# Objective - Fixes #19627 - Tackles part of #19644 - Supersedes #19629 - `Window` has become a very very very big component - As such, our change detection does not *really* work on it, as e.g. moving the mouse will cause a change for the entire window - We circumvented this with a cache - But, some things *shouldn't* be cached as they can be changed from outside the user's control, notably the cursor grab mode on web - So, we need to disable the cache for that - But because change detection is broken, that would result in the cursor grab mode being set every frame the mouse is moved - That is usually *not* what a dev wants, as it forces the cursor to be locked even when the end-user is trying to free the cursor on the browser - the cache in this situation is invalid due to #8949 ## Solution - Split `Window` into multiple components, each with working change detection - Disable caching of the cursor grab mode - This will only attempt to force the grab mode when the `CursorOptions` were touched by the user, which is *much* rarer than simply moving the mouse. - If this PR is merged, I'll do the exact same for the other constituents of `Window` as a follow-up ## Testing - Ran all the changed examples
		
			
				
	
	
		
			55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::{prelude::*, window::CursorOptions};
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                // Set the window's parameters, note we're setting the window to always be on top.
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                transparent: true,
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                decorations: true,
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                window_level: bevy::window::WindowLevel::AlwaysOnTop,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // UI camera
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    commands.spawn(Camera2d);
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    // Text with one span
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    commands.spawn((
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        // Accepts a `String` or any type that converts into a `String`, such as `&str`
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        Text::new("Hit 'P' then scroll/click around!"),
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        TextFont {
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            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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            font_size: 83.0, // Nice and big so you can see it!
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            ..default()
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        },
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        // Set the style of the TextBundle itself.
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.),
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            right: Val::Px(10.),
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            ..default()
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        },
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    ));
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}
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// A simple system to handle some keyboard input and toggle on/off the hit test.
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fn toggle_mouse_passthrough(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut cursor_options: Single<&mut CursorOptions>,
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) {
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    if keyboard_input.just_pressed(KeyCode::KeyP) {
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        cursor_options.hit_test = !cursor_options.hit_test;
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    }
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}
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