Struct egui::PointerState

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pub struct PointerState { /* private fields */ }
Expand description

Mouse or touch state.

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impl PointerState

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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 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 time_since_last_movement(&self) -> f32

How long has it been (in seconds) since the pointer was last moved?

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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

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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impl<T> SerializableAny for T
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