Struct egui::PointerState

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pub struct PointerState {
Show 13 fields time: f64, latest_pos: Option<Pos2>, interact_pos: Option<Pos2>, delta: Vec2, velocity: Vec2, pos_history: History<Pos2>, down: [bool; 5], press_origin: Option<Pos2>, press_start_time: Option<f64>, pub(crate) has_moved_too_much_for_a_click: bool, last_click_time: f64, last_last_click_time: f64, pub(crate) pointer_events: Vec<PointerEvent>,
}
Expand description

Mouse or touch state.

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§time: f64

Latest known time

§latest_pos: Option<Pos2>

Latest reported pointer position. When tapping a touch screen, this will be None.

§interact_pos: Option<Pos2>

Latest position of the mouse, but ignoring any Event::PointerGone if there were interactions this frame. When tapping a touch screen, this will be the location of the touch.

§delta: Vec2

How much the pointer moved compared to last frame, in points.

§velocity: Vec2

Current velocity of pointer.

§pos_history: History<Pos2>

Recent movement of the pointer. Used for calculating velocity of pointer.

§down: [bool; 5]§press_origin: Option<Pos2>

Where did the current click/drag originate? None if no mouse button is down.

§press_start_time: Option<f64>

When did the current click/drag originate? None if no mouse button is down.

§has_moved_too_much_for_a_click: bool

Set to true if the pointer has moved too much (since being pressed) for it to be registered as a click.

§last_click_time: f64

When did the pointer get click last? Used to check for double-clicks.

§last_last_click_time: f64

When did the pointer get click two clicks ago? Used to check for triple-clicks.

§pointer_events: Vec<PointerEvent>

All button events that occurred this frame

Implementations§

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impl PointerState

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pub(crate) fn begin_frame(self, time: f64, new: &RawInput) -> PointerState

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fn wants_repaint(&self) -> bool

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pub fn delta(&self) -> Vec2

How much the pointer moved compared to last frame, in points.

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pub fn velocity(&self) -> Vec2

Current velocity of pointer.

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pub fn press_origin(&self) -> Option<Pos2>

Where did the current click/drag originate? None if no mouse button is down.

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pub fn press_start_time(&self) -> Option<f64>

When did the current click/drag originate? None if no mouse button is down.

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pub(crate) fn latest_pos(&self) -> Option<Pos2>

Latest reported pointer position. When tapping a touch screen, this will be None.

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pub fn hover_pos(&self) -> Option<Pos2>

If it is a good idea to show a tooltip, where is pointer?

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pub fn interact_pos(&self) -> Option<Pos2>

If you detect a click or drag and wants to know where it happened, use this.

Latest position of the mouse, but ignoring any Event::PointerGone if there were interactions this frame. When tapping a touch screen, this will be the location of the touch.

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pub fn has_pointer(&self) -> bool

Do we have a pointer?

false if the mouse is not over the egui area, or if no touches are down on touch screens.

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pub fn is_still(&self) -> bool

Is the pointer currently still? This is smoothed so a few frames of stillness is required before this returns true.

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pub fn is_moving(&self) -> bool

Is the pointer currently moving? This is smoothed so a few frames of stillness is required before this returns false.

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pub fn any_pressed(&self) -> bool

Was any pointer button pressed (!down -> down) this frame? This can sometimes return true even if any_down() == false because a press can be shorted than one frame.

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pub fn any_released(&self) -> bool

Was any pointer button released (down -> !down) this frame?

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pub fn button_pressed(&self, button: PointerButton) -> bool

Was the button given pressed this frame?

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pub fn button_released(&self, button: PointerButton) -> bool

Was the button given released this frame?

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pub fn primary_pressed(&self) -> bool

Was the primary button pressed this frame?

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pub fn secondary_pressed(&self) -> bool

Was the secondary button pressed this frame?

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pub fn primary_released(&self) -> bool

Was the primary button released this frame?

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pub fn secondary_released(&self) -> bool

Was the secondary button released this frame?

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pub fn any_down(&self) -> bool

Is any pointer button currently down?

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pub fn any_click(&self) -> bool

Were there any type of click this frame?

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pub fn button_clicked(&self, button: PointerButton) -> bool

Was the button given clicked this frame?

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pub fn button_double_clicked(&self, button: PointerButton) -> bool

Was the button given double clicked this frame?

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pub fn button_triple_clicked(&self, button: PointerButton) -> bool

Was the button given triple clicked this frame?

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pub fn primary_clicked(&self) -> bool

Was the primary button clicked this frame?

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pub fn secondary_clicked(&self) -> bool

Was the secondary button clicked this frame?

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pub fn button_down(&self, button: PointerButton) -> bool

Is this button currently down?

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pub fn could_any_button_be_click(&self) -> bool

If the pointer button is down, will it register as a click when released?

See also Self::is_decidedly_dragging.

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pub fn is_decidedly_dragging(&self) -> bool

Just because the mouse is down doesn’t mean we are dragging. We could be at the start of a click. But if the mouse is down long enough, or has moved far enough, then we consider it a drag.

This function can return true on the same frame the drag is released, but NOT on the first frame it was started.

See also Self::could_any_button_be_click.

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pub fn primary_down(&self) -> bool

Is the primary button currently down?

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pub fn secondary_down(&self) -> bool

Is the secondary button currently down?

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pub fn middle_down(&self) -> bool

Is the middle button currently down?

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impl PointerState

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pub fn ui(&self, ui: &mut Ui)

Trait Implementations§

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impl Clone for PointerState

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fn clone(&self) -> PointerState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PointerState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for PointerState

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fn default() -> Self

Returns the “default value” for a type. Read more

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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fn into(self) -> U

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type Owned = T

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