pub struct InputMapping {
Show 29 fields pub keyboard_navigation: bool, pub gamepads: Vec<Gamepad>, pub joystick_ui_deadzone: f32, pub move_x: GamepadAxisType, pub move_y: GamepadAxisType, pub left_button: GamepadButtonType, pub right_button: GamepadButtonType, pub up_button: GamepadButtonType, pub down_button: GamepadButtonType, pub action_button: GamepadButtonType, pub cancel_button: GamepadButtonType, pub previous_button: GamepadButtonType, pub next_button: GamepadButtonType, pub free_button: GamepadButtonType, pub key_left: KeyCode, pub key_right: KeyCode, pub key_up: KeyCode, pub key_down: KeyCode, pub key_left_alt: KeyCode, pub key_right_alt: KeyCode, pub key_up_alt: KeyCode, pub key_down_alt: KeyCode, pub key_action: KeyCode, pub key_cancel: KeyCode, pub key_next: KeyCode, pub key_next_alt: KeyCode, pub key_previous: KeyCode, pub key_free: KeyCode, pub focus_follows_mouse: bool,
}
Expand description

Control default ui navigation input buttons

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§keyboard_navigation: bool

Whether to use keybaord keys for navigation (instead of just actions).

§gamepads: Vec<Gamepad>

The gamepads to use for the UI. If empty, default to gamepad 0

§joystick_ui_deadzone: f32

Deadzone on the gamepad left stick for ui navigation

§move_x: GamepadAxisType

X axis of gamepad stick

§move_y: GamepadAxisType

Y axis of gamepad stick

§left_button: GamepadButtonType

Gamepad button for Direction::West NavRequest::Move

§right_button: GamepadButtonType

Gamepad button for Direction::East NavRequest::Move

§up_button: GamepadButtonType§down_button: GamepadButtonType§action_button: GamepadButtonType

Gamepad button for NavRequest::Action

§cancel_button: GamepadButtonType

Gamepad button for NavRequest::Cancel

§previous_button: GamepadButtonType§next_button: GamepadButtonType§free_button: GamepadButtonType

Gamepad button for NavRequest::Unlock

§key_left: KeyCode§key_right: KeyCode§key_up: KeyCode§key_down: KeyCode§key_left_alt: KeyCode

Alternative keyboard key for Direction::West NavRequest::Move

§key_right_alt: KeyCode

Alternative keyboard key for Direction::East NavRequest::Move

§key_up_alt: KeyCode

Alternative keyboard key for Direction::North NavRequest::Move

§key_down_alt: KeyCode

Alternative keyboard key for Direction::South NavRequest::Move

§key_action: KeyCode

Keyboard key for NavRequest::Action

§key_cancel: KeyCode

Keyboard key for NavRequest::Cancel

§key_next: KeyCode§key_next_alt: KeyCode

Alternative keyboard key for ScopeDirection::Next NavRequest::ScopeMove

§key_previous: KeyCode§key_free: KeyCode

Keyboard key for NavRequest::Unlock

§focus_follows_mouse: bool

Whether mouse hover gives focus to Focusable elements.

Trait Implementations§

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impl Default for InputMapping

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl FromReflect for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn from_reflect(reflect: &dyn Reflect) -> Option<Self>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn get_type_registration() -> TypeRegistration

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impl Reflect for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the [TypeInfo] of the type represented by this value. Read more
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fn into_any(self: Box<Self>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &dyn Any

Returns the value as a &dyn Any.
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Returns the value as a &mut dyn Any.
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Casts this type to a boxed reflected value.
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Casts this type to a reflected value.
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Casts this type to a mutable reflected value.
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Clones the value as a Reflect trait object. Read more
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Performs a type-checked assignment of a reflected value to this value. Read more
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Applies a reflected value to this value. Read more
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Returns a “partial equality” comparison result. Read more
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Returns a hash of the value (which includes the type). Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Struct for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn field(&self, name: &str) -> Option<&dyn Reflect>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&dyn Reflect>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a [DynamicStruct].
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impl TypePath for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the type, or None if it is anonymous. Read more
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Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl Resource for InputMappingwhere Self: Send + Sync + 'static,

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