bevy/crates/bevy_ui/src/focus.rs
Gino Valente bd008589f3 bevy_reflect: Update enum derives (#5473)
> In draft until #4761 is merged. See the relevant commits [here](a85fe94a18).

---

# Objective

Update enums across Bevy to use the new enum reflection and get rid of `#[reflect_value(...)]` usages.

## Solution

Find and replace all[^1] instances of `#[reflect_value(...)]` on enum types.

---

## Changelog

- Updated all[^1] reflected enums to implement `Enum` (i.e. they are no longer `ReflectRef::Value`)

## Migration Guide
Bevy-defined enums have been updated to implement `Enum` and are not considered value types (`ReflectRef::Value`) anymore. This means that their serialized representations will need to be updated. For example, given the Bevy enum:

```rust
pub enum ScalingMode {
  None,
  WindowSize,
  Auto { min_width: f32, min_height: f32 },
  FixedVertical(f32),
  FixedHorizontal(f32),
}
```

You will need to update the serialized versions accordingly.

```js
// OLD FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "value": FixedHorizontal(720),
},

// NEW FORMAT
{
  "type": "bevy_render:📷:projection::ScalingMode",
  "enum": {
    "variant": "FixedHorizontal",
    "tuple": [
      {
        "type": "f32",
        "value": 720,
      },
    ],
  },
},
```

This may also have other smaller implications (such as `Debug` representation), but serialization is probably the most prominent.

[^1]: All enums except `HandleId` as neither `Uuid` nor `AssetPathId` implement the reflection traits
2022-08-02 22:40:29 +00:00

217 lines
8.1 KiB
Rust

use crate::{entity::UiCameraConfig, CalculatedClip, Node};
use bevy_ecs::{
entity::Entity,
prelude::Component,
reflect::ReflectComponent,
system::{Local, Query, Res},
};
use bevy_input::{mouse::MouseButton, touch::Touches, Input};
use bevy_math::Vec2;
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
use bevy_render::camera::{Camera, RenderTarget};
use bevy_render::view::ComputedVisibility;
use bevy_transform::components::GlobalTransform;
use bevy_utils::FloatOrd;
use bevy_window::Windows;
use serde::{Deserialize, Serialize};
use smallvec::SmallVec;
/// 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 [`ComputedVisibility`] components,
/// [`Interaction`] will always be [`Interaction::None`]
/// when [`ComputedVisibility::is_visible()`] 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, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize,
)]
#[reflect(Component, Serialize, Deserialize, PartialEq)]
pub enum Interaction {
/// The node has been clicked
Clicked,
/// The node has been hovered over
Hovered,
/// Nothing has happened
#[default]
None,
}
/// Describes whether the node should block interactions with lower nodes
#[derive(
Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize,
)]
#[reflect(Component, Serialize, Deserialize, PartialEq)]
pub enum FocusPolicy {
/// Blocks interaction
#[default]
Block,
/// Lets interaction pass through
Pass,
}
/// Contains entities whose Interaction should be set to None
#[derive(Default)]
pub struct State {
entities_to_reset: SmallVec<[Entity; 1]>,
}
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
///
/// Entities with a hidden [`ComputedVisibility`] are always treated as released.
pub fn ui_focus_system(
mut state: Local<State>,
camera: Query<(&Camera, Option<&UiCameraConfig>)>,
windows: Res<Windows>,
mouse_button_input: Res<Input<MouseButton>>,
touches_input: Res<Touches>,
mut node_query: Query<(
Entity,
&Node,
&GlobalTransform,
Option<&mut Interaction>,
Option<&FocusPolicy>,
Option<&CalculatedClip>,
Option<&ComputedVisibility>,
)>,
) {
// 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 (_entity, _node, _global_transform, interaction, _focus_policy, _clip, _visibility) in
node_query.iter_mut()
{
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Clicked {
*interaction = Interaction::None;
}
}
}
}
let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
let is_ui_disabled =
|camera_ui| matches!(camera_ui, Some(&UiCameraConfig { show_ui: false, .. }));
let cursor_position = camera
.iter()
.filter(|(_, camera_ui)| !is_ui_disabled(*camera_ui))
.filter_map(|(camera, _)| {
if let RenderTarget::Window(window_id) = camera.target {
Some(window_id)
} else {
None
}
})
.filter_map(|window_id| windows.get(window_id))
.filter(|window| window.is_focused())
.find_map(|window| window.cursor_position())
.or_else(|| touches_input.first_pressed_position());
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
|(entity, node, global_transform, interaction, focus_policy, clip, visibility)| {
// Nodes that are not rendered should not be interactable
if let Some(computed_visibility) = visibility {
if !computed_visibility.is_visible() {
// Reset their interaction to None to avoid strange stuck state
if let Some(mut interaction) = interaction {
// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
if *interaction != Interaction::None {
*interaction = Interaction::None;
}
}
return None;
}
}
let position = global_transform.translation();
let ui_position = position.truncate();
let extents = node.size / 2.0;
let mut min = ui_position - extents;
let mut max = ui_position + extents;
if let Some(clip) = clip {
min = Vec2::max(min, clip.clip.min);
max = Vec2::min(max, clip.clip.max);
}
// if the current cursor position is within the bounds of the node, consider it for
// clicking
let contains_cursor = if let Some(cursor_position) = cursor_position {
(min.x..max.x).contains(&cursor_position.x)
&& (min.y..max.y).contains(&cursor_position.y)
} else {
false
};
if contains_cursor {
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
} else {
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Hovered
|| (cursor_position.is_none() && *interaction != Interaction::None)
{
*interaction = Interaction::None;
}
}
None
}
},
)
.collect::<Vec<_>>();
moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
let mut moused_over_z_sorted_nodes = moused_over_z_sorted_nodes.into_iter();
// set Clicked or Hovered on top nodes
for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes.by_ref() {
if let Some(mut interaction) = interaction {
if mouse_clicked {
// only consider nodes with Interaction "clickable"
if *interaction != Interaction::Clicked {
*interaction = Interaction::Clicked;
// if the mouse was simultaneously released, reset this Interaction in the next
// frame
if mouse_released {
state.entities_to_reset.push(entity);
}
}
} else if *interaction == Interaction::None {
*interaction = Interaction::Hovered;
}
}
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => {
break;
}
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
}
}
// reset lower nodes to None
for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
if let Some(mut interaction) = interaction {
// don't reset clicked nodes because they're handled separately
if *interaction != Interaction::Clicked && *interaction != Interaction::None {
*interaction = Interaction::None;
}
}
}
}