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

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30 changes: 28 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 +19,14 @@ 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.
#[derive(
Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect, Serialize, Deserialize,
)]
Expand Down Expand Up @@ -51,6 +60,8 @@ 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 releasd.
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pub fn ui_focus_system(
mut state: Local<State>,
camera: Query<(&Camera, Option<&UiCameraConfig>)>,
Expand All @@ -64,6 +75,7 @@ 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 +88,7 @@ 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 +123,21 @@ 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 {
if *interaction != Interaction::None {
*interaction = Interaction::None;
}
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}

return None;
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@superdump superdump Jul 18, 2022

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This would be simpler and skipping the nested branching to just assign Interaction::None, as it is small data-wise, should likely be faster:

Suggested change
if let Some(mut interaction) = interaction {
if *interaction != Interaction::None {
*interaction = Interaction::None;
}
}
return None;
interaction.as_mut().map(|interaction| *interaction = Interaction::None);
return None;

EDIT: Oh, it's an Option, OK. Modified suggestion above.

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I'm not sure this has the right change detection behavior: that's why this code is so convoluted. I don't want this triggering Interaction change detection every update.

}
}

let position = global_transform.translation();
let ui_position = position.truncate();
let extents = node.size / 2.0;
Expand Down