egui/hit_test.rs
1use ahash::HashMap;
2
3use emath::TSTransform;
4
5use crate::{ahash, emath, LayerId, Pos2, Rect, WidgetRect, WidgetRects};
6
7/// Result of a hit-test against [`WidgetRects`].
8///
9/// Answers the question "what is under the mouse pointer?".
10///
11/// Note that this doesn't care if the mouse button is pressed or not,
12/// or if we're currently already dragging something.
13#[derive(Clone, Debug, Default)]
14pub struct WidgetHits {
15 /// All widgets close to the pointer, back-to-front.
16 ///
17 /// This is a superset of all other widgets in this struct.
18 pub close: Vec<WidgetRect>,
19
20 /// All widgets that contains the pointer, back-to-front.
21 ///
22 /// i.e. both a Window and the Button in it can contain the pointer.
23 ///
24 /// Some of these may be widgets in a layer below the top-most layer.
25 ///
26 /// This will be used for hovering.
27 pub contains_pointer: Vec<WidgetRect>,
28
29 /// If the user would start a clicking now, this is what would be clicked.
30 ///
31 /// This is the top one under the pointer, or closest one of the top-most.
32 pub click: Option<WidgetRect>,
33
34 /// If the user would start a dragging now, this is what would be dragged.
35 ///
36 /// This is the top one under the pointer, or closest one of the top-most.
37 pub drag: Option<WidgetRect>,
38}
39
40/// Find the top or closest widgets to the given position,
41/// none which is closer than `search_radius`.
42pub fn hit_test(
43 widgets: &WidgetRects,
44 layer_order: &[LayerId],
45 layer_to_global: &HashMap<LayerId, TSTransform>,
46 pos: Pos2,
47 search_radius: f32,
48) -> WidgetHits {
49 profiling::function_scope!();
50
51 let search_radius_sq = search_radius * search_radius;
52
53 // Transform the position into the local coordinate space of each layer:
54 let pos_in_layers: HashMap<LayerId, Pos2> = layer_to_global
55 .iter()
56 .map(|(layer_id, to_global)| (*layer_id, to_global.inverse() * pos))
57 .collect();
58
59 let mut closest_dist_sq = f32::INFINITY;
60 let mut closest_hit = None;
61
62 // First pass: find the few widgets close to the given position, sorted back-to-front.
63 let mut close: Vec<WidgetRect> = layer_order
64 .iter()
65 .filter(|layer| layer.order.allow_interaction())
66 .flat_map(|&layer_id| widgets.get_layer(layer_id))
67 .filter(|&w| {
68 if w.interact_rect.is_negative() {
69 return false;
70 }
71
72 let pos_in_layer = pos_in_layers.get(&w.layer_id).copied().unwrap_or(pos);
73 // TODO(emilk): we should probably do the distance testing in global space instead
74 let dist_sq = w.interact_rect.distance_sq_to_pos(pos_in_layer);
75
76 // In tie, pick last = topmost.
77 if dist_sq <= closest_dist_sq {
78 closest_dist_sq = dist_sq;
79 closest_hit = Some(w);
80 }
81
82 dist_sq <= search_radius_sq
83 })
84 .copied()
85 .collect();
86
87 // Transform to global coordinates:
88 for hit in &mut close {
89 if let Some(to_global) = layer_to_global.get(&hit.layer_id).copied() {
90 *hit = hit.transform(to_global);
91 }
92 }
93
94 // When using layer transforms it is common to stack layers close to each other.
95 // For instance, you may have a resize-separator on a panel, with two
96 // transform-layers on either side.
97 // The resize-separator is technically in a layer _behind_ the transform-layers,
98 // but the user doesn't perceive it as such.
99 // So how do we handle this case?
100 //
101 // If we just allow interactions with ALL close widgets,
102 // then we might accidentally allow clicks through windows and other bad stuff.
103 //
104 // Let's try this:
105 // * Set up a hit-area (based on search_radius)
106 // * Iterate over all hits top-to-bottom
107 // * Stop if any hit covers the whole hit-area, otherwise keep going
108 // * Collect the layers ids in a set
109 // * Remove all widgets not in the above layer set
110 //
111 // This will most often result in only one layer,
112 // but if the pointer is at the edge of a layer, we might include widgets in
113 // a layer behind it.
114
115 let mut included_layers: ahash::HashSet<LayerId> = Default::default();
116 for hit in close.iter().rev() {
117 included_layers.insert(hit.layer_id);
118 let hit_covers_search_area = contains_circle(hit.interact_rect, pos, search_radius);
119 if hit_covers_search_area {
120 break; // nothing behind this layer could ever be interacted with
121 }
122 }
123
124 close.retain(|hit| included_layers.contains(&hit.layer_id));
125
126 // If a widget is disabled, treat it as if it isn't sensing anything.
127 // This simplifies the code in `hit_test_on_close` so it doesn't have to check
128 // the `enabled` flag everywhere:
129 for w in &mut close {
130 if !w.enabled {
131 w.sense.click = false;
132 w.sense.drag = false;
133 }
134 }
135
136 let mut hits = hit_test_on_close(&close, pos);
137
138 hits.contains_pointer = close
139 .iter()
140 .filter(|widget| widget.interact_rect.contains(pos))
141 .copied()
142 .collect();
143
144 hits.close = close;
145
146 {
147 // Undo the to_global-transform we applied earlier,
148 // go back to local layer-coordinates:
149
150 let restore_widget_rect = |w: &mut WidgetRect| {
151 *w = widgets.get(w.id).copied().unwrap_or(*w);
152 };
153
154 for wr in &mut hits.close {
155 restore_widget_rect(wr);
156 }
157 for wr in &mut hits.contains_pointer {
158 restore_widget_rect(wr);
159 }
160 if let Some(wr) = &mut hits.drag {
161 debug_assert!(wr.sense.drag);
162 restore_widget_rect(wr);
163 }
164 if let Some(wr) = &mut hits.click {
165 debug_assert!(wr.sense.click);
166 restore_widget_rect(wr);
167 }
168 }
169
170 hits
171}
172
173/// Returns true if the rectangle contains the whole circle.
174fn contains_circle(interact_rect: emath::Rect, pos: Pos2, radius: f32) -> bool {
175 interact_rect.shrink(radius).contains(pos)
176}
177
178fn hit_test_on_close(close: &[WidgetRect], pos: Pos2) -> WidgetHits {
179 #![allow(clippy::collapsible_else_if)]
180
181 // First find the best direct hits:
182 let hit_click = find_closest_within(close.iter().copied().filter(|w| w.sense.click), pos, 0.0);
183 let hit_drag = find_closest_within(close.iter().copied().filter(|w| w.sense.drag), pos, 0.0);
184
185 match (hit_click, hit_drag) {
186 (None, None) => {
187 // No direct hit on anything. Find the closest interactive widget.
188
189 let closest = find_closest(
190 close
191 .iter()
192 .copied()
193 .filter(|w| w.sense.click || w.sense.drag),
194 pos,
195 );
196
197 if let Some(closest) = closest {
198 WidgetHits {
199 click: closest.sense.click.then_some(closest),
200 drag: closest.sense.drag.then_some(closest),
201 ..Default::default()
202 }
203 } else {
204 // Found nothing
205 WidgetHits {
206 click: None,
207 drag: None,
208 ..Default::default()
209 }
210 }
211 }
212
213 (None, Some(hit_drag)) => {
214 // We have a perfect hit on a drag, but not on click.
215
216 // We have a direct hit on something that implements drag.
217 // This could be a big background thing, like a `ScrollArea` background,
218 // or a moveable window.
219 // It could also be something small, like a slider, or panel resize handle.
220
221 let closest_click = find_closest(close.iter().copied().filter(|w| w.sense.click), pos);
222 if let Some(closest_click) = closest_click {
223 if closest_click.sense.drag {
224 // We have something close that sense both clicks and drag.
225 // Should we use it over the direct drag-hit?
226 if hit_drag
227 .interact_rect
228 .contains_rect(closest_click.interact_rect)
229 {
230 // This is a smaller thing on a big background - help the user hit it,
231 // and ignore the big drag background.
232 WidgetHits {
233 click: Some(closest_click),
234 drag: Some(closest_click),
235 ..Default::default()
236 }
237 } else {
238 // The drag-widget is separate from the click-widget,
239 // so return only the drag-widget
240 WidgetHits {
241 click: None,
242 drag: Some(hit_drag),
243 ..Default::default()
244 }
245 }
246 } else {
247 // These is a close pure-click widget.
248 // However, we should be careful to only return two different widgets
249 // when it is absolutely not going to confuse the user.
250 if hit_drag
251 .interact_rect
252 .contains_rect(closest_click.interact_rect)
253 {
254 // The drag widget is a big background thing (scroll area),
255 // so returning a separate click widget should not be confusing
256 WidgetHits {
257 click: Some(closest_click),
258 drag: Some(hit_drag),
259 ..Default::default()
260 }
261 } else {
262 // The two widgets are just two normal small widgets close to each other.
263 // Highlighting both would be very confusing.
264 WidgetHits {
265 click: None,
266 drag: Some(hit_drag),
267 ..Default::default()
268 }
269 }
270 }
271 } else {
272 // No close clicks.
273 // Maybe there is a close drag widget, that is a smaller
274 // widget floating on top of a big background?
275 // If so, it would be nice to help the user click that.
276 let closest_drag = find_closest(
277 close
278 .iter()
279 .copied()
280 .filter(|w| w.sense.drag && w.id != hit_drag.id),
281 pos,
282 );
283
284 if let Some(closest_drag) = closest_drag {
285 if hit_drag
286 .interact_rect
287 .contains_rect(closest_drag.interact_rect)
288 {
289 // `hit_drag` is a big background thing and `closest_drag` is something small on top of it.
290 // Be helpful and return the small things:
291 return WidgetHits {
292 click: None,
293 drag: Some(closest_drag),
294 ..Default::default()
295 };
296 }
297 }
298
299 WidgetHits {
300 click: None,
301 drag: Some(hit_drag),
302 ..Default::default()
303 }
304 }
305 }
306
307 (Some(hit_click), None) => {
308 // We have a perfect hit on a click-widget, but not on a drag-widget.
309 //
310 // Note that we don't look for a close drag widget in this case,
311 // because I can't think of a case where that would be helpful.
312 // This is in contrast with the opposite case,
313 // where when hovering directly over a drag-widget (like a big ScrollArea),
314 // we look for close click-widgets (e.g. buttons).
315 // This is because big background drag-widgets (ScrollArea, Window) are common,
316 // but big clickable things aren't.
317 // Even if they were, I think it would be confusing for a user if clicking
318 // a drag-only widget would click something _behind_ it.
319
320 WidgetHits {
321 click: Some(hit_click),
322 drag: None,
323 ..Default::default()
324 }
325 }
326
327 (Some(hit_click), Some(hit_drag)) => {
328 // We have a perfect hit on both click and drag. Which is the topmost?
329 let click_idx = close.iter().position(|w| *w == hit_click).unwrap();
330 let drag_idx = close.iter().position(|w| *w == hit_drag).unwrap();
331
332 let click_is_on_top_of_drag = drag_idx < click_idx;
333 if click_is_on_top_of_drag {
334 if hit_click.sense.drag {
335 // The top thing senses both clicks and drags.
336 WidgetHits {
337 click: Some(hit_click),
338 drag: Some(hit_click),
339 ..Default::default()
340 }
341 } else {
342 // They are interested in different things,
343 // and click is on top. Report both hits,
344 // e.g. the top Button and the ScrollArea behind it.
345 WidgetHits {
346 click: Some(hit_click),
347 drag: Some(hit_drag),
348 ..Default::default()
349 }
350 }
351 } else {
352 if hit_drag.sense.click {
353 // The top thing senses both clicks and drags.
354 WidgetHits {
355 click: Some(hit_drag),
356 drag: Some(hit_drag),
357 ..Default::default()
358 }
359 } else {
360 // The top things senses only drags,
361 // so we ignore the click-widget, because it would be confusing
362 // if clicking a drag-widget would actually click something else below it.
363 WidgetHits {
364 click: None,
365 drag: Some(hit_drag),
366 ..Default::default()
367 }
368 }
369 }
370 }
371 }
372}
373
374fn find_closest(widgets: impl Iterator<Item = WidgetRect>, pos: Pos2) -> Option<WidgetRect> {
375 find_closest_within(widgets, pos, f32::INFINITY)
376}
377
378fn find_closest_within(
379 widgets: impl Iterator<Item = WidgetRect>,
380 pos: Pos2,
381 max_dist: f32,
382) -> Option<WidgetRect> {
383 let mut closest: Option<WidgetRect> = None;
384 let mut closest_dist_sq = max_dist * max_dist;
385 for widget in widgets {
386 if widget.interact_rect.is_negative() {
387 continue;
388 }
389
390 let dist_sq = widget.interact_rect.distance_sq_to_pos(pos);
391
392 if let Some(closest) = closest {
393 if dist_sq == closest_dist_sq {
394 // It's a tie! Pick the thin candidate over the thick one.
395 // This makes it easier to hit a thin resize-handle, for instance:
396 if should_prioritizie_hits_on_back(closest.interact_rect, widget.interact_rect) {
397 continue;
398 }
399 }
400 }
401
402 // In case of a tie, take the last one = the one on top.
403 if dist_sq <= closest_dist_sq {
404 closest_dist_sq = dist_sq;
405 closest = Some(widget);
406 }
407 }
408
409 closest
410}
411
412/// Should we prioritizie hits on `back` over those on `front`?
413///
414/// `back` should be behind the `front` widget.
415///
416/// Returns true if `back` is a small hit-target and `front` is not.
417fn should_prioritizie_hits_on_back(back: Rect, front: Rect) -> bool {
418 if front.contains_rect(back) {
419 return false; // back widget is fully occluded; no way to hit it
420 }
421
422 // Reduce each rect to its width or height, whichever is smaller:
423 let back = back.width().min(back.height());
424 let front = front.width().min(front.height());
425
426 // These are hard-coded heuristics that could surely be improved.
427 let back_is_much_thinner = back <= 0.5 * front;
428 let back_is_thin = back <= 16.0;
429
430 back_is_much_thinner && back_is_thin
431}
432
433#[cfg(test)]
434mod tests {
435 use emath::{pos2, vec2, Rect};
436
437 use crate::{Id, Sense};
438
439 use super::*;
440
441 fn wr(id: Id, sense: Sense, rect: Rect) -> WidgetRect {
442 WidgetRect {
443 id,
444 layer_id: LayerId::background(),
445 rect,
446 interact_rect: rect,
447 sense,
448 enabled: true,
449 }
450 }
451
452 #[test]
453 fn buttons_on_window() {
454 let widgets = vec![
455 wr(
456 Id::new("bg-area"),
457 Sense::drag(),
458 Rect::from_min_size(pos2(0.0, 0.0), vec2(100.0, 100.0)),
459 ),
460 wr(
461 Id::new("click"),
462 Sense::click(),
463 Rect::from_min_size(pos2(10.0, 10.0), vec2(10.0, 10.0)),
464 ),
465 wr(
466 Id::new("click-and-drag"),
467 Sense::click_and_drag(),
468 Rect::from_min_size(pos2(100.0, 10.0), vec2(10.0, 10.0)),
469 ),
470 ];
471
472 // Perfect hit:
473 let hits = hit_test_on_close(&widgets, pos2(15.0, 15.0));
474 assert_eq!(hits.click.unwrap().id, Id::new("click"));
475 assert_eq!(hits.drag.unwrap().id, Id::new("bg-area"));
476
477 // Close hit:
478 let hits = hit_test_on_close(&widgets, pos2(5.0, 5.0));
479 assert_eq!(hits.click.unwrap().id, Id::new("click"));
480 assert_eq!(hits.drag.unwrap().id, Id::new("bg-area"));
481
482 // Perfect hit:
483 let hits = hit_test_on_close(&widgets, pos2(105.0, 15.0));
484 assert_eq!(hits.click.unwrap().id, Id::new("click-and-drag"));
485 assert_eq!(hits.drag.unwrap().id, Id::new("click-and-drag"));
486
487 // Close hit - should still ignore the drag-background so as not to confuse the userr:
488 let hits = hit_test_on_close(&widgets, pos2(105.0, 5.0));
489 assert_eq!(hits.click.unwrap().id, Id::new("click-and-drag"));
490 assert_eq!(hits.drag.unwrap().id, Id::new("click-and-drag"));
491 }
492
493 #[test]
494 fn thin_resize_handle_next_to_label() {
495 let widgets = vec![
496 wr(
497 Id::new("bg-area"),
498 Sense::drag(),
499 Rect::from_min_size(pos2(0.0, 0.0), vec2(100.0, 100.0)),
500 ),
501 wr(
502 Id::new("bg-left-label"),
503 Sense::click_and_drag(),
504 Rect::from_min_size(pos2(0.0, 0.0), vec2(40.0, 100.0)),
505 ),
506 wr(
507 Id::new("thin-drag-handle"),
508 Sense::drag(),
509 Rect::from_min_size(pos2(30.0, 0.0), vec2(70.0, 100.0)),
510 ),
511 wr(
512 Id::new("fg-right-label"),
513 Sense::click_and_drag(),
514 Rect::from_min_size(pos2(60.0, 0.0), vec2(50.0, 100.0)),
515 ),
516 ];
517
518 for (i, w) in widgets.iter().enumerate() {
519 println!("Widget {i}: {:?}", w.id);
520 }
521
522 // In the middle of the bg-left-label:
523 let hits = hit_test_on_close(&widgets, pos2(25.0, 50.0));
524 assert_eq!(hits.click.unwrap().id, Id::new("bg-left-label"));
525 assert_eq!(hits.drag.unwrap().id, Id::new("bg-left-label"));
526
527 // On both the left click-and-drag and thin handle, but the thin handle is on top and should win:
528 let hits = hit_test_on_close(&widgets, pos2(35.0, 50.0));
529 assert_eq!(hits.click, None);
530 assert_eq!(hits.drag.unwrap().id, Id::new("thin-drag-handle"));
531
532 // Only on the thin-drag-handle:
533 let hits = hit_test_on_close(&widgets, pos2(50.0, 50.0));
534 assert_eq!(hits.click, None);
535 assert_eq!(hits.drag.unwrap().id, Id::new("thin-drag-handle"));
536
537 // On both the thin handle and right label. The label is on top and should win
538 let hits = hit_test_on_close(&widgets, pos2(65.0, 50.0));
539 assert_eq!(hits.click.unwrap().id, Id::new("fg-right-label"));
540 assert_eq!(hits.drag.unwrap().id, Id::new("fg-right-label"));
541 }
542}