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use ahash::HashMap;
use emath::TSTransform;
use crate::{ahash, emath, LayerId, Pos2, Rect, WidgetRect, WidgetRects};
/// Result of a hit-test against [`WidgetRects`].
///
/// Answers the question "what is under the mouse pointer?".
///
/// Note that this doesn't care if the mouse button is pressed or not,
/// or if we're currently already dragging something.
#[derive(Clone, Debug, Default)]
pub struct WidgetHits {
/// All widgets close to the pointer, back-to-front.
///
/// This is a superset of all other widgets in this struct.
pub close: Vec<WidgetRect>,
/// All widgets that contains the pointer, back-to-front.
///
/// i.e. both a Window and the Button in it can contain the pointer.
///
/// Some of these may be widgets in a layer below the top-most layer.
///
/// This will be used for hovering.
pub contains_pointer: Vec<WidgetRect>,
/// If the user would start a clicking now, this is what would be clicked.
///
/// This is the top one under the pointer, or closest one of the top-most.
pub click: Option<WidgetRect>,
/// If the user would start a dragging now, this is what would be dragged.
///
/// This is the top one under the pointer, or closest one of the top-most.
pub drag: Option<WidgetRect>,
}
/// Find the top or closest widgets to the given position,
/// none which is closer than `search_radius`.
pub fn hit_test(
widgets: &WidgetRects,
layer_order: &[LayerId],
layer_to_global: &HashMap<LayerId, TSTransform>,
pos: Pos2,
search_radius: f32,
) -> WidgetHits {
profiling::function_scope!();
let search_radius_sq = search_radius * search_radius;
// Transform the position into the local coordinate space of each layer:
let pos_in_layers: HashMap<LayerId, Pos2> = layer_to_global
.iter()
.map(|(layer_id, to_global)| (*layer_id, to_global.inverse() * pos))
.collect();
let mut closest_dist_sq = f32::INFINITY;
let mut closest_hit = None;
// First pass: find the few widgets close to the given position, sorted back-to-front.
let mut close: Vec<WidgetRect> = layer_order
.iter()
.filter(|layer| layer.order.allow_interaction())
.flat_map(|&layer_id| widgets.get_layer(layer_id))
.filter(|&w| {
if w.interact_rect.is_negative() {
return false;
}
let pos_in_layer = pos_in_layers.get(&w.layer_id).copied().unwrap_or(pos);
// TODO(emilk): we should probably do the distance testing in global space instead
let dist_sq = w.interact_rect.distance_sq_to_pos(pos_in_layer);
// In tie, pick last = topmost.
if dist_sq <= closest_dist_sq {
closest_dist_sq = dist_sq;
closest_hit = Some(w);
}
dist_sq <= search_radius_sq
})
.copied()
.collect();
// Transform to global coordinates:
for hit in &mut close {
if let Some(to_global) = layer_to_global.get(&hit.layer_id).copied() {
*hit = hit.transform(to_global);
}
}
// When using layer transforms it is common to stack layers close to each other.
// For instance, you may have a resize-separator on a panel, with two
// transform-layers on either side.
// The resize-separator is technically in a layer _behind_ the transform-layers,
// but the user doesn't perceive it as such.
// So how do we handle this case?
//
// If we just allow interactions with ALL close widgets,
// then we might accidentally allow clicks through windows and other bad stuff.
//
// Let's try this:
// * Set up a hit-area (based on search_radius)
// * Iterate over all hits top-to-bottom
// * Stop if any hit covers the whole hit-area, otherwise keep going
// * Collect the layers ids in a set
// * Remove all widgets not in the above layer set
//
// This will most often result in only one layer,
// but if the pointer is at the edge of a layer, we might include widgets in
// a layer behind it.
let mut included_layers: ahash::HashSet<LayerId> = Default::default();
for hit in close.iter().rev() {
included_layers.insert(hit.layer_id);
let hit_covers_search_area = contains_circle(hit.interact_rect, pos, search_radius);
if hit_covers_search_area {
break; // nothing behind this layer could ever be interacted with
}
}
close.retain(|hit| included_layers.contains(&hit.layer_id));
// If a widget is disabled, treat it as if it isn't sensing anything.
// This simplifies the code in `hit_test_on_close` so it doesn't have to check
// the `enabled` flag everywhere:
for w in &mut close {
if !w.enabled {
w.sense.click = false;
w.sense.drag = false;
}
}
let mut hits = hit_test_on_close(&close, pos);
hits.contains_pointer = close
.iter()
.filter(|widget| widget.interact_rect.contains(pos))
.copied()
.collect();
hits.close = close;
{
// Undo the to_global-transform we applied earlier,
// go back to local layer-coordinates:
let restore_widget_rect = |w: &mut WidgetRect| {
*w = widgets.get(w.id).copied().unwrap_or(*w);
};
for wr in &mut hits.close {
restore_widget_rect(wr);
}
for wr in &mut hits.contains_pointer {
restore_widget_rect(wr);
}
if let Some(wr) = &mut hits.drag {
debug_assert!(wr.sense.drag);
restore_widget_rect(wr);
}
if let Some(wr) = &mut hits.click {
debug_assert!(wr.sense.click);
restore_widget_rect(wr);
}
}
hits
}
/// Returns true if the rectangle contains the whole circle.
fn contains_circle(interact_rect: emath::Rect, pos: Pos2, radius: f32) -> bool {
interact_rect.shrink(radius).contains(pos)
}
fn hit_test_on_close(close: &[WidgetRect], pos: Pos2) -> WidgetHits {
#![allow(clippy::collapsible_else_if)]
// First find the best direct hits:
let hit_click = find_closest_within(close.iter().copied().filter(|w| w.sense.click), pos, 0.0);
let hit_drag = find_closest_within(close.iter().copied().filter(|w| w.sense.drag), pos, 0.0);
match (hit_click, hit_drag) {
(None, None) => {
// No direct hit on anything. Find the closest interactive widget.
let closest = find_closest(
close
.iter()
.copied()
.filter(|w| w.sense.click || w.sense.drag),
pos,
);
if let Some(closest) = closest {
WidgetHits {
click: closest.sense.click.then_some(closest),
drag: closest.sense.drag.then_some(closest),
..Default::default()
}
} else {
// Found nothing
WidgetHits {
click: None,
drag: None,
..Default::default()
}
}
}
(None, Some(hit_drag)) => {
// We have a perfect hit on a drag, but not on click.
// We have a direct hit on something that implements drag.
// This could be a big background thing, like a `ScrollArea` background,
// or a moveable window.
// It could also be something small, like a slider, or panel resize handle.
let closest_click = find_closest(close.iter().copied().filter(|w| w.sense.click), pos);
if let Some(closest_click) = closest_click {
if closest_click.sense.drag {
// We have something close that sense both clicks and drag.
// Should we use it over the direct drag-hit?
if hit_drag
.interact_rect
.contains_rect(closest_click.interact_rect)
{
// This is a smaller thing on a big background - help the user hit it,
// and ignore the big drag background.
WidgetHits {
click: Some(closest_click),
drag: Some(closest_click),
..Default::default()
}
} else {
// The drag-widget is separate from the click-widget,
// so return only the drag-widget
WidgetHits {
click: None,
drag: Some(hit_drag),
..Default::default()
}
}
} else {
// These is a close pure-click widget.
// However, we should be careful to only return two different widgets
// when it is absolutely not going to confuse the user.
if hit_drag
.interact_rect
.contains_rect(closest_click.interact_rect)
{
// The drag widget is a big background thing (scroll area),
// so returning a separate click widget should not be confusing
WidgetHits {
click: Some(closest_click),
drag: Some(hit_drag),
..Default::default()
}
} else {
// The two widgets are just two normal small widgets close to each other.
// Highlighting both would be very confusing.
WidgetHits {
click: None,
drag: Some(hit_drag),
..Default::default()
}
}
}
} else {
// No close clicks.
// Maybe there is a close drag widget, that is a smaller
// widget floating on top of a big background?
// If so, it would be nice to help the user click that.
let closest_drag = find_closest(
close
.iter()
.copied()
.filter(|w| w.sense.drag && w.id != hit_drag.id),
pos,
);
if let Some(closest_drag) = closest_drag {
if hit_drag
.interact_rect
.contains_rect(closest_drag.interact_rect)
{
// `hit_drag` is a big background thing and `closest_drag` is something small on top of it.
// Be helpful and return the small things:
return WidgetHits {
click: None,
drag: Some(closest_drag),
..Default::default()
};
}
}
WidgetHits {
click: None,
drag: Some(hit_drag),
..Default::default()
}
}
}
(Some(hit_click), None) => {
// We have a perfect hit on a click-widget, but not on a drag-widget.
//
// Note that we don't look for a close drag widget in this case,
// because I can't think of a case where that would be helpful.
// This is in contrast with the opposite case,
// where when hovering directly over a drag-widget (like a big ScrollArea),
// we look for close click-widgets (e.g. buttons).
// This is because big background drag-widgets (ScrollArea, Window) are common,
// but big clickable things aren't.
// Even if they were, I think it would be confusing for a user if clicking
// a drag-only widget would click something _behind_ it.
WidgetHits {
click: Some(hit_click),
drag: None,
..Default::default()
}
}
(Some(hit_click), Some(hit_drag)) => {
// We have a perfect hit on both click and drag. Which is the topmost?
let click_idx = close.iter().position(|w| *w == hit_click).unwrap();
let drag_idx = close.iter().position(|w| *w == hit_drag).unwrap();
let click_is_on_top_of_drag = drag_idx < click_idx;
if click_is_on_top_of_drag {
if hit_click.sense.drag {
// The top thing senses both clicks and drags.
WidgetHits {
click: Some(hit_click),
drag: Some(hit_click),
..Default::default()
}
} else {
// They are interested in different things,
// and click is on top. Report both hits,
// e.g. the top Button and the ScrollArea behind it.
WidgetHits {
click: Some(hit_click),
drag: Some(hit_drag),
..Default::default()
}
}
} else {
if hit_drag.sense.click {
// The top thing senses both clicks and drags.
WidgetHits {
click: Some(hit_drag),
drag: Some(hit_drag),
..Default::default()
}
} else {
// The top things senses only drags,
// so we ignore the click-widget, because it would be confusing
// if clicking a drag-widget would actually click something else below it.
WidgetHits {
click: None,
drag: Some(hit_drag),
..Default::default()
}
}
}
}
}
}
fn find_closest(widgets: impl Iterator<Item = WidgetRect>, pos: Pos2) -> Option<WidgetRect> {
find_closest_within(widgets, pos, f32::INFINITY)
}
fn find_closest_within(
widgets: impl Iterator<Item = WidgetRect>,
pos: Pos2,
max_dist: f32,
) -> Option<WidgetRect> {
let mut closest: Option<WidgetRect> = None;
let mut closest_dist_sq = max_dist * max_dist;
for widget in widgets {
if widget.interact_rect.is_negative() {
continue;
}
let dist_sq = widget.interact_rect.distance_sq_to_pos(pos);
if let Some(closest) = closest {
if dist_sq == closest_dist_sq {
// It's a tie! Pick the thin candidate over the thick one.
// This makes it easier to hit a thin resize-handle, for instance:
if should_prioritizie_hits_on_back(closest.interact_rect, widget.interact_rect) {
continue;
}
}
}
// In case of a tie, take the last one = the one on top.
if dist_sq <= closest_dist_sq {
closest_dist_sq = dist_sq;
closest = Some(widget);
}
}
closest
}
/// Should we prioritizie hits on `back` over those on `front`?
///
/// `back` should be behind the `front` widget.
///
/// Returns true if `back` is a small hit-target and `front` is not.
fn should_prioritizie_hits_on_back(back: Rect, front: Rect) -> bool {
if front.contains_rect(back) {
return false; // back widget is fully occluded; no way to hit it
}
// Reduce each rect to its width or height, whichever is smaller:
let back = back.width().min(back.height());
let front = front.width().min(front.height());
// These are hard-coded heuristics that could surely be improved.
let back_is_much_thinner = back <= 0.5 * front;
let back_is_thin = back <= 16.0;
back_is_much_thinner && back_is_thin
}
#[cfg(test)]
mod tests {
use emath::{pos2, vec2, Rect};
use crate::{Id, Sense};
use super::*;
fn wr(id: Id, sense: Sense, rect: Rect) -> WidgetRect {
WidgetRect {
id,
layer_id: LayerId::background(),
rect,
interact_rect: rect,
sense,
enabled: true,
}
}
#[test]
fn buttons_on_window() {
let widgets = vec![
wr(
Id::new("bg-area"),
Sense::drag(),
Rect::from_min_size(pos2(0.0, 0.0), vec2(100.0, 100.0)),
),
wr(
Id::new("click"),
Sense::click(),
Rect::from_min_size(pos2(10.0, 10.0), vec2(10.0, 10.0)),
),
wr(
Id::new("click-and-drag"),
Sense::click_and_drag(),
Rect::from_min_size(pos2(100.0, 10.0), vec2(10.0, 10.0)),
),
];
// Perfect hit:
let hits = hit_test_on_close(&widgets, pos2(15.0, 15.0));
assert_eq!(hits.click.unwrap().id, Id::new("click"));
assert_eq!(hits.drag.unwrap().id, Id::new("bg-area"));
// Close hit:
let hits = hit_test_on_close(&widgets, pos2(5.0, 5.0));
assert_eq!(hits.click.unwrap().id, Id::new("click"));
assert_eq!(hits.drag.unwrap().id, Id::new("bg-area"));
// Perfect hit:
let hits = hit_test_on_close(&widgets, pos2(105.0, 15.0));
assert_eq!(hits.click.unwrap().id, Id::new("click-and-drag"));
assert_eq!(hits.drag.unwrap().id, Id::new("click-and-drag"));
// Close hit - should still ignore the drag-background so as not to confuse the userr:
let hits = hit_test_on_close(&widgets, pos2(105.0, 5.0));
assert_eq!(hits.click.unwrap().id, Id::new("click-and-drag"));
assert_eq!(hits.drag.unwrap().id, Id::new("click-and-drag"));
}
#[test]
fn thin_resize_handle_next_to_label() {
let widgets = vec![
wr(
Id::new("bg-area"),
Sense::drag(),
Rect::from_min_size(pos2(0.0, 0.0), vec2(100.0, 100.0)),
),
wr(
Id::new("bg-left-label"),
Sense::click_and_drag(),
Rect::from_min_size(pos2(0.0, 0.0), vec2(40.0, 100.0)),
),
wr(
Id::new("thin-drag-handle"),
Sense::drag(),
Rect::from_min_size(pos2(30.0, 0.0), vec2(70.0, 100.0)),
),
wr(
Id::new("fg-right-label"),
Sense::click_and_drag(),
Rect::from_min_size(pos2(60.0, 0.0), vec2(50.0, 100.0)),
),
];
for (i, w) in widgets.iter().enumerate() {
println!("Widget {i}: {:?}", w.id);
}
// In the middle of the bg-left-label:
let hits = hit_test_on_close(&widgets, pos2(25.0, 50.0));
assert_eq!(hits.click.unwrap().id, Id::new("bg-left-label"));
assert_eq!(hits.drag.unwrap().id, Id::new("bg-left-label"));
// On both the left click-and-drag and thin handle, but the thin handle is on top and should win:
let hits = hit_test_on_close(&widgets, pos2(35.0, 50.0));
assert_eq!(hits.click, None);
assert_eq!(hits.drag.unwrap().id, Id::new("thin-drag-handle"));
// Only on the thin-drag-handle:
let hits = hit_test_on_close(&widgets, pos2(50.0, 50.0));
assert_eq!(hits.click, None);
assert_eq!(hits.drag.unwrap().id, Id::new("thin-drag-handle"));
// On both the thin handle and right label. The label is on top and should win
let hits = hit_test_on_close(&widgets, pos2(65.0, 50.0));
assert_eq!(hits.click.unwrap().id, Id::new("fg-right-label"));
assert_eq!(hits.drag.unwrap().id, Id::new("fg-right-label"));
}
}