Didn’t work for me. Could you be more specific in where to put each part of the script and module?
Make sure you require it first.
Then you gotta make the varible for the actuall events.
You would probably would want to use a local script and the the module script in replicated storage.
That should help.
Hi! I was wondering if anyone here has a solution to where it doesn’t keep detecting frames that aren’t visible on screen?
For example, the frame is still visible but the parent frames aren’t. Is there a way to detect or check if their parent frames are also visible?
Any reason as to why this isnt working im so confused
local MouseOverModule = require(game.ReplicatedStorage.Packages.MouseOverModule)
local LeftIntHolder = game.StarterGui.MainUI.ScreenBorder.LeftInteractionHolder
local MouseEnter, MouseLeave = MouseOverModule.MouseEnterLeaveEvent(LeftIntHolder.MenuSideInteraction)
MouseEnter:Connect(function()
LeftIntHolder.MenuSideInteraction:TweenSize(UDim2.new(0,75,0,75))
print("mouse entered")
end)
MouseLeave:Connect(function()
LeftIntHolder.MenuSideInteraction:TweenSize(UDim2.new(0,60,0,60))
print("mouse left")
end)
it prints but does not tweensize
maybe because youre only changing the one in StarterGui (which is essentially the guis template when a player respawn) instead of the PlayerGui itself
game:GetService("RunService").Heartbeat:Connect(function()
--Check each UI object
--All exit events fire before all enter events for ease of use, so check for mouse exit events here
for _, Object in pairs(CurrentItems) do
Object.MouseIsInFrame = IsInFrame(Object.UIObj)
CheckMouseExited(Object)
end
--Now check if the mouse entered any frames
for _, Object in pairs(CurrentItems) do
if Object.UIObj.Visible == true then
if Object.UIObj.Parent.Visible == true then
CheckMouseEntered(Object)
end
end
end
end)
This works, but I just realized if there’s another parent thats not visible it still detects your mouse. My solution to that was to add another if parent visible ![]()
If anyone is having the issue where MouseEnter fires even when the gui element isn’t visible, it’s as simple as returning false if the gui element isn’t visible.
local function IsInFrame(v)
if not v.Visible then
return false
end
local X = Mouse.X
local Y = Mouse.Y
if X>v.AbsolutePosition.X and Y>v.AbsolutePosition.Y and X<v.AbsolutePosition.X+v.AbsoluteSize.X and Y<v.AbsolutePosition.Y+v.AbsoluteSize.Y then
return true
else
return false
end
end
Sorry for the bump, but i tweaked the module to work without player:GetMouse() (and cleaned it up a bit.)
-- module by @madattak, tweaked by @KingBlueDash
local UserInputService = game:GetService("UserInputService")
local CurrentItems = {}
--Private functions
local function IsInFrame(v)
if not v.Visible then
return false
end
local X = UserInputService:GetMouseLocation().X
local Y = UserInputService:GetMouseLocation().Y
if X > v.AbsolutePosition.X and Y > v.AbsolutePosition.Y
and
X < v.AbsolutePosition.X + v.AbsoluteSize.X
and
Y < v.AbsolutePosition.Y + v.AbsoluteSize.Y
then
return true
else
return false
end
end
local function CheckMouseExited(Object)
if not Object.MouseIsInFrame
and Object.MouseWasIn then -- if mouse was previously over object, fires the leave event.
Object.MouseWasIn = false
Object.LeaveEvent:Fire()
end
end
local function CheckMouseEntered(Object)
if Object.MouseIsInFrame and not Object.MouseWasIn then -- does the oppisite of the
-- above function.
Object.MouseWasIn = true
Object.EnteredEvent:Fire()
end
end
game:GetService("RunService").PreRender:Connect(function()
-- checks each UI object.
-- all exit events fire before all enter events for ease of use
-- so check for mouse exit events here.
for _, Object in pairs(CurrentItems) do
Object.MouseIsInFrame = IsInFrame(Object.UIObj)
CheckMouseExited(Object)
end
--Now check if the mouse entered any frames
for _, Object in pairs(CurrentItems) do
CheckMouseEntered(Object)
end
end)
--Public functions
local module = {}
function module.MouseEnterLeaveEvent(UIObj)
if CurrentItems[UIObj] then
return CurrentItems[UIObj].EnteredEvent.Event,CurrentItems[UIObj].LeaveEvent.Event
end
local newObj = {}
newObj.UIObj = UIObj
local EnterEvent = Instance.new("BindableEvent")
local LeaveEvent = Instance.new("BindableEvent")
newObj.EnteredEvent = EnterEvent
newObj.LeaveEvent = LeaveEvent
newObj.MouseWasIn = false
CurrentItems[UIObj] = newObj
UIObj.Destroying:Connect(function()
EnterEvent:Destroy()
LeaveEvent:Destroy()
CurrentItems[UIObj] = nil
end)
return EnterEvent.Event,LeaveEvent.Event
end
return module
I’m a few years late but maybe someone else will find this useful. I had that same issue so I fixed it myself!
local Player = game.Players.LocalPlayer or game.Players:GetPropertyChangedSignal("LocalPlayer")
local Mouse = Player:GetMouse()
local CurrentItems = {}
--Private functions
local function IsInFrame(v)
local X = Mouse.X
local Y = Mouse.Y
if X>v.AbsolutePosition.X and Y>v.AbsolutePosition.Y and X<v.AbsolutePosition.X+v.AbsoluteSize.X and Y<v.AbsolutePosition.Y+v.AbsoluteSize.Y then
return true
else
return false
end
end
local function CheckMouseExited(Object)
if not Object.MouseIsInFrame and Object.MouseWasIn then --Mouse was previously over object, fire leave event
Object.MouseWasIn = false
Object.LeaveEvent:Fire()
end
end
local function CheckMouseEntered(Object)
if Object.MouseIsInFrame and not Object.MouseWasIn then
Object.MouseWasIn = true
Object.EnteredEvent:Fire()
end
end
game:GetService("RunService").Heartbeat:Connect(function()
--Check each UI object
--All exit events fire before all enter events for ease of use, so check for mouse exit events here
for _, Object in pairs(CurrentItems) do
Object.MouseIsInFrame = IsInFrame(Object.UIObj) and IsInFrame(Object.UIObj.Parent)
CheckMouseExited(Object)
end
--Now check if the mouse entered any frames
for _, Object in pairs(CurrentItems) do
CheckMouseEntered(Object)
end
end)
--Public functions
local module = {}
function module.MouseEnterLeaveEvent(UIObj)
if CurrentItems[UIObj] then
return CurrentItems[UIObj].EnteredEvent.Event,CurrentItems[UIObj].LeaveEvent.Event
end
local newObj = {}
newObj.UIObj = UIObj
local EnterEvent = Instance.new("BindableEvent")
local LeaveEvent = Instance.new("BindableEvent")
newObj.EnteredEvent = EnterEvent
newObj.LeaveEvent = LeaveEvent
newObj.MouseWasIn = false
CurrentItems[UIObj] = newObj
UIObj.AncestryChanged:Connect(function()
if not UIObj.Parent then
--Assuming the object has been destroyed as we still dont have a .Destroyed event
--If for some reason you parent your UI elements to nil after calling this, then parent it back again, mouse over will still have been disconnected.
EnterEvent:Destroy()
LeaveEvent:Destroy()
CurrentItems[UIObj] = nil
end
end)
return EnterEvent.Event,LeaveEvent.Event
end
return module
For debugging: All I did was also check if the mouse is within the bounds of the guiObject’s parent
I made major changes to the module, improving performance and fixing some bugs. Some examples of fixed bugs are: when the being hovered GuiObject’s Visible is disabled, and the leave event doesn’t fire; when the GuiObject is destroyed, but the leave event is never fired; when you’re hovering a GuiObject while quickly moving your mouse and it doesn’t seem to update correctly; etc.
If anyone’s interested, here it is. I have been using it in my games for a while and I’ve had no issues so far.
local userInputService = game:GetService("UserInputService")
local runService = game:GetService("RunService")
local players = game:GetService("Players")
local player = players.LocalPlayer
local mouse = player:GetMouse()
export type Object = {
MouseIsInFrame: boolean,
MouseWasIn: boolean,
LeaveEvent: BindableEvent,
EnterEvent: BindableEvent
}
local currentItems: {[GuiObject]: Object} = {}
-- Private functions
local function CheckMouse(object: Object)
if not object.MouseIsInFrame and object.MouseWasIn then
object.MouseWasIn = false
object.LeaveEvent:Fire()
elseif object.MouseIsInFrame and not object.MouseWasIn then
object.MouseWasIn = true
object.EnterEvent:Fire()
end
end
-- Main handler
local GetIsInFrame: (obj: GuiObject) -> () do
local function IsInFrame(obj: GuiObject)
if not obj.Visible then
return false
end
local x, y = mouse.X, mouse.Y
local objPosition = obj.AbsolutePosition
local objSize = obj.AbsoluteSize
if
x > objPosition.X and y > objPosition.Y and
x < objPosition.X + objSize.X and y < objPosition.Y + objSize.Y
then
return true
end
return false
end
GetIsInFrame = function(obj: GuiObject)
return IsInFrame(obj) and (obj.Parent:IsA("GuiObject") and IsInFrame(obj.Parent))
end
end
local function Update()
for uIObject, obj in currentItems do
if not uIObject.Parent then
if obj.MouseWasIn then
obj.MouseWasIn = false
obj.LeaveEvent:Fire()
end
continue
end
obj.MouseIsInFrame = GetIsInFrame(uIObject)
CheckMouse(obj)
end
end
mouse.Move:Connect(Update)
--[[userInputService.InputChanged:Connect(function(inputObject, gameProcessedEvent)
if inputObject.UserInputType == Enum.UserInputType.MouseMovement and not gameProcessedEvent then
Update()
end
end)]]
-- Public functions
local module = {}
function module:ConnectToEvents(uIObject: GuiObject, onEnter: (() -> ())?, onLeave: (() -> ())?)
local currentObj = currentItems[uIObject]
if currentObj then
local enterEvent, leaveEvent = currentObj.EnterEvent.Event, currentObj.LeaveEvent.Event
if onEnter then
enterEvent.Event:Connect(onEnter)
end
if onLeave then
leaveEvent.Event:Connect(onLeave)
end
return
end
local enterEvent = Instance.new("BindableEvent")
local leaveEvent = Instance.new("BindableEvent")
local object = {
EnterEvent = enterEvent,
LeaveEvent = leaveEvent,
MouseWasIn = false,
MouseIsInFrame = false
}
uIObject.Destroying:Once(function()
if object.MouseWasIn then
object.MouseWasIn = false
leaveEvent:Fire()
end
currentItems[uIObject] = nil
enterEvent:Destroy()
leaveEvent:Destroy()
end)
currentItems[uIObject] = object
if onEnter then
enterEvent.Event:Connect(onEnter)
end
if onLeave then
leaveEvent.Event:Connect(onLeave)
end
end
return module
Hello guys! I found a bug that causes ‘mouseenter’ and ‘mouseleave’ to trigger even when the given GUI object isn’t visible to the player (ex. when it’s outside a ‘ScrollingFrame’), but I managed to fix it. I also optimized the script as best as I could, and after testing, it seems to work great. I’ll share my work with you all ;p
local Players: Players = game:GetService("Players")
local UIS: UserInputService = game:GetService("UserInputService")
local Player: Player = Players.LocalPlayer or Players:GetPropertyChangedSignal("LocalPlayer")
local Mouse: Mouse = Player:GetMouse()
local CurrentItems: {[Instance]: any} = {}
-- === Private helpers ===
local function IsInFrame(v: Instance, X: number, Y: number): boolean
local inBounds = X > v.AbsolutePosition.X
and Y > v.AbsolutePosition.Y
and X < v.AbsolutePosition.X + v.AbsoluteSize.X
and Y < v.AbsolutePosition.Y + v.AbsoluteSize.Y
if not inBounds then return end
local scrollParent = v:FindFirstAncestorOfClass("ScrollingFrame")
if scrollParent then
local viewPos = scrollParent.AbsolutePosition
local viewSize = scrollParent.AbsoluteSize
if X < viewPos.X or X > viewPos.X + viewSize.X or Y < viewPos.Y or Y > viewPos.Y + viewSize.Y then
return
end
end
return true
end
local function ProcessHover()
local X, Y = Mouse.X, Mouse.Y
for _, Object in CurrentItems do
local UIObj = Object.UIObj
local prev = Object.MouseWasIn
local now = IsInFrame(UIObj, X, Y)
if now and not prev then
Object.MouseWasIn = true
Object.EnteredEvent:Fire()
elseif not now and prev then
Object.MouseWasIn = nil
Object.LeaveEvent:Fire()
end
end
end
-- === Input listener ===
UIS.InputChanged:Connect(function(Input: InputObject)
if Input.UserInputType ~= Enum.UserInputType.MouseMovement then return end
ProcessHover()
end)
-- === Public API ===
local module = {}
function module.MouseEnterLeaveEvent(UIObj: Instance)
if CurrentItems[UIObj] then
return CurrentItems[UIObj].EnteredEvent.Event, CurrentItems[UIObj].LeaveEvent.Event
end
local EnterEvent = Instance.new("BindableEvent")
local LeaveEvent = Instance.new("BindableEvent")
CurrentItems[UIObj] = {
UIObj = UIObj,
EnteredEvent = EnterEvent,
LeaveEvent = LeaveEvent,
MouseWasIn = nil,
}
UIObj.AncestryChanged:Connect(function()
if UIObj.Parent then return end
EnterEvent:Destroy()
LeaveEvent:Destroy()
CurrentItems[UIObj] = nil
end)
return EnterEvent.Event, LeaveEvent.Event
end
return module
Going off what @Nightnessx & @instabologna123 created, I added onto it in my own way with these changes:
- Utilizing Warp.
- Defining AbsolutePosition and AbsoluteSize first for InBounds.
- Instead of doing newObj.UIObj I used the UIObj that is from the lookup: newObj[UIObj].
- Improved the types, now using --!strict.
- From @Nightnessx, using an event-based listener instead of a ‘forever’ loop. RunService → UserInputService.
- From @instabologna123, checking if the GuiObject is visible.
- Disconnecting the connection created from AncestryChanged.
- Added a new parameter to MouseEnterLeaveEvent, ProcessDeletion, in some cases you never want a GuiObject to be destroyed, so why ever create a connection to wait for it.
- Changed Players:GetPropertyChangedSignal(‘LocalPlayer’) to Players:GetPropertyChangedSignal(‘LocalPlayer’):Wait(), I may be wrong but I believe this is the originally intended usage.
- Renamed a lot of stuff to my liking. Purely optional, I just felt these were better names.
I didn’t extensively test this, so there may be issues I missed, so do let me know.
--!strict
local MouseOver = {}
-- // Services & Requires
local UserInputService: UserInputService = game:GetService('UserInputService')
local Players: Players = game:GetService('Players')
local Warp = require( game.ReplicatedStorage.Warp )
-- // Variables & Constants
local LocalPlayer: Player = Players.LocalPlayer or Players:GetPropertyChangedSignal('LocalPlayer'):Wait()
local Mouse: Mouse = LocalPlayer:GetMouse()
local RNG = Random.new()
local MouseMovement = Enum.UserInputType.MouseMovement
-- // Tables & Types
local Entries: { [GuiObject]: EntriesType } = {}
type SignalType = typeof( Warp.Signal('Type') )
type EntriesType = {
EnteredEvent: SignalType,
LeftEvent: SignalType,
MouseWasIn: boolean,
}
-- // Functions
local function IsInFrame( GuiObject: GuiObject , X: number , Y: number ): boolean
if not GuiObject.Visible then
return false
end
local AbsolutePosition = GuiObject.AbsolutePosition
local AbsoluteSize = GuiObject.AbsoluteSize
local InBounds = X > AbsolutePosition.X
and Y > AbsolutePosition.Y
and X < AbsolutePosition.X + AbsoluteSize.X
and Y < AbsolutePosition.Y + AbsoluteSize.Y
if not InBounds then
return false
end
local ScrollingFrame = GuiObject:FindFirstAncestorOfClass('ScrollingFrame')
if ScrollingFrame and ScrollingFrame:IsA('ScrollingFrame') then
local ViewAbsolutePosition = ScrollingFrame.AbsolutePosition
local ViewAbsoluteSize = ScrollingFrame.AbsoluteSize
if X < ViewAbsolutePosition.X or X > ViewAbsolutePosition.X + ViewAbsoluteSize.X or Y < ViewAbsolutePosition.Y or Y > ViewAbsolutePosition.Y + ViewAbsoluteSize.Y then
return false
end
end
return true
end
UserInputService.InputChanged:Connect(function( Input: InputObject )
if Input.UserInputType ~= MouseMovement then
return
end
local X , Y = Mouse.X, Mouse.Y
for GuiObject , Entry in Entries do
local WasIn , IsIn = Entry.MouseWasIn , IsInFrame( GuiObject , X , Y )
if IsIn and not WasIn then
Entry.MouseWasIn = true
Entry.EnteredEvent:Fire()
elseif not IsIn and WasIn then
Entry.MouseWasIn = false
Entry.LeftEvent:Fire()
end
end
end)
function MouseOver.MouseEnterLeaveEvent( GuiObject: GuiObject , ProcessDeletion: boolean? ): ( SignalType , SignalType )
local ExistingEntry = Entries[GuiObject]
if ExistingEntry then
return ExistingEntry.EnteredEvent , ExistingEntry.LeftEvent
end
local EnterEvent = Warp.Signal( tostring( RNG:NextNumber() ) )
local LeftEvent = Warp.Signal( tostring( RNG:NextNumber() ) )
Entries[GuiObject] = {
EnteredEvent = EnterEvent,
LeftEvent = LeftEvent,
MouseWasIn = false,
}
if ProcessDeletion then
local AncestryChangedConnection
AncestryChangedConnection = GuiObject.AncestryChanged:Connect(function()
if GuiObject.Parent then
return
end
( EnterEvent :: any ):Destroy();
( LeftEvent :: any ):Destroy();
if AncestryChangedConnection then
AncestryChangedConnection:Disconnect()
end
Entries[GuiObject] = nil
end)
end
return EnterEvent , LeftEvent
end
return MouseOver
I really like the concept of this resource. I used it in a 2k ccu game and quickly ran into issues I’d like to share!
-
Not performative (resource heavy)
Maybe I was doing something wrong, but the game was extremely laggy as it’s mainly a ui game and removing this module and using regular mouse events fixed it immediately. -
Hover Activation through other frames, canvas groups, etc
Hearing sounds from button hovers when interacting with frames over it was annoying.