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A-InputPlayer input via keyboard, mouse, gamepad, and morePlayer input via keyboard, mouse, gamepad, and moreC-DocsAn addition or correction to our documentationAn addition or correction to our documentation
Description
What problem does this solve or what need does it fill?
As shown in the mouse_input_events example, Bevy exposes both a MouseMotion and CursorMoved event type.
These are poorly documented, but it appears that MouseMotion is relative, while CursorPosition is absolute (and tied to a specific window).
What solution would you like?
Clearly differentiate these types in the docs and explain why they both exist (and when you should use one vs the other).
What alternative(s) have you considered?
Remove MouseMotion, and only expose CursorMoved. However, it's not clear if MouseMotion can always be reconstructed; I'm particularly nervous about what happens when the cursor is locked to the screen.
Additional context
Related to #5034, which also tries to simplify the UX here.
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A-InputPlayer input via keyboard, mouse, gamepad, and morePlayer input via keyboard, mouse, gamepad, and moreC-DocsAn addition or correction to our documentationAn addition or correction to our documentation