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Window y coordinate inverted on main. #6522
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I'm unsure about reverting this part of those changes This side effect is annoying, but it really does feel like visit coordinates should be in UI space. |
With more complex 2D cameras, this will probably be a wash. |
This breaks bevy's coordinate system consistency. Y is no longer up for everything, it's now up for everything but UI and mouse cursor position. |
That is deliberate: see #5572. |
Makes sense, want me to close the issue then? edit: Or should the mouse coordinates still be considered an issue, while UI isn't? |
Just linking this in here for context: |
Changing mouse coordinates should not have been made as part of #6000. Changing UI Y orientation was UI-only and non controversial, changing mouse is not UI-only and controversial... for ecosystem review:
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Feel free to blame me as I was the one that pushed for that change 🙈 I agree that it should have some more discussion, and that we should revert it. |
reverted in #6533 |
This reverts commit 8429b6d as discussed in bevyengine#6522. I tested that the game_menu example works as it should. Co-authored-by: devil-ira <justthecooldude@gmail.com>
I don't think this is really relevant anymore so I'm closing it. |
Bevy version
main 1914a3f
What you did
windows.primary().cursor_position()
What went wrong
I expected the y coordinate at the top of the window to be high, and the bottom to be low, like how it was in bevy 0.8. Instead, the top of the window was low and the bottom of the window was high.
For systems that use the mouse coordinates, you now have to either add
* Vec2::new(1.0, -1.0)
or make the variable mutable and addworld_pos.y *= -1.0;
.Additional information
Probably caused by either #6000 or the winit upgrade.Caused by #6000
I haven't verified if this happens on non windows 11 systems.
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