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//! Determines which entities are being hovered by which pointers.
use std::{collections::BTreeMap, fmt::Debug};
use crate::{
backend::{self, HitData},
events::PointerCancel,
pointer::{PointerId, PointerInteraction, PointerPress},
Pickable,
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_utils::{FloatOrd, HashMap};
type DepthSortedHits = Vec<(Entity, HitData)>;
/// Events returned from backends can be grouped with an order field. This allows picking to work
/// with multiple layers of rendered output to the same render target.
type PickLayer = FloatOrd;
/// Maps [`PickLayer`]s to the map of entities within that pick layer, sorted by depth.
type LayerMap = BTreeMap<PickLayer, DepthSortedHits>;
/// Maps Pointers to a [`LayerMap`]. Note this is much more complex than the [`HoverMap`] because
/// this data structure is used to sort entities by layer then depth for every pointer.
type OverMap = HashMap<PointerId, LayerMap>;
/// The source of truth for all hover state. This is used to determine what events to send, and what
/// state components should be in.
///
/// Maps pointers to the entities they are hovering over.
///
/// "Hovering" refers to the *hover* state, which is not the same as whether or not a picking
/// backend is reporting hits between a pointer and an entity. A pointer is "hovering" an entity
/// only if the pointer is hitting the entity (as reported by a picking backend) *and* no entities
/// between it and the pointer block interactions.
///
/// For example, if a pointer is hitting a UI button and a 3d mesh, but the button is in front of
/// the mesh, and [`Pickable::should_block_lower`], the UI button will be hovered, but the mesh will
/// not.
///
/// # Advanced Users
///
/// If you want to completely replace the provided picking events or state produced by this plugin,
/// you can use this resource to do that. All of the event systems for picking are built *on top of*
/// this authoritative hover state, and you can do the same. You can also use the
/// [`PreviousHoverMap`] as a robust way of determining changes in hover state from the previous
/// update.
#[derive(Debug, Deref, DerefMut, Default, Resource)]
pub struct HoverMap(pub HashMap<PointerId, HashMap<Entity, HitData>>);
/// The previous state of the hover map, used to track changes to hover state.
#[derive(Debug, Deref, DerefMut, Default, Resource)]
pub struct PreviousHoverMap(pub HashMap<PointerId, HashMap<Entity, HitData>>);
/// Coalesces all data from inputs and backends to generate a map of the currently hovered entities.
/// This is the final focusing step to determine which entity the pointer is hovering over.
pub fn update_focus(
// Inputs
pickable: Query<&Pickable>,
pointers: Query<&PointerId>,
mut under_pointer: EventReader<backend::PointerHits>,
mut cancellations: EventReader<PointerCancel>,
// Local
mut over_map: Local<OverMap>,
// Output
mut hover_map: ResMut<HoverMap>,
mut previous_hover_map: ResMut<PreviousHoverMap>,
) {
reset_maps(
&mut hover_map,
&mut previous_hover_map,
&mut over_map,
&pointers,
);
build_over_map(&mut under_pointer, &mut over_map, &mut cancellations);
build_hover_map(&pointers, pickable, &over_map, &mut hover_map);
}
/// Clear non-empty local maps, reusing allocated memory.
fn reset_maps(
hover_map: &mut HoverMap,
previous_hover_map: &mut PreviousHoverMap,
over_map: &mut OverMap,
pointers: &Query<&PointerId>,
) {
// Swap the previous and current hover maps. This results in the previous values being stored in
// `PreviousHoverMap`. Swapping is okay because we clear the `HoverMap` which now holds stale
// data. This process is done without any allocations.
core::mem::swap(&mut previous_hover_map.0, &mut hover_map.0);
for entity_set in hover_map.values_mut() {
entity_set.clear()
}
for layer_map in over_map.values_mut() {
layer_map.clear()
}
// Clear pointers from the maps if they have been removed.
let active_pointers: Vec<PointerId> = pointers.iter().copied().collect();
hover_map.retain(|pointer, _| active_pointers.contains(pointer));
over_map.retain(|pointer, _| active_pointers.contains(pointer));
}
/// Build an ordered map of entities that are under each pointer
fn build_over_map(
backend_events: &mut EventReader<backend::PointerHits>,
pointer_over_map: &mut Local<OverMap>,
pointer_cancel: &mut EventReader<PointerCancel>,
) {
let cancelled_pointers: Vec<PointerId> = pointer_cancel.read().map(|p| p.pointer_id).collect();
for entities_under_pointer in backend_events
.read()
.filter(|e| !cancelled_pointers.contains(&e.pointer))
{
let pointer = entities_under_pointer.pointer;
let layer_map = pointer_over_map
.entry(pointer)
.or_insert_with(BTreeMap::new);
for (entity, pick_data) in entities_under_pointer.picks.iter() {
let layer = entities_under_pointer.order;
let hits = layer_map.entry(FloatOrd(layer)).or_insert_with(Vec::new);
hits.push((*entity, pick_data.clone()));
}
}
for layers in pointer_over_map.values_mut() {
for hits in layers.values_mut() {
hits.sort_by_key(|(_, hit)| FloatOrd(hit.depth));
}
}
}
/// Build an unsorted set of hovered entities, accounting for depth, layer, and [`Pickable`]. Note
/// that unlike the pointer map, this uses [`Pickable`] to determine if lower entities receive hover
/// focus. Often, only a single entity per pointer will be hovered.
fn build_hover_map(
pointers: &Query<&PointerId>,
pickable: Query<&Pickable>,
over_map: &Local<OverMap>,
// Output
hover_map: &mut HoverMap,
) {
for pointer_id in pointers.iter() {
let pointer_entity_set = hover_map.entry(*pointer_id).or_insert_with(HashMap::new);
if let Some(layer_map) = over_map.get(pointer_id) {
// Note we reverse here to start from the highest layer first.
for (entity, pick_data) in layer_map.values().rev().flatten() {
if let Ok(pickable) = pickable.get(*entity) {
if pickable.is_hoverable {
pointer_entity_set.insert(*entity, pick_data.clone());
}
if pickable.should_block_lower {
break;
}
} else {
pointer_entity_set.insert(*entity, pick_data.clone()); // Emit events by default
break; // Entities block by default so we break out of the loop
}
}
}
}
}
/// A component that aggregates picking interaction state of this entity across all pointers.
///
/// Unlike bevy's `Interaction` component, this is an aggregate of the state of all pointers
/// interacting with this entity. Aggregation is done by taking the interaction with the highest
/// precedence.
///
/// For example, if we have an entity that is being hovered by one pointer, and pressed by another,
/// the entity will be considered pressed. If that entity is instead being hovered by both pointers,
/// it will be considered hovered.
#[derive(Component, Copy, Clone, Default, Eq, PartialEq, Debug, Reflect)]
#[reflect(Component, Default)]
pub enum PickingInteraction {
/// The entity is being pressed down by a pointer.
Pressed = 2,
/// The entity is being hovered by a pointer.
Hovered = 1,
/// No pointers are interacting with this entity.
#[default]
None = 0,
}
/// Uses pointer events to update [`PointerInteraction`] and [`PickingInteraction`] components.
pub fn update_interactions(
// Input
hover_map: Res<HoverMap>,
previous_hover_map: Res<PreviousHoverMap>,
// Outputs
mut commands: Commands,
mut pointers: Query<(&PointerId, &PointerPress, &mut PointerInteraction)>,
mut interact: Query<&mut PickingInteraction>,
) {
// Clear all previous hover data from pointers and entities
for (pointer, _, mut pointer_interaction) in &mut pointers {
pointer_interaction.sorted_entities.clear();
if let Some(previously_hovered_entities) = previous_hover_map.get(pointer) {
for entity in previously_hovered_entities.keys() {
if let Ok(mut interaction) = interact.get_mut(*entity) {
*interaction = PickingInteraction::None;
}
}
}
}
// Create a map to hold the aggregated interaction for each entity. This is needed because we
// need to be able to insert the interaction component on entities if they do not exist. To do
// so we need to know the final aggregated interaction state to avoid the scenario where we set
// an entity to `Pressed`, then overwrite that with a lower precedent like `Hovered`.
let mut new_interaction_state = HashMap::<Entity, PickingInteraction>::new();
for (pointer, pointer_press, mut pointer_interaction) in &mut pointers {
if let Some(pointers_hovered_entities) = hover_map.get(pointer) {
// Insert a sorted list of hit entities into the pointer's interaction component.
let mut sorted_entities: Vec<_> = pointers_hovered_entities.clone().drain().collect();
sorted_entities.sort_by_key(|(_entity, hit)| FloatOrd(hit.depth));
pointer_interaction.sorted_entities = sorted_entities;
for hovered_entity in pointers_hovered_entities.iter().map(|(entity, _)| entity) {
merge_interaction_states(pointer_press, hovered_entity, &mut new_interaction_state);
}
}
}
// Take the aggregated entity states and update or insert the component if missing.
for (hovered_entity, new_interaction) in new_interaction_state.drain() {
if let Ok(mut interaction) = interact.get_mut(hovered_entity) {
*interaction = new_interaction;
} else if let Some(mut entity_commands) = commands.get_entity(hovered_entity) {
entity_commands.try_insert(new_interaction);
}
}
}
/// Merge the interaction state of this entity into the aggregated map.
fn merge_interaction_states(
pointer_press: &PointerPress,
hovered_entity: &Entity,
new_interaction_state: &mut HashMap<Entity, PickingInteraction>,
) {
let new_interaction = match pointer_press.is_any_pressed() {
true => PickingInteraction::Pressed,
false => PickingInteraction::Hovered,
};
if let Some(old_interaction) = new_interaction_state.get_mut(hovered_entity) {
// Only update if the new value has a higher precedence than the old value.
if *old_interaction != new_interaction
&& matches!(
(*old_interaction, new_interaction),
(PickingInteraction::Hovered, PickingInteraction::Pressed)
| (PickingInteraction::None, PickingInteraction::Pressed)
| (PickingInteraction::None, PickingInteraction::Hovered)
)
{
*old_interaction = new_interaction;
}
} else {
new_interaction_state.insert(*hovered_entity, new_interaction);
}
}