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MouseState

Struct MouseState 

Source
pub struct MouseState {
    pub position: Vec2,
    pub drag_start: Option<Vec2>,
    pub delta: Vec2,
    pub scroll: Vec2,
    pub held: HashSet<MouseButton>,
    pub pressed_this_frame: Vec<MouseButton>,
    pub released_this_frame: Vec<MouseButton>,
    pub cursor_visible: bool,
    pub cursor_grabbed: bool,
}
Expand description

Mouse state for the current frame.

Fields§

§position: Vec2

Current pixel position.

§drag_start: Option<Vec2>

Position at the start of the current drag (if any).

§delta: Vec2

Delta movement this frame.

§scroll: Vec2

Scroll wheel delta this frame.

§held: HashSet<MouseButton>

Which buttons are currently held down.

§pressed_this_frame: Vec<MouseButton>

Buttons that were pressed this frame (down edge).

§released_this_frame: Vec<MouseButton>

Buttons that were released this frame (up edge).

§cursor_visible: bool

Whether the cursor is visible.

§cursor_grabbed: bool

Whether the cursor is locked (grabbed).

Implementations§

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impl MouseState

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pub fn is_down(&self, button: MouseButton) -> bool

Is the given button currently held?

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pub fn is_pressed(&self, button: MouseButton) -> bool

Was the button pressed this frame?

Examples found in repository?
examples/particles.rs (line 57)
49    fn update(&mut self, ctx: &mut Context) {
50        let dt = ctx.time.delta() as f32;
51
52        // Move fire emitter to mouse X
53        self.emitters[0].position.x = ctx.input.mouse.position.x;
54        self.emitters[0].position.y = ctx.screen_height() - 50.0;
55
56        // Burst on click
57        if ctx.input.mouse.is_pressed(MouseButton::Left) {
58            self.emitters[1].position = ctx.input.mouse.position;
59            self.emitters[1].burst_now(50);
60        }
61
62        // Update all emitters
63        for emitter in &mut self.emitters {
64            emitter.update(dt);
65        }
66
67        if ctx.input.keyboard.is_pressed(KeyCode::Escape) {
68            ctx.quit();
69        }
70    }
More examples
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examples/basics.rs (line 87)
44    fn update(&mut self, ctx: &mut Context) {
45        let dt = ctx.time.delta() as f32;
46
47        // --- Ball physics ---
48        self.ball.velocity.y += 600.0 * dt; // Gravity
49        self.ball.position += self.ball.velocity * dt;
50
51        // Bounce off walls
52        let w = ctx.screen_width();
53        let h = ctx.screen_height();
54
55        if self.ball.position.x - self.ball.radius < 0.0 {
56            self.ball.position.x = self.ball.radius;
57            self.ball.velocity.x = self.ball.velocity.x.abs();
58        }
59        if self.ball.position.x + self.ball.radius > w {
60            self.ball.position.x = w - self.ball.radius;
61            self.ball.velocity.x = -self.ball.velocity.x.abs();
62        }
63        if self.ball.position.y - self.ball.radius < 0.0 {
64            self.ball.position.y = self.ball.radius;
65            self.ball.velocity.y = self.ball.velocity.y.abs();
66        }
67        if self.ball.position.y + self.ball.radius > h {
68            self.ball.position.y = h - self.ball.radius;
69            self.ball.velocity.y = -self.ball.velocity.y.abs() * 0.95; // Damping
70        }
71
72        // Update trail
73        self.ball.trail.push((self.ball.position, 1.0));
74        if self.ball.trail.len() > 60 {
75            self.ball.trail.remove(0);
76        }
77        for (_, alpha) in &mut self.ball.trail {
78            *alpha -= dt * 2.0;
79        }
80        self.ball.trail.retain(|(_, a)| *a > 0.0);
81
82        // --- Input ---
83        if ctx.input.is_action_pressed("shake") {
84            ctx.graphics.camera.shake(10.0, 0.3);
85        }
86
87        if ctx.input.mouse.is_pressed(MouseButton::Left) {
88            self.click_count += 1;
89            // Change ball color
90            self.hue = (self.hue + 30.0) % 360.0;
91            self.ball.color = Color::from_hsla(self.hue, 0.8, 0.6, 1.0);
92            // Boost ball toward click
93            let dir = ctx.input.mouse.position - self.ball.position;
94            self.ball.velocity += dir.normalize_or_zero() * 200.0;
95        }
96
97        // Zoom with scroll
98        let zoom = ctx.graphics.camera.zoom + ctx.input.mouse.scroll.y * 0.1;
99        ctx.graphics.camera.set_zoom(zoom);
100
101        // Escape to quit
102        if ctx.input.keyboard.is_pressed(KeyCode::Escape) {
103            ctx.quit();
104        }
105
106        // Update camera follow target
107        ctx.graphics.camera.follow(self.ball.position, 0.05);
108    }
Source

pub fn is_released(&self, button: MouseButton) -> bool

Was the button released this frame?

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pub fn is_any_down(&self) -> bool

Is any mouse button held?

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pub fn is_dragging(&self) -> bool

Check if the user is dragging with the left button.

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pub fn drag_vector(&self) -> Option<Vec2>

Get the drag vector (from start to current position), or None if not dragging.

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pub fn set_cursor_visible(&mut self, visible: bool)

Set cursor visibility.

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pub fn set_cursor_grabbed(&mut self, grabbed: bool)

Set cursor grab (locks cursor to window).

Trait Implementations§

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impl Clone for MouseState

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fn clone(&self) -> MouseState

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MouseState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for MouseState

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fn default() -> Self

Returns the “default value” for a type. Read more

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where T: 'static + ?Sized,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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