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InputSystem

Struct InputSystem 

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

An input system that wraps InputState and provides additional functionality.

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impl InputSystem

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pub fn new() -> Self

Create a new input system.

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pub fn state(&self) -> &InputState

Get the input state.

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pub fn state_mut(&mut self) -> &mut InputState

Get mutable access to the input state.

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pub fn handle_events(&mut self, events: &mut EventBatch)

Process events from the event batch.

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pub fn end_frame(&mut self)

Clear per-frame state.

Methods from Deref<Target = InputState>§

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pub fn handle_events(&mut self, events: &mut EventBatch)

Process events from the event batch.

This should be called each frame before querying input state.

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pub fn end_frame(&mut self)

Clear per-frame state. Call this at the end of each frame.

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pub fn is_key_pressed(&self, key: KeyCode) -> bool

Check if a key is currently pressed (held down).

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pub fn is_key_just_pressed(&self, key: KeyCode) -> bool

Check if a key was just pressed this frame.

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pub fn is_key_just_released(&self, key: KeyCode) -> bool

Check if a key was just released this frame.

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pub fn is_any_key_pressed(&self, keys: &[KeyCode]) -> bool

Check if any of the given keys are pressed.

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pub fn are_all_keys_pressed(&self, keys: &[KeyCode]) -> bool

Check if all of the given keys are pressed.

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pub fn modifiers(&self) -> Modifiers

Get the current modifier key state.

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pub fn is_shift_pressed(&self) -> bool

Check if Shift is held.

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pub fn is_ctrl_pressed(&self) -> bool

Check if Ctrl (or Cmd on macOS) is held.

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pub fn is_alt_pressed(&self) -> bool

Check if Alt (or Option on macOS) is held.

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pub fn is_meta_pressed(&self) -> bool

Check if Meta (Windows key or Cmd on macOS) is held.

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pub fn text_input(&self) -> &str

Get text input received this frame.

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pub fn pressed_keys(&self) -> impl Iterator<Item = &KeyCode>

Get all keys currently pressed.

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

Check if a mouse button is currently pressed.

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

Check if a mouse button was just pressed this frame.

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

Check if a mouse button was just released this frame.

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pub fn is_left_mouse_pressed(&self) -> bool

Check if left mouse button is pressed.

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pub fn is_left_mouse_just_pressed(&self) -> bool

Check if left mouse button was just pressed.

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pub fn is_right_mouse_pressed(&self) -> bool

Check if right mouse button is pressed.

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pub fn is_right_mouse_just_pressed(&self) -> bool

Check if right mouse button was just pressed.

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pub fn is_middle_mouse_pressed(&self) -> bool

Check if middle mouse button is pressed.

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pub fn mouse_position(&self) -> Vec2

Get the current mouse position in window coordinates.

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pub fn mouse_delta(&self) -> Vec2

Get the mouse movement delta since last frame.

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pub fn scroll_delta(&self) -> Vec2

Get the scroll wheel delta since last frame.

Positive Y = scroll up, Negative Y = scroll down.

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pub fn is_mouse_in_window(&self) -> bool

Check if the mouse cursor is inside the window.

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pub fn horizontal_axis(&self) -> f32

Get horizontal input axis (-1, 0, or 1) from arrow keys or WASD.

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pub fn vertical_axis(&self) -> f32

Get vertical input axis (-1, 0, or 1) from arrow keys or WASD.

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pub fn movement_direction(&self) -> Vec2

Get movement direction as a normalized vector.

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pub fn reset(&mut self)

Reset all input state.

Trait Implementations§

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impl Default for InputSystem

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fn default() -> Self

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

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type Target = InputState

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for InputSystem

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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