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https://github.com/bevyengine/bevy
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47c4e3084a
# Objective - Add custom images as cursors - Fixes #9557 ## Solution - Change cursor type to accommodate both native and image cursors - I don't really like this solution because I couldn't use `Handle<Image>` directly. I would need to import `bevy_assets` and that causes a circular dependency. Alternatively we could use winit's `CustomCursor` smart pointers, but that seems hard because the event loop is needed to create those and is not easily accessable for users. So now I need to copy around rgba buffers which is sad. - I use a cache because especially on the web creating cursor images is really slow - Sorry to #14196 for yoinking, I just wanted to make a quick solution for myself and thought that I should probably share it too. Update: - Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses resources to send the data to `bevy_winit`, where the final cursors are created. ## Testing - Added example which works fine at least on Linux Wayland (winit side has been tested with all platforms). - I haven't tested if the url cursor works. ## Migration Guide - `CursorIcon` is no longer a field in `Window`, but a separate component can be inserted to a window entity. It has been changed to an enum that can hold custom images in addition to system icons. - `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window` is renamed to `cursor_options` - `CursorIcon` is renamed to `SystemCursorIcon` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
58 lines
2.3 KiB
Rust
58 lines
2.3 KiB
Rust
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Set the window's parameters, note we're setting the window to always be on top.
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transparent: true,
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decorations: true,
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window_level: bevy::window::WindowLevel::AlwaysOnTop,
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// UI camera
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commands.spawn(Camera2dBundle::default());
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// Text with one section
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commands.spawn((
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// Create a TextBundle that has a Text with a single section.
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TextBundle::from_section(
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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"Hit 'P' then scroll/click around!",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 100.0, // Nice and big so you can see it!
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..default()
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},
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)
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// Set the style of the TextBundle itself.
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.),
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right: Val::Px(10.),
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..default()
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}),
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));
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut windows: Query<&mut Window>,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyP) {
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let mut window = windows.single_mut();
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window.cursor_options.hit_test = !window.cursor_options.hit_test;
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}
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}
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