
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
299 lines
9.8 KiB
Rust
299 lines
9.8 KiB
Rust
//! Types and systems for pointer inputs, such as position and buttons.
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//!
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//! The picking system is built around the concept of a 'Pointer', which is an
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//! abstract representation of a user input with a specific screen location. The cursor
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//! and touch input is provided under [`crate::input`], but you can also implement
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//! your own custom pointers by supplying a unique ID.
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//!
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//! The purpose of this module is primarily to provide a common interface that can be
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//! driven by lower-level input devices and consumed by higher-level interaction systems.
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use bevy_ecs::prelude::*;
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::prelude::*;
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use bevy_render::camera::{Camera, NormalizedRenderTarget};
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use bevy_utils::HashMap;
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use bevy_window::PrimaryWindow;
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use uuid::Uuid;
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use core::fmt::Debug;
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use crate::backend::HitData;
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/// Identifies a unique pointer entity. `Mouse` and `Touch` pointers are automatically spawned.
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///
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/// This component is needed because pointers can be spawned and despawned, but they need to have a
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/// stable ID that persists regardless of the Entity they are associated with.
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, Component, Reflect)]
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#[reflect(Component, Default, Debug, Hash, PartialEq)]
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pub enum PointerId {
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/// The mouse pointer.
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#[default]
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Mouse,
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/// A touch input, usually numbered by window touch events from `winit`.
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Touch(u64),
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/// A custom, uniquely identified pointer. Useful for mocking inputs or implementing a software
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/// controlled cursor.
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#[reflect(ignore)]
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Custom(Uuid),
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}
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impl PointerId {
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/// Returns true if the pointer is a touch input.
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pub fn is_touch(&self) -> bool {
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matches!(self, PointerId::Touch(_))
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}
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/// Returns true if the pointer is the mouse.
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pub fn is_mouse(&self) -> bool {
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matches!(self, PointerId::Mouse)
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}
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/// Returns true if the pointer is a custom input.
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pub fn is_custom(&self) -> bool {
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matches!(self, PointerId::Custom(_))
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}
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/// Returns the touch id if the pointer is a touch input.
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pub fn get_touch_id(&self) -> Option<u64> {
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if let PointerId::Touch(id) = self {
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Some(*id)
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} else {
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None
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}
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}
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}
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/// Holds a list of entities this pointer is currently interacting with, sorted from nearest to
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/// farthest.
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#[derive(Debug, Default, Clone, Component, Reflect)]
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#[reflect(Component, Default, Debug)]
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pub struct PointerInteraction {
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pub(crate) sorted_entities: Vec<(Entity, HitData)>,
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}
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/// A resource that maps each [`PointerId`] to their [`Entity`] for easy lookups.
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#[derive(Debug, Clone, Default, Resource)]
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pub struct PointerMap {
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inner: HashMap<PointerId, Entity>,
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}
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impl PointerMap {
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/// Get the [`Entity`] of the supplied [`PointerId`].
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pub fn get_entity(&self, pointer_id: PointerId) -> Option<Entity> {
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self.inner.get(&pointer_id).copied()
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}
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}
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/// Update the [`PointerMap`] resource with the current frame's data.
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pub fn update_pointer_map(pointers: Query<(Entity, &PointerId)>, mut map: ResMut<PointerMap>) {
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map.inner.clear();
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for (entity, id) in &pointers {
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map.inner.insert(*id, entity);
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}
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}
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/// Tracks the state of the pointer's buttons in response to [`PointerInput`] events.
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#[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct PointerPress {
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primary: bool,
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secondary: bool,
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middle: bool,
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}
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impl PointerPress {
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/// Returns true if the primary pointer button is pressed.
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#[inline]
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pub fn is_primary_pressed(&self) -> bool {
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self.primary
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}
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/// Returns true if the secondary pointer button is pressed.
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#[inline]
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pub fn is_secondary_pressed(&self) -> bool {
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self.secondary
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}
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/// Returns true if the middle (tertiary) pointer button is pressed.
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#[inline]
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pub fn is_middle_pressed(&self) -> bool {
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self.middle
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}
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/// Returns true if any pointer button is pressed.
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#[inline]
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pub fn is_any_pressed(&self) -> bool {
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self.primary || self.middle || self.secondary
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}
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}
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/// The stage of the pointer button press event
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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pub enum PressDirection {
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/// The pointer button was just pressed
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Down,
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/// The pointer button was just released
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Up,
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}
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/// The button that was just pressed or released
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
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pub enum PointerButton {
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/// The primary pointer button
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Primary,
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/// The secondary pointer button
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Secondary,
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/// The tertiary pointer button
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Middle,
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}
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impl PointerButton {
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/// Iterator over all buttons that a pointer can have.
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pub fn iter() -> impl Iterator<Item = PointerButton> {
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[Self::Primary, Self::Secondary, Self::Middle].into_iter()
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}
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}
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/// Component that tracks a pointer's current [`Location`].
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#[derive(Debug, Default, Clone, Component, Reflect, PartialEq)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct PointerLocation {
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/// The [`Location`] of the pointer. Note that a location is both the target, and the position
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/// on the target.
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#[reflect(ignore)]
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pub location: Option<Location>,
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}
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impl PointerLocation {
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/// Returns `Some(&`[`Location`]`)` if the pointer is active, or `None` if the pointer is
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/// inactive.
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pub fn location(&self) -> Option<&Location> {
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self.location.as_ref()
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}
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}
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/// The location of a pointer, including the current [`NormalizedRenderTarget`], and the x/y
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/// position of the pointer on this render target.
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///
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/// Note that:
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/// - a pointer can move freely between render targets
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/// - a pointer is not associated with a [`Camera`] because multiple cameras can target the same
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/// render target. It is up to picking backends to associate a Pointer's `Location` with a
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/// specific `Camera`, if any.
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#[derive(Debug, Clone, Component, Reflect, PartialEq)]
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#[reflect(Component, Debug, PartialEq)]
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pub struct Location {
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/// The [`NormalizedRenderTarget`] associated with the pointer, usually a window.
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pub target: NormalizedRenderTarget,
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/// The position of the pointer in the `target`.
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pub position: Vec2,
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}
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impl Location {
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/// Returns `true` if this pointer's [`Location`] is within the [`Camera`]'s viewport.
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///
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/// Note this returns `false` if the location and camera have different render targets.
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#[inline]
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pub fn is_in_viewport(
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&self,
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camera: &Camera,
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primary_window: &Query<Entity, With<PrimaryWindow>>,
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) -> bool {
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if camera
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.target
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.normalize(Some(match primary_window.get_single() {
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Ok(w) => w,
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Err(_) => return false,
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}))
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.as_ref()
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!= Some(&self.target)
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{
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return false;
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}
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let position = Vec2::new(self.position.x, self.position.y);
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camera
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.logical_viewport_rect()
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.map(|Rect { min, max }| {
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(position - min).min_element() >= 0.0 && (position - max).max_element() <= 0.0
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})
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.unwrap_or(false)
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}
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}
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/// Types of actions that can be taken by pointers.
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#[derive(Debug, Clone, Copy, Reflect)]
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pub enum PointerAction {
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/// A button has been pressed on the pointer.
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Pressed {
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/// The press direction, either down or up.
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direction: PressDirection,
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/// The button that was pressed.
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button: PointerButton,
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},
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/// The pointer has moved.
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Moved {
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/// How much the pointer moved from the previous position.
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delta: Vec2,
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},
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/// The pointer has been canceled. The OS can cause this to happen to touch events.
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Canceled,
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}
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/// An input event effecting a pointer.
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#[derive(Event, Debug, Clone, Reflect)]
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pub struct PointerInput {
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/// The id of the pointer.
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pub pointer_id: PointerId,
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/// The location of the pointer. For [[`PointerAction::Moved`]], this is the location after the movement.
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pub location: Location,
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/// The action that the event describes.
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pub action: PointerAction,
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}
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impl PointerInput {
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/// Creates a new pointer input event.
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///
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/// Note that `location` refers to the position of the pointer *after* the event occurred.
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pub fn new(pointer_id: PointerId, location: Location, action: PointerAction) -> PointerInput {
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PointerInput {
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pointer_id,
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location,
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action,
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}
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}
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/// Updates pointer entities according to the input events.
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pub fn receive(
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mut events: EventReader<PointerInput>,
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mut pointers: Query<(&PointerId, &mut PointerLocation, &mut PointerPress)>,
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) {
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for event in events.read() {
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match event.action {
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PointerAction::Pressed { direction, button } => {
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pointers
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.iter_mut()
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.for_each(|(pointer_id, _, mut pointer)| {
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if *pointer_id == event.pointer_id {
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let is_down = direction == PressDirection::Down;
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match button {
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PointerButton::Primary => pointer.primary = is_down,
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PointerButton::Secondary => pointer.secondary = is_down,
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PointerButton::Middle => pointer.middle = is_down,
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}
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}
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});
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}
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PointerAction::Moved { .. } => {
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pointers.iter_mut().for_each(|(id, mut pointer, _)| {
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if *id == event.pointer_id {
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pointer.location = Some(event.location.to_owned());
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}
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});
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}
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_ => {}
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}
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}
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}
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}
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