pub enum Event {
Key {
pressed: bool,
key: Key,
},
Char(char),
PointerMove {
pointer: Pointer,
pos: Vec2,
ray: Ray3,
primary: bool,
},
PointerDelta {
pointer: Pointer,
delta_angle: Vec2,
delta_points: Vec2,
delta_normalized: Vec2,
primary: bool,
},
PointerButton {
pressed: bool,
pointer: Pointer,
button: PointerButton,
pos: Vec2,
ray: Ray3,
primary: bool,
},
Scroll {
delta: Vec2,
},
Command(Command),
Axis {
axis: Axis,
value: f32,
},
GamepadButton {
button: GamepadButton,
press: bool,
},
RawMidi {
timestamp: u64,
data: [u8; 8],
len: u32,
device_id: u32,
},
}Expand description
An input event (e.g. a key press).
Variants§
Key
Keyboard key
Char(char)
A single character (presumably due to a key press)
PointerMove
Fields
Absolute movement (won’t happen when mouse grabbing is on).
PointerDelta
Fields
Relative movement (also happens when mouse grabbing is on).
PointerButton
Fields
The button being pressed or released.
Mouse button press/release or touch down/up
Scroll
Mouse scroll
Command(Command)
A command, e.g. undo
Axis
General axis input, mainly used for gamepads.
GamepadButton
Gamepad button input event.
RawMidi
Fields
Raw MIDI event
Trait Implementations§
source§impl PartialEq<Event> for Event
impl PartialEq<Event> for Event
impl Copy for Event
impl StructuralPartialEq for Event
Auto Trait Implementations§
impl RefUnwindSafe for Event
impl Send for Event
impl Sync for Event
impl Unpin for Event
impl UnwindSafe for Event
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more