ButtonInput

Struct ButtonInput 

Source
pub struct ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static,
{ /* private fields */ }
Expand description

A “press-able” input of type T.

§Usage

This type can be used as a resource to keep the current state of an input, by reacting to events from the input. For a given input value:

§Multiple systems

In case multiple systems are checking for ButtonInput::just_pressed or ButtonInput::just_released but only one should react, for example when modifying a Resource, you should consider clearing the input state, either by:

§Performance

For all operations, the following conventions are used:

  • n is the number of stored inputs.
  • m is the number of input arguments passed to the method.
  • *-suffix denotes an amortized cost.
  • ~-suffix denotes an expected cost.

See Rust’s std::collections doc on performance for more details on the conventions used here.

§Window focus

ButtonInput<KeyCode> is tied to window focus. For example, if the user holds a button while the window loses focus, ButtonInput::just_released will be triggered. Similarly if the window regains focus, ButtonInput::just_pressed will be triggered.

ButtonInput<GamepadButton> is independent of window focus.

§Examples

Reading and checking against the current set of pressed buttons:


fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(
            Update,
            print_mouse.run_if(resource_changed::<ButtonInput<MouseButton>>),
        )
        .add_systems(
            Update,
            print_keyboard.run_if(resource_changed::<ButtonInput<KeyCode>>),
        )
        .run();
}

fn print_mouse(mouse: Res<ButtonInput<MouseButton>>) {
    println!("Mouse: {:?}", mouse.get_pressed().collect::<Vec<_>>());
}

fn print_keyboard(keyboard: Res<ButtonInput<KeyCode>>) {
    if keyboard.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight])
        && keyboard.any_pressed([KeyCode::AltLeft, KeyCode::AltRight])
        && keyboard.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight])
        && keyboard.any_pressed([KeyCode::SuperLeft, KeyCode::SuperRight])
        && keyboard.pressed(KeyCode::KeyL)
    {
        println!("On Windows this opens LinkedIn.");
    } else {
        println!("keyboard: {:?}", keyboard.get_pressed().collect::<Vec<_>>());
    }
}

§Note

When adding this resource for a new input type, you should:

Note: Calling clear from a ResMut will trigger change detection. It may be preferable to use DetectChangesMut::bypass_change_detection to avoid causing the resource to always be marked as changed.

Implementations§

Source§

impl<T> ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static,

Source

pub fn press(&mut self, input: T)

Registers a press for the given input.

Source

pub fn pressed(&self, input: T) -> bool

Returns true if the input has been pressed.

Examples found in repository?
examples/ecs/generic_system.rs (line 78)
74fn transition_to_in_game_system(
75    mut next_state: ResMut<NextState<AppState>>,
76    keyboard_input: Res<ButtonInput<KeyCode>>,
77) {
78    if keyboard_input.pressed(KeyCode::Space) {
79        next_state.set(AppState::InGame);
80    }
81}
More examples
Hide additional examples
examples/ecs/component_hooks.rs (line 142)
136fn trigger_hooks(
137    mut commands: Commands,
138    keys: Res<ButtonInput<KeyCode>>,
139    index: Res<MyComponentIndex>,
140) {
141    for (key, entity) in index.iter() {
142        if !keys.pressed(*key) {
143            commands.entity(*entity).remove::<MyComponent>();
144        }
145    }
146    for key in keys.get_just_pressed() {
147        commands.spawn(MyComponent(*key));
148    }
149}
examples/input/mouse_input.rs (line 17)
16fn mouse_click_system(mouse_button_input: Res<ButtonInput<MouseButton>>) {
17    if mouse_button_input.pressed(MouseButton::Left) {
18        info!("left mouse currently pressed");
19    }
20
21    if mouse_button_input.just_pressed(MouseButton::Left) {
22        info!("left mouse just pressed");
23    }
24
25    if mouse_button_input.just_released(MouseButton::Left) {
26        info!("left mouse just released");
27    }
28}
examples/3d/color_grading.rs (line 594)
588fn adjust_color_grading_option(
589    mut color_grading: Single<&mut ColorGrading>,
590    input: Res<ButtonInput<KeyCode>>,
591    currently_selected_option: Res<SelectedColorGradingOption>,
592) {
593    let mut delta = 0.0;
594    if input.pressed(KeyCode::ArrowLeft) {
595        delta -= OPTION_ADJUSTMENT_SPEED;
596    }
597    if input.pressed(KeyCode::ArrowRight) {
598        delta += OPTION_ADJUSTMENT_SPEED;
599    }
600
601    if delta != 0.0 {
602        let new_value = currently_selected_option.get(color_grading.as_ref()) + delta;
603        currently_selected_option.set(&mut color_grading, new_value);
604    }
605}
examples/3d/post_processing.rs (line 154)
152fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
153    let mut delta = 0.0;
154    if input.pressed(KeyCode::ArrowLeft) {
155        delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
156    } else if input.pressed(KeyCode::ArrowRight) {
157        delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
158    }
159
160    // If no arrow key was pressed, just bail out.
161    if delta == 0.0 {
162        return;
163    }
164
165    app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
166        + delta)
167        .clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
168}
examples/audio/spatial_audio_2d.rs (line 113)
106fn update_listener(
107    keyboard: Res<ButtonInput<KeyCode>>,
108    time: Res<Time>,
109    mut listener: Single<&mut Transform, With<SpatialListener>>,
110) {
111    let speed = 200.;
112
113    if keyboard.pressed(KeyCode::ArrowRight) {
114        listener.translation.x += speed * time.delta_secs();
115    }
116    if keyboard.pressed(KeyCode::ArrowLeft) {
117        listener.translation.x -= speed * time.delta_secs();
118    }
119    if keyboard.pressed(KeyCode::ArrowUp) {
120        listener.translation.y += speed * time.delta_secs();
121    }
122    if keyboard.pressed(KeyCode::ArrowDown) {
123        listener.translation.y -= speed * time.delta_secs();
124    }
125}
Source

pub fn any_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has been pressed.

Examples found in repository?
examples/input/keyboard_modifiers.rs (line 14)
13fn keyboard_input_system(input: Res<ButtonInput<KeyCode>>) {
14    let shift = input.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight]);
15    let ctrl = input.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight]);
16
17    if ctrl && shift && input.just_pressed(KeyCode::KeyA) {
18        info!("Just pressed Ctrl + Shift + A!");
19    }
20}
More examples
Hide additional examples
examples/ui/scroll.rs (line 38)
25fn send_scroll_events(
26    mut mouse_wheel_reader: MessageReader<MouseWheel>,
27    hover_map: Res<HoverMap>,
28    keyboard_input: Res<ButtonInput<KeyCode>>,
29    mut commands: Commands,
30) {
31    for mouse_wheel in mouse_wheel_reader.read() {
32        let mut delta = -Vec2::new(mouse_wheel.x, mouse_wheel.y);
33
34        if mouse_wheel.unit == MouseScrollUnit::Line {
35            delta *= LINE_HEIGHT;
36        }
37
38        if keyboard_input.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight]) {
39            std::mem::swap(&mut delta.x, &mut delta.y);
40        }
41
42        for pointer_map in hover_map.values() {
43            for entity in pointer_map.keys().copied() {
44                commands.trigger(Scroll { entity, delta });
45            }
46        }
47    }
48}
examples/3d/fog.rs (line 253)
137fn update_system(
138    camera: Single<(&mut DistanceFog, &mut Transform)>,
139    mut text: Single<&mut Text>,
140    time: Res<Time>,
141    keycode: Res<ButtonInput<KeyCode>>,
142) {
143    let now = time.elapsed_secs();
144    let delta = time.delta_secs();
145
146    let (mut fog, mut transform) = camera.into_inner();
147
148    // Orbit camera around pyramid
149    let orbit_scale = 8.0 + ops::sin(now / 10.0) * 7.0;
150    *transform = Transform::from_xyz(
151        ops::cos(now / 5.0) * orbit_scale,
152        12.0 - orbit_scale / 2.0,
153        ops::sin(now / 5.0) * orbit_scale,
154    )
155    .looking_at(Vec3::ZERO, Vec3::Y);
156
157    // Fog Information
158    text.0 = format!("Fog Falloff: {:?}\nFog Color: {:?}", fog.falloff, fog.color);
159
160    // Fog Falloff Mode Switching
161    text.push_str("\n\n1 / 2 / 3 - Fog Falloff Mode");
162
163    if keycode.pressed(KeyCode::Digit1) {
164        if let FogFalloff::Linear { .. } = fog.falloff {
165            // No change
166        } else {
167            fog.falloff = FogFalloff::Linear {
168                start: 5.0,
169                end: 20.0,
170            };
171        };
172    }
173
174    if keycode.pressed(KeyCode::Digit2) {
175        if let FogFalloff::Exponential { .. } = fog.falloff {
176            // No change
177        } else if let FogFalloff::ExponentialSquared { density } = fog.falloff {
178            fog.falloff = FogFalloff::Exponential { density };
179        } else {
180            fog.falloff = FogFalloff::Exponential { density: 0.07 };
181        };
182    }
183
184    if keycode.pressed(KeyCode::Digit3) {
185        if let FogFalloff::Exponential { density } = fog.falloff {
186            fog.falloff = FogFalloff::ExponentialSquared { density };
187        } else if let FogFalloff::ExponentialSquared { .. } = fog.falloff {
188            // No change
189        } else {
190            fog.falloff = FogFalloff::ExponentialSquared { density: 0.07 };
191        };
192    }
193
194    // Linear Fog Controls
195    if let FogFalloff::Linear { start, end } = &mut fog.falloff {
196        text.push_str("\nA / S - Move Start Distance\nZ / X - Move End Distance");
197
198        if keycode.pressed(KeyCode::KeyA) {
199            *start -= delta * 3.0;
200        }
201        if keycode.pressed(KeyCode::KeyS) {
202            *start += delta * 3.0;
203        }
204        if keycode.pressed(KeyCode::KeyZ) {
205            *end -= delta * 3.0;
206        }
207        if keycode.pressed(KeyCode::KeyX) {
208            *end += delta * 3.0;
209        }
210    }
211
212    // Exponential Fog Controls
213    if let FogFalloff::Exponential { density } = &mut fog.falloff {
214        text.push_str("\nA / S - Change Density");
215
216        if keycode.pressed(KeyCode::KeyA) {
217            *density -= delta * 0.5 * *density;
218            if *density < 0.0 {
219                *density = 0.0;
220            }
221        }
222        if keycode.pressed(KeyCode::KeyS) {
223            *density += delta * 0.5 * *density;
224        }
225    }
226
227    // ExponentialSquared Fog Controls
228    if let FogFalloff::ExponentialSquared { density } = &mut fog.falloff {
229        text.push_str("\nA / S - Change Density");
230
231        if keycode.pressed(KeyCode::KeyA) {
232            *density -= delta * 0.5 * *density;
233            if *density < 0.0 {
234                *density = 0.0;
235            }
236        }
237        if keycode.pressed(KeyCode::KeyS) {
238            *density += delta * 0.5 * *density;
239        }
240    }
241
242    // RGBA Controls
243    text.push_str("\n\n- / = - Red\n[ / ] - Green\n; / ' - Blue\n. / ? - Alpha");
244
245    // We're performing various operations in the sRGB color space,
246    // so we convert the fog color to sRGB here, then modify it,
247    // and finally when we're done we can convert it back and set it.
248    let mut fog_color = Srgba::from(fog.color);
249    if keycode.pressed(KeyCode::Minus) {
250        fog_color.red = (fog_color.red - 0.1 * delta).max(0.0);
251    }
252
253    if keycode.any_pressed([KeyCode::Equal, KeyCode::NumpadEqual]) {
254        fog_color.red = (fog_color.red + 0.1 * delta).min(1.0);
255    }
256
257    if keycode.pressed(KeyCode::BracketLeft) {
258        fog_color.green = (fog_color.green - 0.1 * delta).max(0.0);
259    }
260
261    if keycode.pressed(KeyCode::BracketRight) {
262        fog_color.green = (fog_color.green + 0.1 * delta).min(1.0);
263    }
264
265    if keycode.pressed(KeyCode::Semicolon) {
266        fog_color.blue = (fog_color.blue - 0.1 * delta).max(0.0);
267    }
268
269    if keycode.pressed(KeyCode::Quote) {
270        fog_color.blue = (fog_color.blue + 0.1 * delta).min(1.0);
271    }
272
273    if keycode.pressed(KeyCode::Period) {
274        fog_color.alpha = (fog_color.alpha - 0.1 * delta).max(0.0);
275    }
276
277    if keycode.pressed(KeyCode::Slash) {
278        fog_color.alpha = (fog_color.alpha + 0.1 * delta).min(1.0);
279    }
280
281    fog.color = Color::from(fog_color);
282}
Source

pub fn all_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if all items in inputs have been pressed.

Source

pub fn release(&mut self, input: T)

Registers a release for the given input.

Source

pub fn release_all(&mut self)

Registers a release for all currently pressed inputs.

Source

pub fn just_pressed(&self, input: T) -> bool

Returns true if the input has been pressed during the current frame.

Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_released.

Examples found in repository?
examples/app/logs.rs (line 34)
33fn panic_on_p(keys: Res<ButtonInput<KeyCode>>) {
34    if keys.just_pressed(KeyCode::KeyP) {
35        panic!("P pressed, panicking");
36    }
37}
More examples
Hide additional examples
examples/window/clear_color.rs (line 21)
20fn change_clear_color(input: Res<ButtonInput<KeyCode>>, mut clear_color: ResMut<ClearColor>) {
21    if input.just_pressed(KeyCode::Space) {
22        clear_color.0 = PURPLE.into();
23    }
24}
examples/games/alien_cake_addict.rs (line 385)
381fn game_over_keyboard(
382    mut next_state: ResMut<NextState<GameState>>,
383    keyboard_input: Res<ButtonInput<KeyCode>>,
384) {
385    if keyboard_input.just_pressed(KeyCode::Space) {
386        next_state.set(GameState::Playing);
387    }
388}
examples/3d/3d_shapes.rs (line 200)
196fn toggle_wireframe(
197    mut wireframe_config: ResMut<WireframeConfig>,
198    keyboard: Res<ButtonInput<KeyCode>>,
199) {
200    if keyboard.just_pressed(KeyCode::Space) {
201        wireframe_config.global = !wireframe_config.global;
202    }
203}
examples/2d/2d_shapes.rs (line 102)
98fn toggle_wireframe(
99    mut wireframe_config: ResMut<Wireframe2dConfig>,
100    keyboard: Res<ButtonInput<KeyCode>>,
101) {
102    if keyboard.just_pressed(KeyCode::Space) {
103        wireframe_config.global = !wireframe_config.global;
104    }
105}
examples/ui/window_fallthrough.rs (line 51)
47fn toggle_mouse_passthrough(
48    keyboard_input: Res<ButtonInput<KeyCode>>,
49    mut cursor_options: Single<&mut CursorOptions>,
50) {
51    if keyboard_input.just_pressed(KeyCode::KeyP) {
52        cursor_options.hit_test = !cursor_options.hit_test;
53    }
54}
Source

pub fn any_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has been pressed during the current frame.

Source

pub fn clear_just_pressed(&mut self, input: T) -> bool

Clears the just_pressed state of the input and returns true if the input has just been pressed.

Future calls to ButtonInput::just_pressed for the given input will return false until a new press event occurs.

Source

pub fn just_released(&self, input: T) -> bool

Returns true if the input has been released during the current frame.

Note: This function does not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_pressed.

Examples found in repository?
examples/input/mouse_input.rs (line 25)
16fn mouse_click_system(mouse_button_input: Res<ButtonInput<MouseButton>>) {
17    if mouse_button_input.pressed(MouseButton::Left) {
18        info!("left mouse currently pressed");
19    }
20
21    if mouse_button_input.just_pressed(MouseButton::Left) {
22        info!("left mouse just pressed");
23    }
24
25    if mouse_button_input.just_released(MouseButton::Left) {
26        info!("left mouse just released");
27    }
28}
More examples
Hide additional examples
examples/dev_tools/fps_overlay.rs (line 92)
74fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
75    if input.just_pressed(KeyCode::Digit1) {
76        // Changing resource will affect overlay
77        if overlay.text_color == OverlayColor::GREEN {
78            overlay.text_color = OverlayColor::RED;
79        } else {
80            overlay.text_color = OverlayColor::GREEN;
81        }
82    }
83    if input.just_pressed(KeyCode::Digit2) {
84        overlay.text_config.font_size -= 2.0;
85    }
86    if input.just_pressed(KeyCode::Digit3) {
87        overlay.text_config.font_size += 2.0;
88    }
89    if input.just_pressed(KeyCode::Digit4) {
90        overlay.enabled = !overlay.enabled;
91    }
92    if input.just_released(KeyCode::Digit5) {
93        overlay.frame_time_graph_config.enabled = !overlay.frame_time_graph_config.enabled;
94    }
95}
examples/input/keyboard_input.rs (line 26)
13fn keyboard_input_system(
14    keyboard_input: Res<ButtonInput<KeyCode>>,
15    key_input: Res<ButtonInput<Key>>,
16) {
17    // KeyCode is used when you want the key location across different keyboard layouts
18    // See https://w3c.github.io/uievents-code/#code-value-tables for the locations
19    if keyboard_input.pressed(KeyCode::KeyA) {
20        info!("'A' currently pressed");
21    }
22
23    if keyboard_input.just_pressed(KeyCode::KeyA) {
24        info!("'A' just pressed");
25    }
26    if keyboard_input.just_released(KeyCode::KeyA) {
27        info!("'A' just released");
28    }
29
30    // Key is used when you want a specific key, no matter where it is located.
31    // This is useful for symbols that have a specific connotation, e.g. '?' for
32    // a help menu or '+'/'-' for zoom
33    let key = Key::Character("?".into());
34    if key_input.pressed(key.clone()) {
35        info!("'?' currently pressed");
36    }
37    if key_input.just_pressed(key.clone()) {
38        info!("'?' just pressed");
39    }
40    if key_input.just_released(key) {
41        info!("'?' just released");
42    }
43}
examples/stress_tests/bevymark.rs (line 341)
319fn mouse_handler(
320    mut commands: Commands,
321    args: Res<Args>,
322    time: Res<Time>,
323    mouse_button_input: Res<ButtonInput<MouseButton>>,
324    window: Query<&Window>,
325    bird_resources: ResMut<BirdResources>,
326    mut counter: ResMut<BevyCounter>,
327    mut rng: Local<Option<ChaCha8Rng>>,
328    mut wave: Local<usize>,
329) {
330    let Ok(window) = window.single() else {
331        return;
332    };
333
334    if rng.is_none() {
335        // We're seeding the PRNG here to make this example deterministic for testing purposes.
336        // This isn't strictly required in practical use unless you need your app to be deterministic.
337        *rng = Some(ChaCha8Rng::seed_from_u64(42));
338    }
339    let rng = rng.as_mut().unwrap();
340
341    if mouse_button_input.just_released(MouseButton::Left) {
342        counter.color = Color::linear_rgb(rng.random(), rng.random(), rng.random());
343    }
344
345    if mouse_button_input.pressed(MouseButton::Left) {
346        let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
347        spawn_birds(
348            &mut commands,
349            args.into_inner(),
350            &window.resolution,
351            &mut counter,
352            spawn_count,
353            bird_resources.into_inner(),
354            None,
355            *wave,
356        );
357        *wave += 1;
358    }
359}
examples/3d/../helpers/camera_controller.rs (line 195)
127fn run_camera_controller(
128    time: Res<Time<Real>>,
129    mut windows: Query<(&Window, &mut CursorOptions)>,
130    accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
131    accumulated_mouse_scroll: Res<AccumulatedMouseScroll>,
132    mouse_button_input: Res<ButtonInput<MouseButton>>,
133    key_input: Res<ButtonInput<KeyCode>>,
134    mut toggle_cursor_grab: Local<bool>,
135    mut mouse_cursor_grab: Local<bool>,
136    mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
137) {
138    let dt = time.delta_secs();
139
140    let Ok((mut transform, mut controller)) = query.single_mut() else {
141        return;
142    };
143
144    if !controller.initialized {
145        let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
146        controller.yaw = yaw;
147        controller.pitch = pitch;
148        controller.initialized = true;
149        info!("{}", *controller);
150    }
151    if !controller.enabled {
152        return;
153    }
154
155    let mut scroll = 0.0;
156
157    let amount = match accumulated_mouse_scroll.unit {
158        MouseScrollUnit::Line => accumulated_mouse_scroll.delta.y,
159        MouseScrollUnit::Pixel => accumulated_mouse_scroll.delta.y / 16.0,
160    };
161    scroll += amount;
162    controller.walk_speed += scroll * controller.scroll_factor * controller.walk_speed;
163    controller.run_speed = controller.walk_speed * 3.0;
164
165    // Handle key input
166    let mut axis_input = Vec3::ZERO;
167    if key_input.pressed(controller.key_forward) {
168        axis_input.z += 1.0;
169    }
170    if key_input.pressed(controller.key_back) {
171        axis_input.z -= 1.0;
172    }
173    if key_input.pressed(controller.key_right) {
174        axis_input.x += 1.0;
175    }
176    if key_input.pressed(controller.key_left) {
177        axis_input.x -= 1.0;
178    }
179    if key_input.pressed(controller.key_up) {
180        axis_input.y += 1.0;
181    }
182    if key_input.pressed(controller.key_down) {
183        axis_input.y -= 1.0;
184    }
185
186    let mut cursor_grab_change = false;
187    if key_input.just_pressed(controller.keyboard_key_toggle_cursor_grab) {
188        *toggle_cursor_grab = !*toggle_cursor_grab;
189        cursor_grab_change = true;
190    }
191    if mouse_button_input.just_pressed(controller.mouse_key_cursor_grab) {
192        *mouse_cursor_grab = true;
193        cursor_grab_change = true;
194    }
195    if mouse_button_input.just_released(controller.mouse_key_cursor_grab) {
196        *mouse_cursor_grab = false;
197        cursor_grab_change = true;
198    }
199    let cursor_grab = *mouse_cursor_grab || *toggle_cursor_grab;
200
201    // Update velocity
202    if axis_input != Vec3::ZERO {
203        let max_speed = if key_input.pressed(controller.key_run) {
204            controller.run_speed
205        } else {
206            controller.walk_speed
207        };
208        controller.velocity = axis_input.normalize() * max_speed;
209    } else {
210        let friction = controller.friction.clamp(0.0, 1.0);
211        controller.velocity *= 1.0 - friction;
212        if controller.velocity.length_squared() < 1e-6 {
213            controller.velocity = Vec3::ZERO;
214        }
215    }
216
217    // Apply movement update
218    if controller.velocity != Vec3::ZERO {
219        let forward = *transform.forward();
220        let right = *transform.right();
221        transform.translation += controller.velocity.x * dt * right
222            + controller.velocity.y * dt * Vec3::Y
223            + controller.velocity.z * dt * forward;
224    }
225
226    // Handle cursor grab
227    if cursor_grab_change {
228        if cursor_grab {
229            for (window, mut cursor_options) in &mut windows {
230                if !window.focused {
231                    continue;
232                }
233
234                cursor_options.grab_mode = CursorGrabMode::Locked;
235                cursor_options.visible = false;
236            }
237        } else {
238            for (_, mut cursor_options) in &mut windows {
239                cursor_options.grab_mode = CursorGrabMode::None;
240                cursor_options.visible = true;
241            }
242        }
243    }
244
245    // Handle mouse input
246    if accumulated_mouse_motion.delta != Vec2::ZERO && cursor_grab {
247        // Apply look update
248        controller.pitch = (controller.pitch
249            - accumulated_mouse_motion.delta.y * RADIANS_PER_DOT * controller.sensitivity)
250            .clamp(-PI / 2., PI / 2.);
251        controller.yaw -=
252            accumulated_mouse_motion.delta.x * RADIANS_PER_DOT * controller.sensitivity;
253        transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, controller.yaw, controller.pitch);
254    }
255}
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pub fn any_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if any item in inputs has just been released.

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pub fn all_just_released(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if all items in inputs have just been released.

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pub fn all_just_pressed(&self, inputs: impl IntoIterator<Item = T>) -> bool

Returns true if all items in inputs have been just pressed.

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pub fn clear_just_released(&mut self, input: T) -> bool

Clears the just_released state of the input and returns true if the input has just been released.

Future calls to ButtonInput::just_released for the given input will return false until a new release event occurs.

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pub fn reset(&mut self, input: T)

Clears the pressed, just_pressed and just_released data of the input.

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pub fn reset_all(&mut self)

Clears the pressed, just_pressed, and just_released data for every input.

See also ButtonInput::clear for simulating elapsed time steps.

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pub fn clear(&mut self)

Clears the just pressed and just released data for every input.

See also ButtonInput::reset_all for a full reset.

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pub fn get_pressed(&self) -> impl ExactSizeIterator

An iterator visiting every pressed input in arbitrary order.

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pub fn get_just_pressed(&self) -> impl ExactSizeIterator

An iterator visiting every just pressed input in arbitrary order.

Note: Returned elements do not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_released.

Examples found in repository?
examples/ecs/component_hooks.rs (line 146)
136fn trigger_hooks(
137    mut commands: Commands,
138    keys: Res<ButtonInput<KeyCode>>,
139    index: Res<MyComponentIndex>,
140) {
141    for (key, entity) in index.iter() {
142        if !keys.pressed(*key) {
143            commands.entity(*entity).remove::<MyComponent>();
144        }
145    }
146    for key in keys.get_just_pressed() {
147        commands.spawn(MyComponent(*key));
148    }
149}
Source

pub fn get_just_released(&self) -> impl ExactSizeIterator

An iterator visiting every just released input in arbitrary order.

Note: Returned elements do not imply information regarding the current state of ButtonInput::pressed or ButtonInput::just_pressed.

Trait Implementations§

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impl<T> Clone for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static,

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fn clone(&self) -> ButtonInput<T>

Returns a duplicate of the value. Read more
1.0.0 · Source§

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

Performs copy-assignment from source. Read more
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impl<T> Debug for ButtonInput<T>
where T: Debug + Clone + Eq + Hash + Send + Sync + 'static,

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

Formats the value using the given formatter. Read more
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impl<T> Default for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static,

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fn default() -> ButtonInput<T>

Returns the “default value” for a type. Read more
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impl<T> FromArg for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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type This<'from_arg> = ButtonInput<T>

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<ButtonInput<T> as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl<T> FromReflect for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn from_reflect( reflect: &(dyn PartialReflect + 'static), ) -> Option<ButtonInput<T>>

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

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<T> GetOwnership for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl<T> GetTypeRegistration for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl<T> IntoReturn for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_return<'into_return>(self) -> Return<'into_return>
where ButtonInput<T>: 'into_return,

Converts Self into a Return value.
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impl<T> PartialReflect for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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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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Tries to apply a reflected value to this value. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<ButtonInput<T>>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<ButtonInput<T>>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<ButtonInput<T>>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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Casts this type to a reflected value. Read more
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Converts this reflected value into its dynamic representation based on its kind. Read more
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Indicates whether or not this type is a dynamic type. Read more
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impl<T> Reflect for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn into_any(self: Box<ButtonInput<T>>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
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Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<ButtonInput<T>>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
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Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl<T> Struct for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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Returns a reference to the value of the field named name as a &dyn PartialReflect.
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Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
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Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
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Returns the name of the field with index index.
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Returns the number of fields in the struct.
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Returns an iterator over the values of the reflectable fields for this struct.
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Creates a new DynamicStruct from this struct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
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impl<T> TypePath for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync,

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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<T> Typed for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static + TypePath, ButtonInput<T>: Any + Send + Sync, HashSet<T>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl<T> Resource for ButtonInput<T>
where T: Clone + Eq + Hash + Send + Sync + 'static, ButtonInput<T>: Send + Sync + 'static,

Auto Trait Implementations§

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impl<T> Freeze for ButtonInput<T>

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impl<T> RefUnwindSafe for ButtonInput<T>
where T: RefUnwindSafe,

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impl<T> Send for ButtonInput<T>

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impl<T> Sync for ButtonInput<T>

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impl<T> Unpin for ButtonInput<T>
where T: Unpin,

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impl<T> UnwindSafe for ButtonInput<T>
where T: UnwindSafe,

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where T: 'static + ?Sized,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<Ret> SpawnIfAsync<(), Ret> for Ret

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fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
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impl<T, O> SuperFrom<T> for O
where O: From<T>,

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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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> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. 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.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Reflectable for T

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,