bevy/examples/ui/window_fallthrough.rs
Eero Lehtinen 47c4e3084a
Add custom cursors (#14284)
# 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>
2024-08-12 15:49:03 +00:00

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.
//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Set the window's parameters, note we're setting the window to always be on top.
transparent: true,
decorations: true,
window_level: bevy::window::WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn(Camera2dBundle::default());
// Text with one section
commands.spawn((
// Create a TextBundle that has a Text with a single section.
TextBundle::from_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"Hit 'P' then scroll/click around!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0, // Nice and big so you can see it!
..default()
},
)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.),
right: Val::Px(10.),
..default()
}),
));
}
// A simple system to handle some keyboard input and toggle on/off the hittest.
fn toggle_mouse_passthrough(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window>,
) {
if keyboard_input.just_pressed(KeyCode::KeyP) {
let mut window = windows.single_mut();
window.cursor_options.hit_test = !window.cursor_options.hit_test;
}
}