pub fn ui_focus_system(
state: Local<'_, State>,
camera_query: Query<'_, '_, (Entity, &Camera)>,
primary_window: Query<'_, '_, Entity, With<PrimaryWindow>>,
windows: Query<'_, '_, &Window>,
mouse_button_input: Res<'_, ButtonInput<MouseButton>>,
touches_input: Res<'_, Touches>,
ui_stack: Res<'_, UiStack>,
node_query: Query<'_, '_, NodeQuery>,
clipping_query: Query<'_, '_, (&ComputedNode, &UiGlobalTransform, &Node)>,
child_of_query: Query<'_, '_, &ChildOf, Without<OverrideClip>>,
)
Expand description
The system that sets Interaction for all UI elements based on the mouse cursor activity
Entities with a hidden InheritedVisibility
are always treated as released.