Struct bevy_ui_navigation::systems::InputMapping
source · 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
Fields§
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
Gamepad button for Direction::West
NavRequest::Move
Gamepad button for Direction::East
NavRequest::Move
Gamepad button for Direction::North
NavRequest::Move
Gamepad button for Direction::South
NavRequest::Move
Gamepad button for NavRequest::Action
Gamepad button for NavRequest::Cancel
Gamepad button for ScopeDirection::Previous
NavRequest::ScopeMove
Gamepad button for ScopeDirection::Next
NavRequest::ScopeMove
Gamepad button for NavRequest::Unlock
key_left: KeyCode
Keyboard key for Direction::West
NavRequest::Move
key_right: KeyCode
Keyboard key for Direction::East
NavRequest::Move
key_up: KeyCode
Keyboard key for Direction::North
NavRequest::Move
key_down: KeyCode
Keyboard key for Direction::South
NavRequest::Move
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
Keyboard key for ScopeDirection::Next
NavRequest::ScopeMove
key_next_alt: KeyCode
Alternative keyboard key for ScopeDirection::Next
NavRequest::ScopeMove
key_previous: KeyCode
Keyboard key for ScopeDirection::Previous
NavRequest::ScopeMove
key_free: KeyCode
Keyboard key for NavRequest::Unlock
focus_follows_mouse: bool
Whether mouse hover gives focus to Focusable
elements.
Trait Implementations§
source§impl Default for InputMapping
impl Default for InputMapping
source§impl FromReflect for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl FromReflect for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl GetTypeRegistration for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
fn get_type_registration() -> TypeRegistration
source§impl Reflect for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl Reflect for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
TypeInfo
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fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
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fn serializable(&self) -> Option<Serializable<'_>>
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fn is_dynamic(&self) -> bool
source§impl Struct for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl Struct for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
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fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
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index
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&dyn Reflect
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index
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fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
].source§impl TypePath for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl TypePath for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
source§fn type_path() -> &'static str
fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for InputMappingwhere
bool: FromReflect,
Vec<Gamepad>: FromReflect,
f32: FromReflect,
GamepadAxisType: FromReflect,
GamepadButtonType: FromReflect,
KeyCode: FromReflect,
impl Typed for InputMappingwhere bool: FromReflect, Vec<Gamepad>: FromReflect, f32: FromReflect, GamepadAxisType: FromReflect, GamepadButtonType: FromReflect, KeyCode: FromReflect,
impl Resource for InputMappingwhere Self: Send + Sync + 'static,
Auto Trait Implementations§
impl RefUnwindSafe for InputMapping
impl Send for InputMapping
impl Sync for InputMapping
impl Unpin for InputMapping
impl UnwindSafe for InputMapping
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