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PickEvent

Enum PickEvent 

Source
pub enum PickEvent {
    Press {
        world: Vec2,
        screen: [f32; 2],
        button: PointerButton,
    },
    Click {
        world: Vec2,
        screen: [f32; 2],
        button: PointerButton,
    },
    Release {
        world: Vec2,
        screen: [f32; 2],
        button: PointerButton,
    },
    Hover {
        world: Vec2,
        screen: [f32; 2],
    },
    TouchDown {
        id: u64,
        screen: [f32; 2],
    },
    TouchMove {
        id: u64,
        screen: [f32; 2],
    },
    TouchUp {
        id: u64,
    },
}

Variants§

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Press

Fields

§world: Vec2
§screen: [f32; 2]
§

Click

Fields

§world: Vec2
§screen: [f32; 2]
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Release

Pointer released, always. PickEvent::Click is gated behind click_within_slop_dp, so a drag that ends far from where it started emits no click at all; a game that drags something has no other way to learn that the drag ended. Emitted before PickEvent::Click, and whether or not a click follows.

Fields

§world: Vec2
§screen: [f32; 2]
§

Hover

Fields

§world: Vec2
§screen: [f32; 2]

Window-physical px (y-down), same space as Press.screen. Games stage this raw and unproject through the live camera each frame (screen-anchored aim); the world point is baked through the camera at event time and goes stale as the camera moves.

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TouchDown

Touch/pen contact began: pointer id + window-physical px. Mouse does not emit these; taps still emit Click too.

Fields

§id: u64
§screen: [f32; 2]
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TouchMove

Touch/pen contact moved (same coordinate space as TouchDown).

Fields

§id: u64
§screen: [f32; 2]
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TouchUp

Touch/pen contact ended (up / leave).

Fields

§id: u64

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