bevy/crates/bevy_ui/src/focus.rs
François Mockers 8e12b1f0b2
bevy_ui compilation (#19858)
# Objective

- `bevy_ui` has errors and warnings when building independently

## Solution

- properly use the `bevy_ui_picking_backend` feature

## Testing

`cargo build -p bevy_ui`
2025-06-29 17:12:11 +00:00

346 lines
13 KiB
Rust

use crate::{ui_transform::UiGlobalTransform, ComputedNode, ComputedNodeTarget, Node, UiStack};
use bevy_ecs::{
change_detection::DetectChangesMut,
entity::{ContainsEntity, Entity},
hierarchy::ChildOf,
prelude::{Component, With},
query::QueryData,
reflect::ReflectComponent,
system::{Local, Query, Res},
};
use bevy_input::{mouse::MouseButton, touch::Touches, ButtonInput};
use bevy_math::Vec2;
use bevy_platform::collections::HashMap;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{camera::NormalizedRenderTarget, prelude::Camera, view::InheritedVisibility};
use bevy_window::{PrimaryWindow, Window};
use smallvec::SmallVec;
#[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 [`InheritedVisibility`] components,
/// [`Interaction`] will always be [`Interaction::None`]
/// when [`InheritedVisibility::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.
///
/// # See also
///
/// - [`Button`](crate::widget::Button) which requires this component
/// - [`RelativeCursorPosition`] to obtain the position of the cursor relative to current node
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
#[reflect(Component, Default, PartialEq, Debug, Clone)]
#[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 center and (0.5, 0.5) being the bottom-right
/// If the mouse is not over the node, the value will go beyond the range of (-0.5, -0.5) to (0.5, 0.5)
///
/// It can be used alongside [`Interaction`] to get the position of the press.
///
/// The component is updated when it is in the same entity with [`Node`].
#[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect)]
#[reflect(Component, Default, PartialEq, Debug, Clone)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct RelativeCursorPosition {
/// True if the cursor position is over an unclipped area of the Node.
pub cursor_over: bool,
/// 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 cursor_over(&self) -> bool {
self.cursor_over
}
}
/// Describes whether the node should block interactions with lower nodes
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
#[reflect(Component, Default, PartialEq, Debug, Clone)]
#[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 ComputedNode,
transform: &'static UiGlobalTransform,
interaction: Option<&'static mut Interaction>,
relative_cursor_position: Option<&'static mut RelativeCursorPosition>,
focus_policy: Option<&'static FocusPolicy>,
inherited_visibility: Option<&'static InheritedVisibility>,
target_camera: &'static ComputedNodeTarget,
}
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
///
/// Entities with a hidden [`InheritedVisibility`] are always treated as released.
pub fn ui_focus_system(
mut state: Local<State>,
camera_query: Query<(Entity, &Camera)>,
primary_window: Query<Entity, With<PrimaryWindow>>,
windows: Query<&Window>,
mouse_button_input: Res<ButtonInput<MouseButton>>,
touches_input: Res<Touches>,
ui_stack: Res<UiStack>,
mut node_query: Query<NodeQuery>,
clipping_query: Query<(&ComputedNode, &UiGlobalTransform, &Node)>,
child_of_query: Query<&ChildOf>,
) {
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(NodeQueryItem {
interaction: Some(mut interaction),
..
}) = node_query.get_mut(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 window = windows.get(window_ref.entity()).ok()?;
let viewport_position = camera
.physical_viewport_rect()
.map(|rect| rect.min.as_vec2())
.unwrap_or_default();
window
.physical_cursor_position()
.or_else(|| {
touches_input
.first_pressed_position()
.map(|pos| pos * window.scale_factor())
})
.map(|cursor_position| (entity, cursor_position - viewport_position))
})
.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 inherited_visibility = node.inherited_visibility?;
// Nodes that are not rendered should not be interactable
if !inherited_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 camera_entity = node.target_camera.camera()?;
let cursor_position = camera_cursor_positions.get(&camera_entity);
let contains_cursor = cursor_position.is_some_and(|point| {
node.node.contains_point(*node.transform, *point)
&& clip_check_recursive(*point, *entity, &clipping_query, &child_of_query)
});
// The mouse position relative to the node
// (-0.5, -0.5) is the top-left corner, (0.5, 0.5) is the bottom-right corner
// Coordinates are relative to the entire node, not just the visible region.
let normalized_cursor_position = cursor_position.and_then(|cursor_position| {
// ensure node size is non-zero in all dimensions, otherwise relative position will be
// +/-inf. if the node is hidden, the visible rect min/max will also be -inf leading to
// false positives for mouse_over (#12395)
node.node.normalize_point(*node.transform, *cursor_position)
});
// 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 {
cursor_over: contains_cursor,
normalized: normalized_cursor_position,
};
// 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
|| (normalized_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);
}
}
}
}
/// Walk up the tree child-to-parent checking that `point` is not clipped by any ancestor node.
pub fn clip_check_recursive(
point: Vec2,
entity: Entity,
clipping_query: &Query<'_, '_, (&ComputedNode, &UiGlobalTransform, &Node)>,
child_of_query: &Query<&ChildOf>,
) -> bool {
if let Ok(child_of) = child_of_query.get(entity) {
let parent = child_of.0;
if let Ok((computed_node, transform, node)) = clipping_query.get(parent) {
if !computed_node
.resolve_clip_rect(node.overflow, node.overflow_clip_margin)
.contains(transform.inverse().transform_point2(point))
{
// The point is clipped and should be ignored by picking
return false;
}
}
return clip_check_recursive(point, parent, clipping_query, child_of_query);
}
// Reached root, point unclipped by all ancestors
true
}