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GamepadState

Struct GamepadState 

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#[repr(C)]
pub struct GamepadState { pub id: GamepadId, pub connected: bool, pub buttons: u32, pub left_stick_x: f32, pub left_stick_y: f32, pub right_stick_x: f32, pub right_stick_y: f32, pub left_z: f32, pub right_z: f32, }
Expand description

Snapshot of one gamepad’s state. Buttons are a bitset (bit n = the GamepadButton with discriminant n); axes are explicit fields. All POD / Copy, so it crosses the FFI by value.

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§id: GamepadId

Which pad this snapshot is for.

§connected: bool

false once the pad disconnects (the manager keeps the last slot so a callback can observe the disconnect).

§buttons: u32

Pressed-button bitset — bit n set ⇔ the GamepadButton with discriminant n is held. Read via GamepadState::is_pressed.

§left_stick_x: f32

Left stick X in [-1, 1].

§left_stick_y: f32

Left stick Y in [-1, 1].

§right_stick_x: f32

Right stick X in [-1, 1].

§right_stick_y: f32

Right stick Y in [-1, 1].

§left_z: f32

Left trigger pressure in [0, 1].

§right_z: f32

Right trigger pressure in [0, 1].

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impl GamepadState

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pub fn empty(id: GamepadId) -> Self

An empty (disconnected) state for id — all buttons up, axes zero.

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pub fn is_pressed(&self, button: GamepadButton) -> bool

Whether button is currently held.

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

The current value of axis (sticks [-1, 1], triggers [0, 1]).

Trait Implementations§

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impl Clone for GamepadState

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fn clone(&self) -> GamepadState

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GamepadState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for GamepadState

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fn eq(&self, other: &GamepadState) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for GamepadState

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impl StructuralPartialEq for GamepadState

Auto Trait Implementations§

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.