 aaccbe88aa
			
		
	
	
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			# Objective This is the first of a series of PRs intended to begin the upstreaming process for `bevy_mod_picking`. The purpose of this PR is to: + Create the new `bevy_picking` crate + Upstream `CorePlugin` as `PickingPlugin` + Upstream the core pointer and backend abstractions. This code has been ported verbatim from the corresponding files in [bevy_picking_core](https://github.com/aevyrie/bevy_mod_picking/tree/main/crates/bevy_picking_core/src) with a few tiny naming and docs tweaks. The work here is only an initial foothold to get the up-streaming process started in earnest. We can do refactoring and improvements once this is in-tree. --------- Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			312 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			312 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Types and systems for pointer inputs, such as position and buttons.
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| 
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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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| 
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| use uuid::Uuid;
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| 
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| use std::fmt::Debug;
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| 
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| use crate::backend::HitData;
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| 
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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)]
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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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| 
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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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| 
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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)]
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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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| 
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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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| 
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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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| 
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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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| 
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| /// Tracks the state of the pointer's buttons in response to [`InputPress`]s.
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| #[derive(Debug, Default, Clone, Component, Reflect, PartialEq, Eq)]
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| #[reflect(Component, Default)]
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| /// Pointer input event for button presses. Fires when a pointer button changes state.
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| #[derive(Event, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
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| pub struct InputPress {
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|     /// The [`PointerId`] of the pointer that pressed a button.
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|     pub pointer_id: PointerId,
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|     /// Direction of the button press.
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|     pub direction: PressDirection,
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|     /// Identifies the pointer button changing in this event.
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|     pub button: PointerButton,
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| }
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| 
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| impl InputPress {
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|     /// Create a new pointer button down event.
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|     pub fn new_down(id: PointerId, button: PointerButton) -> InputPress {
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|         Self {
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|             pointer_id: id,
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|             direction: PressDirection::Down,
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|             button,
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|         }
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|     }
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| 
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|     /// Create a new pointer button up event.
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|     pub fn new_up(id: PointerId, button: PointerButton) -> InputPress {
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|         Self {
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|             pointer_id: id,
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|             direction: PressDirection::Up,
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|             button,
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|         }
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|     }
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| 
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|     /// Returns true if the `button` of this pointer was just pressed.
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|     #[inline]
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|     pub fn is_just_down(&self, button: PointerButton) -> bool {
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|         self.button == button && self.direction == PressDirection::Down
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|     }
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| 
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|     /// Returns true if the `button` of this pointer was just released.
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|     #[inline]
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|     pub fn is_just_up(&self, button: PointerButton) -> bool {
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|         self.button == button && self.direction == PressDirection::Up
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|     }
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| 
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|     /// Receives [`InputPress`] events and updates corresponding [`PointerPress`] components.
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|     pub fn receive(
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|         mut events: EventReader<InputPress>,
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|         mut pointers: Query<(&PointerId, &mut PointerPress)>,
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|     ) {
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|         for input_press_event in events.read() {
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|             pointers.iter_mut().for_each(|(pointer_id, mut pointer)| {
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|                 if *pointer_id == input_press_event.pointer_id {
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|                     let is_down = input_press_event.direction == PressDirection::Down;
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|                     match input_press_event.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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|     }
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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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| 
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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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| 
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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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| 
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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)]
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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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| 
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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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| 
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| /// Pointer input event for pointer moves. Fires when a pointer changes location.
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| #[derive(Event, Debug, Clone, Reflect)]
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| pub struct InputMove {
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|     /// The [`PointerId`] of the pointer that is moving.
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|     pub pointer_id: PointerId,
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|     /// The [`Location`] of the pointer.
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|     pub location: Location,
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|     /// The distance moved (change in `position`) since the last event.
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|     pub delta: Vec2,
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| }
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| 
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| impl InputMove {
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|     /// Create a new [`InputMove`] event.
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|     pub fn new(id: PointerId, location: Location, delta: Vec2) -> InputMove {
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|         Self {
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|             pointer_id: id,
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|             location,
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|             delta,
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|         }
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|     }
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| 
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|     /// Receives [`InputMove`] events and updates corresponding [`PointerLocation`] components.
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|     pub fn receive(
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|         mut events: EventReader<InputMove>,
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|         mut pointers: Query<(&PointerId, &mut PointerLocation)>,
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|     ) {
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|         for event_pointer in events.read() {
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|             pointers.iter_mut().for_each(|(id, mut pointer)| {
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|                 if *id == event_pointer.pointer_id {
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|                     pointer.location = Some(event_pointer.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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| /// 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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| 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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| 
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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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| 
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|         let position = Vec2::new(self.position.x, self.position.y);
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| 
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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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