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

[Merged by Bors] - Disable UI node Interaction when ComputedVisibility is false #5361

Closed
Closed
Show file tree
Hide file tree
Changes from 7 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
34 changes: 32 additions & 2 deletions crates/bevy_ui/src/focus.rs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ 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;
Expand All @@ -18,6 +19,17 @@ 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 the layout.
alice-i-cecile marked this conversation as resolved.
Show resolved Hide resolved
#[derive(
Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize,
)]
Expand Down Expand Up @@ -51,6 +63,8 @@ pub struct State {
}

/// 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>)>,
Expand All @@ -64,6 +78,7 @@ pub fn ui_focus_system(
Option<&mut Interaction>,
Option<&FocusPolicy>,
Option<&CalculatedClip>,
Option<&ComputedVisibility>,
)>,
) {
// reset entities that were both clicked and released in the last frame
Expand All @@ -76,7 +91,7 @@ pub fn ui_focus_system(
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) in
for (_entity, _node, _global_transform, interaction, _focus_policy, _clip, _visibility) in
node_query.iter_mut()
{
if let Some(mut interaction) = interaction {
Expand Down Expand Up @@ -111,7 +126,22 @@ pub fn ui_focus_system(
let mut moused_over_z_sorted_nodes = node_query
.iter_mut()
.filter_map(
|(entity, node, global_transform, interaction, focus_policy, clip)| {
|(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;
}
alice-i-cecile marked this conversation as resolved.
Show resolved Hide resolved
}

return None;
}
}

let position = global_transform.translation();
let ui_position = position.truncate();
let extents = node.size / 2.0;
Expand Down
11 changes: 9 additions & 2 deletions crates/bevy_ui/src/ui_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -66,6 +66,8 @@ impl AddAssign<f32> for Val {
#[reflect(Component, Default, PartialEq)]
pub struct Style {
/// Whether to arrange this node and its children with flexbox layout
///
/// If this is set to [`Display::None`], this node will be collapsed.
pub display: Display,
/// Whether to arrange this node relative to other nodes, or positioned absolutely
pub position_type: PositionType,
Expand Down Expand Up @@ -212,14 +214,19 @@ pub enum Direction {
RightToLeft,
}

/// Whether to use Flexbox layout
/// Whether to use a flexbox layout strategy
alice-i-cecile marked this conversation as resolved.
Show resolved Hide resolved
///
/// Part of the [`Style`] component.
#[derive(Copy, Clone, PartialEq, Eq, Debug, Default, Serialize, Deserialize, Reflect)]
#[reflect_value(PartialEq, Serialize, Deserialize)]
pub enum Display {
/// Use flexbox
/// Use flexbox layout to determine the position of this [`Node`]
alice-i-cecile marked this conversation as resolved.
Show resolved Hide resolved
#[default]
Flex,
/// Use no layout, don't render this node and its children
alice-i-cecile marked this conversation as resolved.
Show resolved Hide resolved
///
/// If you want to hide a node and its children,
/// but keep its layout in place, set its [`Visibility`](bevy_render::view::Visibility) component instead.
None,
}

Expand Down