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window_fallthrough.rs
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window_fallthrough.rs
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//! 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(Camera2d);
// Text with one span
commands.spawn((
// Accepts a `String` or any type that converts into a `String`, such as `&str`
Text::new("Hit 'P' then scroll/click around!"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 83.0, // Nice and big so you can see it!
..default()
},
// Set the style of the TextBundle itself.
Node {
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 window: Single<&mut Window>,
) {
if keyboard_input.just_pressed(KeyCode::KeyP) {
window.cursor_options.hit_test = !window.cursor_options.hit_test;
}
}