-
-
Notifications
You must be signed in to change notification settings - Fork 3.9k
Don't count picking hits on button rounded corners #14941
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
Comments
If we just use the same border radius SDF function from the UI shader this should be trivial . We should probably store the resolved border radius values in a field in Node, so it only has to be calculated once. |
@alice-i-cecile in #14929 I’m using a UiImage which happens to be mostly rounded but in fact the art has a bit of a decorative frame around it. Are you thinking the way to solve that is that I’d need to enable rounded borders on my button and then get a “close enough” result once this ticket is done? I think that’s why the sprite backend alpha testing stood out to me as the solve since for my decorative rounded images it would only trigger interactions when clicking the non alpha parts of the image. |
There's nothing to stop us adding alpha testing for UiImage nodes as well that would override the SDF check. |
I suppose more generally, it’s not rounded button support I was particularly after, but arbitrary UiImage shape support. Eg I also have some chunky arrow images as buttons and was expecting the alpha part to not be clickable. As above, if the recommendation is going to be “just add rounded borders to your image button to get an approximation” that’s probably fine and better than what is there now (a rectangular hit space). |
Yep, I'd prefer three options for UI: just AABB, rounded corners and alpha testing. Default to either rounded corners or alpha testing, depending if alpha testing's cost can be measured. |
App.2024-08-28.15-28-19.mp4 |
# Objective Fixes #14941 ## Solution 1. Add a `resolved_border_radius` field to `Node` to hold the resolved border radius values. 2. Remove the border radius calculations from the UI's extraction functions. 4. Compute the border radius during UI relayouts in `ui_layout_system` and store them in `Node`. 5. New `pick_rounded_rect` function based on the border radius SDF from `ui.wgsl`. 6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if the pointer is hovering UI nodes with rounded corners. --- ## Showcase ``` cargo run --example button ``` https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648 ## Testing Modified button example with buttons with different corner radius: ``` use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings}; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25); const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35); fn button_system( mut interaction_query: Query< ( &Interaction, &mut BackgroundColor, &mut BorderColor, &Children, ), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, mut color, mut border_color, children) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { text.sections[0].value = "Press".to_string(); *color = PRESSED_BUTTON.into(); border_color.0 = RED.into(); } Interaction::Hovered => { text.sections[0].value = "Hover".to_string(); *color = HOVERED_BUTTON.into(); border_color.0 = Color::WHITE; } Interaction::None => { text.sections[0].value = "Button".to_string(); *color = NORMAL_BUTTON.into(); border_color.0 = Color::BLACK; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // ui camera commands.spawn(Camera2dBundle::default()); commands .spawn(NodeBundle { style: Style { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, row_gap: Val::Px(10.), ..default() }, ..default() }) .with_children(|parent| { for border_radius in [ BorderRadius { top_left: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { top_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_left: Val::ZERO, ..BorderRadius::MAX }, ] { parent .spawn(ButtonBundle { style: Style { width: Val::Px(150.0), height: Val::Px(65.0), border: UiRect::all(Val::Px(5.0)), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, ..default() }, border_color: BorderColor(Color::BLACK), border_radius, background_color: NORMAL_BUTTON.into(), ..default() }) .with_child(TextBundle::from_section( "Button", TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 40.0, color: Color::srgb(0.9, 0.9, 0.9), }, )); } }); } ``` --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Matty <[email protected]>
Fixes #14941 1. Add a `resolved_border_radius` field to `Node` to hold the resolved border radius values. 2. Remove the border radius calculations from the UI's extraction functions. 4. Compute the border radius during UI relayouts in `ui_layout_system` and store them in `Node`. 5. New `pick_rounded_rect` function based on the border radius SDF from `ui.wgsl`. 6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if the pointer is hovering UI nodes with rounded corners. --- ``` cargo run --example button ``` https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648 Modified button example with buttons with different corner radius: ``` use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings}; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15); const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25); const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35); fn button_system( mut interaction_query: Query< ( &Interaction, &mut BackgroundColor, &mut BorderColor, &Children, ), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, mut color, mut border_color, children) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { text.sections[0].value = "Press".to_string(); *color = PRESSED_BUTTON.into(); border_color.0 = RED.into(); } Interaction::Hovered => { text.sections[0].value = "Hover".to_string(); *color = HOVERED_BUTTON.into(); border_color.0 = Color::WHITE; } Interaction::None => { text.sections[0].value = "Button".to_string(); *color = NORMAL_BUTTON.into(); border_color.0 = Color::BLACK; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // ui camera commands.spawn(Camera2dBundle::default()); commands .spawn(NodeBundle { style: Style { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, row_gap: Val::Px(10.), ..default() }, ..default() }) .with_children(|parent| { for border_radius in [ BorderRadius { top_left: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { top_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_right: Val::ZERO, ..BorderRadius::MAX }, BorderRadius { bottom_left: Val::ZERO, ..BorderRadius::MAX }, ] { parent .spawn(ButtonBundle { style: Style { width: Val::Px(150.0), height: Val::Px(65.0), border: UiRect::all(Val::Px(5.0)), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, ..default() }, border_color: BorderColor(Color::BLACK), border_radius, background_color: NORMAL_BUTTON.into(), ..default() }) .with_child(TextBundle::from_section( "Button", TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 40.0, color: Color::srgb(0.9, 0.9, 0.9), }, )); } }); } ``` --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Matty <[email protected]>
What problem does this solve or what need does it fill?
In Bevy 0.14, areas removed from buttons via rounded corners still count as hits, changing the value of
Interaction
components incorrectly.What solution would you like?
The picking backend should exclude these by default, by getting information about the actual shape of the button.
What alternative(s) have you considered?
We could use alpha testing, but that's likely slower and generally not desirable in the context of UI.
Additional context
Related to but distinct from #14929, which is for sprites and uses a slower but more general algorithm.
The text was updated successfully, but these errors were encountered: