(|window| window.is_focused())
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.find_map(|window| {
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window.cursor_position().map(|mut cursor_pos| {
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cursor_pos.y = window.height() - cursor_pos.y;
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cursor_pos
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})
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})
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.or_else(|| touches_input.first_pressed_position());
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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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let mut moused_over_nodes = 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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.filter_map(|entity| {
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if let Ok(node) = node_query.get_mut(*entity) {
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// Nodes that are not rendered should not be interactable
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if let Some(computed_visibility) = node.computed_visibility {
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if !computed_visibility.is_visible() {
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// Reset their interaction to None to avoid strange stuck state
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if let Some(mut interaction) = node.interaction {
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// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
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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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return None;
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}
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}
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let position = node.global_transform.translation();
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let ui_position = position.truncate();
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let extents = node.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) = node.calculated_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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let contains_cursor = if let Some(cursor_position) = cursor_position {
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(min.x..max.x).contains(&cursor_position.x)
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&& (min.y..max.y).contains(&cursor_position.y)
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} else {
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false
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};
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if contains_cursor {
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Some(*entity)
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} else {
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if let Some(mut interaction) = node.interaction {
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if *interaction == Interaction::Hovered || (cursor_position.is_none()) {
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interaction.set_if_neq(Interaction::None);
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}
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}
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None
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}
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} else {
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None
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}
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})
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.collect::<Vec<Entity>>()
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.into_iter();
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// set Clicked or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
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// the iteration will stop on it because it "captures" the interaction.
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let mut iter = node_query.iter_many_mut(moused_over_nodes.by_ref());
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while let Some(node) = iter.fetch_next() {
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if let Some(mut interaction) = node.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(node.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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match node.focus_policy.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 `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in
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// `moused_over_nodes` after the previous loop is exited.
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let mut iter = node_query.iter_many_mut(moused_over_nodes);
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while let Some(node) = iter.fetch_next() {
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if let Some(mut interaction) = node.interaction {
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// don't reset clicked nodes because they're handled separately
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if *interaction != Interaction::Clicked {
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interaction.set_if_neq(Interaction::None);
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}
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}
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}
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}
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