@@ -192,7 +192,7 @@ fn sync_mouse_events(
192192
193193 // Populate this frame's events
194194 for ev in mouse_button_events. read ( ) {
195- game_state. mouse_button_events . push ( ev . clone ( ) ) ;
195+ game_state. mouse_button_events . push ( * ev ) ;
196196 }
197197 for ev in cursor_moved_events. read ( ) {
198198 let mut new_event = ev. clone ( ) ;
@@ -203,12 +203,12 @@ fn sync_mouse_events(
203203 game_state. mouse_location_events . push ( new_event) ;
204204 }
205205 for ev in mouse_motion_events. read ( ) {
206- let mut ev2 = ev . clone ( ) ;
206+ let mut ev2 = * ev ;
207207 ev2. delta . y *= -1.0 ;
208- game_state. mouse_motion_events . push ( ev2. clone ( ) ) ;
208+ game_state. mouse_motion_events . push ( ev2) ;
209209 }
210210 for ev in mouse_wheel_events. read ( ) {
211- game_state. mouse_wheel_events . push ( ev . clone ( ) ) ;
211+ game_state. mouse_wheel_events . push ( * ev ) ;
212212 }
213213}
214214
@@ -225,7 +225,7 @@ fn sync_mouse_state(
225225 // Only changes when we get a new event, otherwise we preserve the last location.
226226 if let Some ( event) = cursor_moved_events. read ( ) . last ( ) {
227227 // Convert from bevy's window space to our game space
228- let mut location = event. position . clone ( ) ;
228+ let mut location = event. position ;
229229 location. x -= game_state. window_dimensions . x * 0.5 ;
230230 location. y = -location. y + ( game_state. window_dimensions . y * 0.5 ) ;
231231 mouse_state. location = Some ( location) ;
@@ -235,7 +235,7 @@ fn sync_mouse_state(
235235 for ev in mouse_motion_events. read ( ) {
236236 // Convert motion to game space direction (positive y is up, not down)
237237 // TODO: Check to see if this needs to be adjusted for different DPIs
238- let mut ev2 = ev . clone ( ) ;
238+ let mut ev2 = * ev ;
239239 ev2. delta . y *= -1.0 ;
240240 mouse_state. motion += ev2. delta ;
241241 }
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