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

Use this in your module to help with input filtering and tracking.

Implementations

Current state of modifier keys etc.

Events that came in during the last call to update. Each event comes with a State which can be used to check e.g. modifier keys and mouse position at the time of the event.

Keys that are currently down.

Gamepad buttons that are currently down.

Is the key currently down?

Is the gamepad button currently down?

Did the key go from not down to down in this frame? Also filters on modifies so you can check for e.g. Cmd + Key::U.

Was e.g. Command::Paste issued this frame?

Call this or Self::update_for_player once at the start of each frame.

Call this or Self::update once at the start of each frame.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.