Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix Interaction not resetting to None sometimes #1315

Merged
merged 2 commits into from
Feb 1, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions crates/bevy_ui/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -33,3 +33,4 @@ bevy_utils = { path = "../bevy_utils", version = "0.4.0" }
# other
stretch = "0.3"
serde = {version = "1", features = ["derive"]}
smallvec = "1.4"
117 changes: 60 additions & 57 deletions crates/bevy_ui/src/focus.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ use bevy_ecs::prelude::*;
use bevy_input::{mouse::MouseButton, touch::Touches, Input};
use bevy_transform::components::GlobalTransform;
use bevy_window::Windows;
use smallvec::SmallVec;

#[derive(Copy, Clone, Eq, PartialEq, Debug)]
pub enum Interaction {
Expand Down Expand Up @@ -32,7 +33,7 @@ impl Default for FocusPolicy {

#[derive(Default)]
pub struct State {
hovered_entity: Option<Entity>,
entities_to_reset: SmallVec<[Entity; 1]>,
}

pub fn ui_focus_system(
Expand All @@ -57,7 +58,16 @@ pub fn ui_focus_system(
return;
};

if mouse_button_input.just_released(MouseButton::Left) || touches_input.just_released(0) {
// 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.just_released(0);
if mouse_released {
for (_entity, _node, _global_transform, interaction, _focus_policy) in node_query.iter_mut()
{
if let Some(mut interaction) = interaction {
Expand All @@ -70,73 +80,66 @@ pub fn ui_focus_system(

let mouse_clicked =
mouse_button_input.just_pressed(MouseButton::Left) || touches_input.just_released(0);
let mut hovered_entity = None;

{
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
|(entity, node, global_transform, interaction, focus_policy)| {
let position = global_transform.translation;
let ui_position = position.truncate();
let extents = node.size / 2.0;
let min = ui_position - extents;
let max = ui_position + extents;
// if the current cursor position is within the bounds of the node, consider it for clicking
if (min.x..max.x).contains(&cursor_position.x)
&& (min.y..max.y).contains(&cursor_position.y)
{
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
} else {
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Hovered {
*interaction = Interaction::None;
}
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
|(entity, node, global_transform, interaction, focus_policy)| {
let position = global_transform.translation;
let ui_position = position.truncate();
let extents = node.size / 2.0;
let min = ui_position - extents;
let max = ui_position + extents;
// if the current cursor position is within the bounds of the node, consider it for clicking
if (min.x..max.x).contains(&cursor_position.x)
&& (min.y..max.y).contains(&cursor_position.y)
{
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
} else {
if let Some(mut interaction) = interaction {
if *interaction == Interaction::Hovered {
*interaction = Interaction::None;
}
None
}
},
)
.collect::<Vec<_>>();
None
}
},
)
.collect::<Vec<_>>();

moused_over_z_sorted_nodes.sort_by_key(|(_, _, _, z)| -*z);
for (entity, focus_policy, interaction, _) in moused_over_z_sorted_nodes {
if let Some(mut interaction) = interaction {
if mouse_clicked {
// only consider nodes with ClickState "clickable"
if *interaction != Interaction::Clicked {
*interaction = Interaction::Clicked;
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;
}
} else if *interaction == Interaction::None {
*interaction = Interaction::Hovered;
}
}

hovered_entity = Some(entity);

match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => {
break;
}
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
match focus_policy.cloned().unwrap_or(FocusPolicy::Block) {
FocusPolicy::Block => {
break;
}
FocusPolicy::Pass => { /* allow the next node to be hovered/clicked */ }
}
}

// if there is a new hovered entity, but an entity is currently hovered, unhover the old entity
if let Some(new_hovered_entity) = hovered_entity {
if let Some(old_hovered_entity) = state.hovered_entity {
if new_hovered_entity != old_hovered_entity {
if let Ok(mut interaction) =
node_query.get_component_mut::<Interaction>(old_hovered_entity)
{
if *interaction == Interaction::Hovered {
*interaction = Interaction::None;
}
}
state.hovered_entity = None;
// reset lower nodes to None
for (_entity, _focus_policy, interaction, _) in moused_over_z_sorted_nodes {
if let Some(mut interaction) = interaction {
if *interaction != Interaction::None {
*interaction = Interaction::None;
}
}
state.hovered_entity = hovered_entity;
}
}