Struct ascending_input::InputHandler
source · pub struct InputHandler<ActionId, AxisId>{ /* private fields */ }Implementations§
source§impl<ActionId, AxisId> InputHandler<ActionId, AxisId>
impl<ActionId, AxisId> InputHandler<ActionId, AxisId>
pub fn axis_value<A>(&self, id: &A) -> f32
pub fn end_frame(&mut self)
sourcepub fn is_action_down<A>(&self, action: &A) -> bool
pub fn is_action_down<A>(&self, action: &A) -> bool
Looks up the set of bindings for the action, and then checks if there is any binding for which all buttons are currently down.
pub fn is_key_down(&self, key: Key) -> bool
pub fn mouse_position(&self) -> Option<(f32, f32)>
pub fn modifiers(&self) -> ModifiersState
pub fn physical_mouse_position(&self) -> Option<PhysicalPosition<f64>>
pub fn mouse_wheel_value(&self, axis: MouseAxis) -> f32
pub fn new(bindings: Bindings<ActionId, AxisId>) -> Self
pub fn update(&mut self, window: &Window, event: &Event<()>, hidpi: f32)
Auto Trait Implementations§
impl<ActionId, AxisId> Freeze for InputHandler<ActionId, AxisId>
impl<ActionId, AxisId> RefUnwindSafe for InputHandler<ActionId, AxisId>where
ActionId: RefUnwindSafe,
AxisId: RefUnwindSafe,
impl<ActionId, AxisId> Send for InputHandler<ActionId, AxisId>
impl<ActionId, AxisId> Sync for InputHandler<ActionId, AxisId>
impl<ActionId, AxisId> Unpin for InputHandler<ActionId, AxisId>
impl<ActionId, AxisId> UnwindSafe for InputHandler<ActionId, AxisId>where
ActionId: UnwindSafe,
AxisId: UnwindSafe,
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T: ?Sized,
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