pub struct InputHandler<ActionId, AxisId>
where ActionId: Clone + Eq + Hash + Send + Sync, AxisId: Clone + Eq + Hash + Send + Sync,
{ /* private fields */ }

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impl<ActionId, AxisId> InputHandler<ActionId, AxisId>
where ActionId: Clone + Eq + Hash + Send + Sync, AxisId: Clone + Eq + Hash + Send + Sync,

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pub fn axis_value<A>(&self, id: &A) -> f32
where AxisId: Borrow<A>, A: Hash + Eq + ?Sized,

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pub fn end_frame(&mut self)

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pub fn is_action_down<A>(&self, action: &A) -> bool
where ActionId: Borrow<A>, A: Hash + Eq + ?Sized,

Looks up the set of bindings for the action, and then checks if there is any binding for which all buttons are currently down.

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pub fn is_button_down(&self, button: Button) -> bool

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pub fn is_key_down(&self, key: Key) -> bool

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pub fn is_mouse_button_down(&self, button: MouseButton) -> bool

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pub fn mouse_position(&self) -> Option<(f32, f32)>

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pub fn modifiers(&self) -> ModifiersState

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pub fn physical_mouse_position(&self) -> Option<PhysicalPosition<f64>>

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pub fn mouse_wheel_value(&self, axis: MouseAxis) -> f32

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pub fn new(bindings: Bindings<ActionId, AxisId>) -> Self

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pub fn update(&mut self, window: &Window, event: &Event<()>, hidpi: f32)

Auto Trait Implementations§

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impl<ActionId, AxisId> Freeze for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> RefUnwindSafe for InputHandler<ActionId, AxisId>
where ActionId: RefUnwindSafe, AxisId: RefUnwindSafe,

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impl<ActionId, AxisId> Send for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> Sync for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> Unpin for InputHandler<ActionId, AxisId>
where ActionId: Unpin, AxisId: Unpin,

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impl<ActionId, AxisId> UnwindSafe for InputHandler<ActionId, AxisId>
where ActionId: UnwindSafe, AxisId: UnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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where T: ?Sized,

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where T: ?Sized,

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where T: Any,

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