Bevy Version: | 0.13 | (outdated!) |
---|
As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
Grabbing the Mouse
Relevant official examples:
mouse_grab
.
For some genres of games, you want to the mouse to be restricted to the window, to prevent it from leaving the window during gameplay.
There are two variations on this behavior (CursorGrabMode
):
Confined
allows the cursor to be moved, but only within the bounds of the window.Locked
fixes the cursor in place and does not allow it to move.- Relative mouse motion events still work.
To grab the cursor:
use bevy::window::{CursorGrabMode, PrimaryWindow};
fn cursor_grab(
mut q_windows: Query<&mut Window, With<PrimaryWindow>>,
) {
let mut primary_window = q_windows.single_mut();
// if you want to use the cursor, but not let it leave the window,
// use `Confined` mode:
primary_window.cursor.grab_mode = CursorGrabMode::Confined;
// for a game that doesn't use the cursor (like a shooter):
// use `Locked` mode to keep the cursor in one place
primary_window.cursor.grab_mode = CursorGrabMode::Locked;
// also hide the cursor
primary_window.cursor.visible = false;
}
To release the cursor:
fn cursor_ungrab(
mut q_windows: Query<&mut Window, With<PrimaryWindow>>,
) {
let mut primary_window = q_windows.single_mut();
primary_window.cursor.grab_mode = CursorGrabMode::None;
primary_window.cursor.visible = true;
}
You should grab the cursor during active gameplay and release it when the player pauses the game / exits to menu / etc.
For relative mouse movement, you should use mouse motion instead of cursor input to implement your gameplay.
Platform Differences
macOS does not natively support Confined
mode. Bevy will fallback to Locked
.
If you want to support macOS and you want to use cursor input,
you might want to implement a "virtual cursor" instead.
Windows does not natively support Locked
mode. Bevy will fallback to Confined
.
You could emulate the locked behavior by re-centering the cursor every frame:
#[cfg(target_os = "windows")]
fn cursor_recenter(
mut q_windows: Query<&mut Window, With<PrimaryWindow>>,
) {
let mut primary_window = q_windows.single_mut();
let center = Vec2::new(
primary_window.width() / 2.0,
primary_window.height() / 2.0,
);
primary_window.set_cursor_position(Some(center));
}
#[cfg(target_os = "windows")]
app.add_systems(Update, cursor_recenter);