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//! This crate provides 'picking' capabilities for the Bevy game engine, allowing pointers to
//! interact with entities using hover, click, and drag events.
//!
//! ## Overview
//!
//! In the simplest case, this plugin allows you to click on things in the scene. However, it also
//! allows you to express more complex interactions, like detecting when a touch input drags a UI
//! element and drops it on a 3d mesh rendered to a different camera.
//!
//! Pointer events bubble up the entity hierarchy and can be used with observers, allowing you to
//! succinctly express rich interaction behaviors by attaching pointer callbacks to entities:
//!
//! ```rust
//! # use bevy_ecs::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Component)]
//! # struct MyComponent;
//! # let mut world = World::new();
//! world.spawn(MyComponent)
//! .observe(|mut event: On<Pointer<Click>>| {
//! // Read the underlying pointer event data
//! println!("Pointer {:?} was just clicked!", event.pointer_id);
//! // Stop the event from bubbling up the entity hierarchy
//! event.propagate(false);
//! });
//! ```
//!
//! At its core, this crate provides a robust abstraction for computing picking state regardless of
//! pointing devices, or what you are hit testing against. It is designed to work with any input,
//! including mouse, touch, pens, or virtual pointers controlled by gamepads.
//!
//! ## Expressive Events
//!
//! Although the events in this module (see [`events`]) can be listened to with normal
//! `MessageReader`s, using observers is often more expressive, with less boilerplate. This is because
//! observers allow you to attach event handling logic to specific entities, as well as make use of
//! event bubbling.
//!
//! When events are generated, they bubble up the entity hierarchy starting from their target, until
//! they reach the root or bubbling is halted with a call to
//! [`On::propagate`](bevy_ecs::observer::On::propagate). See [`Observer`] for details.
//!
//! This allows you to run callbacks when any children of an entity are interacted with, and leads
//! to succinct, expressive code:
//!
//! ```
//! # use bevy_ecs::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Message)]
//! # struct Greeting;
//! fn setup(mut commands: Commands) {
//! commands.spawn(Transform::default())
//! // Spawn your entity here, e.g. a `Mesh3d`.
//! // When dragged, mutate the `Transform` component on the dragged target entity:
//! .observe(|drag: On<Pointer<Drag>>, mut transforms: Query<&mut Transform>| {
//! let mut transform = transforms.get_mut(drag.entity).unwrap();
//! transform.rotate_local_y(drag.delta.x / 50.0);
//! })
//! .observe(|click: On<Pointer<Click>>, mut commands: Commands| {
//! println!("Entity {} goes BOOM!", click.entity);
//! commands.entity(click.entity).despawn();
//! })
//! .observe(|over: On<Pointer<Over>>, mut greetings: MessageWriter<Greeting>| {
//! greetings.write(Greeting);
//! });
//! }
//! ```
//!
//! ## Modularity
//!
//! #### Mix and Match Hit Testing Backends
//!
//! The plugin attempts to handle all the hard parts for you, all you need to do is tell it when a
//! pointer is hitting any entities. Multiple backends can be used at the same time! [Use this
//! simple API to write your own backend](crate::backend) in about 100 lines of code.
//!
//! #### Input Agnostic
//!
//! Picking provides a generic Pointer abstraction, which is useful for reacting to many different
//! types of input devices. Pointers can be controlled with anything, whether it's the included
//! mouse or touch inputs, or a custom gamepad input system you write yourself to control a virtual
//! pointer.
//!
//! ## Robustness
//!
//! In addition to these features, this plugin also correctly handles multitouch, multiple windows,
//! multiple cameras, viewports, and render layers. Using this as a library allows you to write a
//! picking backend that can interoperate with any other picking backend.
//!
//! # Getting Started
//!
//! TODO: This section will need to be re-written once more backends are introduced.
//!
//! #### Next Steps
//!
//! To learn more, take a look at the examples in the
//! [examples](https://github.com/bevyengine/bevy/tree/main/examples/picking). You can read the next
//! section to understand how the plugin works.
//!
//! # The Picking Pipeline
//!
//! This plugin is designed to be extremely modular. To do so, it works in well-defined stages that
//! form a pipeline, where events are used to pass data between each stage.
//!
//! #### Pointers ([`pointer`](mod@pointer))
//!
//! The first stage of the pipeline is to gather inputs and update pointers. This stage is
//! ultimately responsible for generating [`PointerInput`](pointer::PointerInput) events. The
//! provided crate does this automatically for mouse, touch, and pen inputs. If you wanted to
//! implement your own pointer, controlled by some other input, you can do that here. The ordering
//! of events within the [`PointerInput`](pointer::PointerInput) stream is meaningful for events
//! with the same [`PointerId`](pointer::PointerId), but not between different pointers.
//!
//! Because pointer positions and presses are driven by these events, you can use them to mock
//! inputs for testing.
//!
//! After inputs are generated, they are then collected to update the current
//! [`PointerLocation`](pointer::PointerLocation) for each pointer.
//!
//! #### Backend ([`backend`])
//!
//! A picking backend only has one job: reading [`PointerLocation`](pointer::PointerLocation)
//! components, and producing [`PointerHits`](backend::PointerHits). You can find all documentation
//! and types needed to implement a backend at [`backend`].
//!
//! You will eventually need to choose which picking backend(s) you want to use. This crate does not
//! supply any backends, and expects you to select some from the other bevy crates or the
//! third-party ecosystem.
//!
//! It's important to understand that you can mix and match backends! For example, you might have a
//! backend for your UI, and one for the 3d scene, with each being specialized for their purpose.
//! Bevy provides some backends out of the box, but you can even write your own. It's been made as
//! easy as possible intentionally; the `bevy_mod_raycast` backend is 50 lines of code.
//!
//! #### Hover ([`hover`])
//!
//! The next step is to use the data from the backends, combine and sort the results, and determine
//! what each cursor is hovering over, producing a [`HoverMap`](`crate::hover::HoverMap`). Note that
//! just because a pointer is over an entity, it is not necessarily *hovering* that entity. Although
//! multiple backends may be reporting that a pointer is hitting an entity, the hover system needs
//! to determine which entities are actually being hovered by this pointer based on the pick depth,
//! order of the backend, and the optional [`Pickable`] component of the entity. In other
//! words, if one entity is in front of another, usually only the topmost one will be hovered.
//!
//! #### Events ([`events`])
//!
//! In the final step, the high-level pointer events are generated, such as events that trigger when
//! a pointer hovers or clicks an entity. These simple events are then used to generate more complex
//! events for dragging and dropping.
//!
//! Because it is completely agnostic to the earlier stages of the pipeline, you can easily extend
//! the plugin with arbitrary backends and input methods, yet still use all the high level features.
extern crate alloc;
use ;
use *;
use *;
use ;
/// The picking prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
/// An optional component that marks an entity as usable by a backend, and overrides default
/// picking behavior for an entity.
///
/// This allows you to make an entity non-hoverable, or allow items below it to be hovered.
///
/// See the documentation on the fields for more details.
/// Groups the stages of the picking process under shared labels.
/// One plugin that contains the [`PointerInputPlugin`](input::PointerInputPlugin), [`PickingPlugin`]
/// and the [`InteractionPlugin`], this is probably the plugin that will be most used.
///
/// Note: for any of these plugins to work, they require a picking backend to be active,
/// The picking backend is responsible to turn an input, into a [`PointerHits`](`crate::backend::PointerHits`)
/// that [`PickingPlugin`] and [`InteractionPlugin`] will refine into [`bevy_ecs::observer::On`]s.
;
/// Controls the behavior of picking
///
/// ## Custom initialization
/// ```
/// # use bevy_app::App;
/// # use bevy_picking::{PickingSettings, PickingPlugin};
/// App::new()
/// .insert_resource(PickingSettings {
/// is_enabled: true,
/// is_input_enabled: false,
/// is_hover_enabled: true,
/// is_window_picking_enabled: false,
/// })
/// // or DefaultPlugins
/// .add_plugins(PickingPlugin);
/// ```
/// This plugin sets up the core picking infrastructure. It receives input events, and provides the shared
/// types used by other picking plugins.
///
/// Behavior of picking can be controlled by modifying [`PickingSettings`].
///
/// [`PickingSettings`] will be initialized with default values if it
/// is not present at the moment this is added to the app.
;
/// Generates [`Pointer`](events::Pointer) events and handles event bubbling.
;