Function bevy_ui_navigation::systems::default_mouse_input
source · [−]pub fn default_mouse_input(
input_mapping: Res<'_, InputMapping>,
windows: Res<'_, Windows>,
mouse: Res<'_, Input<MouseButton>>,
touch: Res<'_, Touches>,
focusables: NodePosQuery<'_, '_, Node, UiCamera>,
names: Query<'_, '_, (Entity, &Camera)>,
focused: Query<'_, '_, Entity, With<Focused>>,
cmds: Commands<'_, '_>,
nav_cmds: EventWriter<'_, '_, NavRequest>,
last_pos: Local<'_, Vec2>
)
Expand description
A system to send mouse control events to the focus system
Unlike generic_default_mouse_input
, this system is gated by the
bevy-ui
feature. It relies on bevy/render specific types:
bevy::render::Camera
and bevy::ui::Node
.
Which button to press to cause an action event is specified in the
InputMapping
resource.
You may however need to customize the behavior of this system (typically
when integrating in the game) in this case, you should write your own
system that sends NavRequest
events. You may use
ui_focusable_at
to tell which focusable is currently being hovered.