Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_ui/src/focus.rs
6598 views
1
use crate::{
2
ui_transform::UiGlobalTransform, ComputedNode, ComputedUiTargetCamera, Node, OverrideClip,
3
UiStack,
4
};
5
use bevy_camera::{visibility::InheritedVisibility, Camera, NormalizedRenderTarget};
6
use bevy_ecs::{
7
change_detection::DetectChangesMut,
8
entity::{ContainsEntity, Entity},
9
hierarchy::ChildOf,
10
prelude::{Component, With},
11
query::{QueryData, Without},
12
reflect::ReflectComponent,
13
system::{Local, Query, Res},
14
};
15
use bevy_input::{mouse::MouseButton, touch::Touches, ButtonInput};
16
use bevy_math::Vec2;
17
use bevy_platform::collections::HashMap;
18
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
19
use bevy_window::{PrimaryWindow, Window};
20
21
use smallvec::SmallVec;
22
23
#[cfg(feature = "serialize")]
24
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
25
26
/// Describes what type of input interaction has occurred for a UI node.
27
///
28
/// This is commonly queried with a `Changed<Interaction>` filter.
29
///
30
/// Updated in [`ui_focus_system`].
31
///
32
/// If a UI node has both [`Interaction`] and [`InheritedVisibility`] components,
33
/// [`Interaction`] will always be [`Interaction::None`]
34
/// when [`InheritedVisibility::get()`] is false.
35
/// This ensures that hidden UI nodes are not interactable,
36
/// and do not end up stuck in an active state if hidden at the wrong time.
37
///
38
/// Note that you can also control the visibility of a node using the [`Display`](crate::ui_node::Display) property,
39
/// which fully collapses it during layout calculations.
40
///
41
/// # See also
42
///
43
/// - [`Button`](crate::widget::Button) which requires this component
44
/// - [`RelativeCursorPosition`] to obtain the position of the cursor relative to current node
45
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
46
#[reflect(Component, Default, PartialEq, Debug, Clone)]
47
#[cfg_attr(
48
feature = "serialize",
49
derive(serde::Serialize, serde::Deserialize),
50
reflect(Serialize, Deserialize)
51
)]
52
pub enum Interaction {
53
/// The node has been pressed.
54
///
55
/// Note: This does not capture click/press-release action.
56
Pressed,
57
/// The node has been hovered over
58
Hovered,
59
/// Nothing has happened
60
None,
61
}
62
63
impl Interaction {
64
const DEFAULT: Self = Self::None;
65
}
66
67
impl Default for Interaction {
68
fn default() -> Self {
69
Self::DEFAULT
70
}
71
}
72
73
/// 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
74
/// 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)
75
///
76
/// It can be used alongside [`Interaction`] to get the position of the press.
77
///
78
/// The component is updated when it is in the same entity with [`Node`].
79
#[derive(Component, Copy, Clone, Default, PartialEq, Debug, Reflect)]
80
#[reflect(Component, Default, PartialEq, Debug, Clone)]
81
#[cfg_attr(
82
feature = "serialize",
83
derive(serde::Serialize, serde::Deserialize),
84
reflect(Serialize, Deserialize)
85
)]
86
pub struct RelativeCursorPosition {
87
/// True if the cursor position is over an unclipped area of the Node.
88
pub cursor_over: bool,
89
/// Cursor position relative to the size and position of the Node.
90
/// A None value indicates that the cursor position is unknown.
91
pub normalized: Option<Vec2>,
92
}
93
94
impl RelativeCursorPosition {
95
/// A helper function to check if the mouse is over the node
96
pub fn cursor_over(&self) -> bool {
97
self.cursor_over
98
}
99
}
100
101
/// Describes whether the node should block interactions with lower nodes
102
#[derive(Component, Copy, Clone, Eq, PartialEq, Debug, Reflect)]
103
#[reflect(Component, Default, PartialEq, Debug, Clone)]
104
#[cfg_attr(
105
feature = "serialize",
106
derive(serde::Serialize, serde::Deserialize),
107
reflect(Serialize, Deserialize)
108
)]
109
pub enum FocusPolicy {
110
/// Blocks interaction
111
Block,
112
/// Lets interaction pass through
113
Pass,
114
}
115
116
impl FocusPolicy {
117
const DEFAULT: Self = Self::Pass;
118
}
119
120
impl Default for FocusPolicy {
121
fn default() -> Self {
122
Self::DEFAULT
123
}
124
}
125
126
/// Contains entities whose Interaction should be set to None
127
#[derive(Default)]
128
pub struct State {
129
entities_to_reset: SmallVec<[Entity; 1]>,
130
}
131
132
/// Main query for [`ui_focus_system`]
133
#[derive(QueryData)]
134
#[query_data(mutable)]
135
pub struct NodeQuery {
136
entity: Entity,
137
node: &'static ComputedNode,
138
transform: &'static UiGlobalTransform,
139
interaction: Option<&'static mut Interaction>,
140
relative_cursor_position: Option<&'static mut RelativeCursorPosition>,
141
focus_policy: Option<&'static FocusPolicy>,
142
inherited_visibility: Option<&'static InheritedVisibility>,
143
target_camera: &'static ComputedUiTargetCamera,
144
}
145
146
/// The system that sets Interaction for all UI elements based on the mouse cursor activity
147
///
148
/// Entities with a hidden [`InheritedVisibility`] are always treated as released.
149
pub fn ui_focus_system(
150
mut state: Local<State>,
151
camera_query: Query<(Entity, &Camera)>,
152
primary_window: Query<Entity, With<PrimaryWindow>>,
153
windows: Query<&Window>,
154
mouse_button_input: Res<ButtonInput<MouseButton>>,
155
touches_input: Res<Touches>,
156
ui_stack: Res<UiStack>,
157
mut node_query: Query<NodeQuery>,
158
clipping_query: Query<(&ComputedNode, &UiGlobalTransform, &Node)>,
159
child_of_query: Query<&ChildOf, Without<OverrideClip>>,
160
) {
161
let primary_window = primary_window.iter().next();
162
163
// reset entities that were both clicked and released in the last frame
164
for entity in state.entities_to_reset.drain(..) {
165
if let Ok(NodeQueryItem {
166
interaction: Some(mut interaction),
167
..
168
}) = node_query.get_mut(entity)
169
{
170
*interaction = Interaction::None;
171
}
172
}
173
174
let mouse_released =
175
mouse_button_input.just_released(MouseButton::Left) || touches_input.any_just_released();
176
if mouse_released {
177
for node in &mut node_query {
178
if let Some(mut interaction) = node.interaction
179
&& *interaction == Interaction::Pressed
180
{
181
*interaction = Interaction::None;
182
}
183
}
184
}
185
186
let mouse_clicked =
187
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.any_just_pressed();
188
189
let camera_cursor_positions: HashMap<Entity, Vec2> = camera_query
190
.iter()
191
.filter_map(|(entity, camera)| {
192
// Interactions are only supported for cameras rendering to a window.
193
let Some(NormalizedRenderTarget::Window(window_ref)) =
194
camera.target.normalize(primary_window)
195
else {
196
return None;
197
};
198
let window = windows.get(window_ref.entity()).ok()?;
199
200
let viewport_position = camera
201
.physical_viewport_rect()
202
.map(|rect| rect.min.as_vec2())
203
.unwrap_or_default();
204
window
205
.physical_cursor_position()
206
.or_else(|| {
207
touches_input
208
.first_pressed_position()
209
.map(|pos| pos * window.scale_factor())
210
})
211
.map(|cursor_position| (entity, cursor_position - viewport_position))
212
})
213
.collect();
214
215
// prepare an iterator that contains all the nodes that have the cursor in their rect,
216
// from the top node to the bottom one. this will also reset the interaction to `None`
217
// for all nodes encountered that are no longer hovered.
218
let mut hovered_nodes = ui_stack
219
.uinodes
220
.iter()
221
// reverse the iterator to traverse the tree from closest nodes to furthest
222
.rev()
223
.filter_map(|entity| {
224
let Ok(node) = node_query.get_mut(*entity) else {
225
return None;
226
};
227
228
let inherited_visibility = node.inherited_visibility?;
229
// Nodes that are not rendered should not be interactable
230
if !inherited_visibility.get() {
231
// Reset their interaction to None to avoid strange stuck state
232
if let Some(mut interaction) = node.interaction {
233
// We cannot simply set the interaction to None, as that will trigger change detection repeatedly
234
interaction.set_if_neq(Interaction::None);
235
}
236
return None;
237
}
238
let camera_entity = node.target_camera.get()?;
239
240
let cursor_position = camera_cursor_positions.get(&camera_entity);
241
242
let contains_cursor = cursor_position.is_some_and(|point| {
243
node.node.contains_point(*node.transform, *point)
244
&& clip_check_recursive(*point, *entity, &clipping_query, &child_of_query)
245
});
246
247
// The mouse position relative to the node
248
// (-0.5, -0.5) is the top-left corner, (0.5, 0.5) is the bottom-right corner
249
// Coordinates are relative to the entire node, not just the visible region.
250
let normalized_cursor_position = cursor_position.and_then(|cursor_position| {
251
// ensure node size is non-zero in all dimensions, otherwise relative position will be
252
// +/-inf. if the node is hidden, the visible rect min/max will also be -inf leading to
253
// false positives for mouse_over (#12395)
254
node.node.normalize_point(*node.transform, *cursor_position)
255
});
256
257
// If the current cursor position is within the bounds of the node's visible area, consider it for
258
// clicking
259
let relative_cursor_position_component = RelativeCursorPosition {
260
cursor_over: contains_cursor,
261
normalized: normalized_cursor_position,
262
};
263
264
// Save the relative cursor position to the correct component
265
if let Some(mut node_relative_cursor_position_component) = node.relative_cursor_position
266
{
267
// Avoid triggering change detection when not necessary.
268
node_relative_cursor_position_component
269
.set_if_neq(relative_cursor_position_component);
270
}
271
272
if contains_cursor {
273
Some(*entity)
274
} else {
275
if let Some(mut interaction) = node.interaction
276
&& (*interaction == Interaction::Hovered
277
|| (normalized_cursor_position.is_none()))
278
{
279
interaction.set_if_neq(Interaction::None);
280
}
281
None
282
}
283
})
284
.collect::<Vec<Entity>>()
285
.into_iter();
286
287
// set Pressed or Hovered on top nodes. as soon as a node with a `Block` focus policy is detected,
288
// the iteration will stop on it because it "captures" the interaction.
289
let mut iter = node_query.iter_many_mut(hovered_nodes.by_ref());
290
while let Some(node) = iter.fetch_next() {
291
if let Some(mut interaction) = node.interaction {
292
if mouse_clicked {
293
// only consider nodes with Interaction "pressed"
294
if *interaction != Interaction::Pressed {
295
*interaction = Interaction::Pressed;
296
// if the mouse was simultaneously released, reset this Interaction in the next
297
// frame
298
if mouse_released {
299
state.entities_to_reset.push(node.entity);
300
}
301
}
302
} else if *interaction == Interaction::None {
303
*interaction = Interaction::Hovered;
304
}
305
}
306
307
match node.focus_policy.unwrap_or(&FocusPolicy::Block) {
308
FocusPolicy::Block => {
309
break;
310
}
311
FocusPolicy::Pass => { /* allow the next node to be hovered/pressed */ }
312
}
313
}
314
// reset `Interaction` for the remaining lower nodes to `None`. those are the nodes that remain in
315
// `moused_over_nodes` after the previous loop is exited.
316
let mut iter = node_query.iter_many_mut(hovered_nodes);
317
while let Some(node) = iter.fetch_next() {
318
if let Some(mut interaction) = node.interaction {
319
// don't reset pressed nodes because they're handled separately
320
if *interaction != Interaction::Pressed {
321
interaction.set_if_neq(Interaction::None);
322
}
323
}
324
}
325
}
326
327
/// Walk up the tree child-to-parent checking that `point` is not clipped by any ancestor node.
328
/// If `entity` has an [`OverrideClip`] component it ignores any inherited clipping and returns true.
329
pub fn clip_check_recursive(
330
point: Vec2,
331
entity: Entity,
332
clipping_query: &Query<'_, '_, (&ComputedNode, &UiGlobalTransform, &Node)>,
333
child_of_query: &Query<&ChildOf, Without<OverrideClip>>,
334
) -> bool {
335
if let Ok(child_of) = child_of_query.get(entity) {
336
let parent = child_of.0;
337
if let Ok((computed_node, transform, node)) = clipping_query.get(parent)
338
&& !computed_node
339
.resolve_clip_rect(node.overflow, node.overflow_clip_margin)
340
.contains(transform.inverse().transform_point2(point))
341
{
342
// The point is clipped and should be ignored by picking
343
return false;
344
}
345
return clip_check_recursive(point, parent, clipping_query, child_of_query);
346
}
347
// Reached root, point unclipped by all ancestors
348
true
349
}
350
351