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Store mouse cursor position in Window #940
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If this is considered for merging, I think that we should have a resource that defines the cursor position and the window that cursor is over, since we'd already be running a system that captures the position. |
That would be duplicating information. let focused_window_id = focused_window.id.unwrap();
let cursor_position = windows.get(focused_window_id).unwrap().cursor_position(); But this is a separate PR (building on this one). |
Not a bad idea. |
crates/bevy_window/src/system.rs
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@@ -24,3 +25,30 @@ pub fn exit_on_window_close_system( | |||
app_exit_events.send(AppExit); | |||
} | |||
} | |||
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pub fn update_cursor_position( |
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Random thought: we could handle these events in bevy_winit
pros: window state is correct before schedule execution starts (which means systems in PRE_UPDATE can use the cursor position). one less system running
cons: more backend-specific logic
I personally think moving this into bevy_winit's window event handler is the right call, but I'm curious what y'all think.
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Sounds like a good idea, I'm excited to have bevy get rid of the hacky way of doing cursor pos currently.
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Do you mean that the code residing in bevy_winit
would modify bevy_window
's resources?
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Yup! We already do that in a few places
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What about other windowing plugins? SDL, miniquad?
Should they also touch bevy_window
internals instead of sending messages and letting bevy_window
handle these as it fits?
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I totally see your point and for most things I would just agree outright (because the design you're suggesting is "cleaner"). I still think we should make an exception here for a few reasons:
- The design as it stands is already "unclean" in some respects. The winit backend already mutates bevy_window state for a number of scenarios: creating windows, resizing windows, touch events, scale factor changes
- Having access to up to date window state as early as possible seems valuable
- New window backends are relatively uncommon (and are generally built by proficient people), so I'm fine eating extra complexity of moderate size there to make user facing scenarios nicer.
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And I do see your point.
So, while I'm working with this code already, maybe I should take an opportunity and change other messaging like this and move it to direct mutation? Where it makes sense.
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I'm sold!
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I added update_cursor_position_from_backend
like other update_*_from_backend
methods and removed the system reading messages.
I have a feeling that mouse handling in my game works smoother now. 😄
BTW, for main window cursor position I have this extension trait in my game: trait WindowsCursorPositionExt {
fn get_cursor_position(&self) -> Option<Vec2>;
}
impl WindowsCursorPositionExt for Windows {
fn get_cursor_position(&self) -> Option<Vec2> {
let window = self.get_primary().unwrap();
window
.cursor_position()
.map(|pos| vec2(pos.x, window.height() as f32 - pos.y))
}
} It allows me to easily get cursor position remapped to screen coordinates. |
Thats cool! |
Looks good to me! |
This PR adds
cursor_position
field toWindow
and a system to trackCursorMoved
events.This complements already existing
set_cursor_position
method and aligns with how keyboard input is being handled - allowing for both handling by events or just accessing available state.