pub struct InputManager<C> { /* private fields */ }Implementations§
Source§impl<C: InputConfig> InputManager<C>
impl<C: InputConfig> InputManager<C>
pub fn pressed(&self, action: C) -> bool
pub fn just_pressed(&self, action: C) -> bool
pub fn just_released(&self, action: C) -> bool
pub fn clear(&mut self)
pub fn get_action_strength(&self, action: C) -> Option<f32>
pub fn get_strength(&self, pos_x: C, neg_x: C, pos_y: C, neg_y: C) -> Vec2
pub fn get_mouse_delta(&self) -> Vec2
pub fn is_gamepad(&self) -> bool
pub fn change_input_type(&mut self, input_type: InputType)
pub fn get_action_inputs(&self, action: C) -> Vec<ActionInput>
pub fn map_input_action(&mut self, input: ActionInput, action: C)
pub fn clear_action(&mut self, action: C)
pub fn get_inputs_just_pressed(&self) -> Vec<ActionInput>
pub fn default_input(&mut self)
pub fn set_threshold(&mut self, threshold: f32)
Trait Implementations§
Source§impl<C: InputConfig> Default for InputManager<C>
Available on non-crate feature serialize only.
impl<C: InputConfig> Default for InputManager<C>
Available on non-crate feature
serialize only.impl<C> Resource for InputManager<C>
Auto Trait Implementations§
impl<C> Freeze for InputManager<C>
impl<C> RefUnwindSafe for InputManager<C>where
C: RefUnwindSafe,
impl<C> Send for InputManager<C>where
C: Send,
impl<C> Sync for InputManager<C>where
C: Sync,
impl<C> Unpin for InputManager<C>where
C: Unpin,
impl<C> UnwindSafe for InputManager<C>where
C: UnwindSafe,
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