Crate buttons

Source
Expand description

This is simple Rust crate for managing and querying input state.

It treats the mouse and keyboard as an immutable data structure that you can query to find which keys and buttons are pressed (or where the pointer is).

The core data structures of Mouse and Keyboard are generic, in theory supporting multiple windowing libraries. You can roll your own, or you can enable the winit which has factory methods to easily create a Mouse and Keyboard which work with the winit library.

As stated, the mouse and keyboard are immutable. To track input changes, each provide a begin_frame_input method which return an object you can make changes to for the frame.

§Examples





use buttons::prelude::*;

let mut event_loop = winit::event_loop::EventLoop::new();
let mut keyboard = buttons::support::winit::keyboard();
let mut mouse = buttons::support::winit::mouse();
let mut touch = buttons::support::winit::touch();

// Track input
event_loop.run(move |event, _, _| {
    keyboard.handle_event(&event);
    mouse.handle_event(&event);
    touch.handle_event(&event);

    // Check state
    if keyboard.pressed(VirtualKeyCode::Escape)
        || mouse.released(MouseButton::Right)
        || touch.first_touch().is_some()
    {
        // Do something
    }
});

Modules§

prelude
support

Structs§

Keyboard
A structure representing the current state of a keyboard.
Mouse
A structure representing the current state of a mouse.
Touch
Represents an active touch on the touch device.
Touchpad
A structure representing the current state of touches on a touch device.

Traits§

Event
A trait for events that can modify input state.
KeyboardInterface
A trait for objects that can represent the state of a keyboard.
MouseInterface
A trait for objects that can represent the state of a mouse.
TouchInterface
A trait for objects that can represent the state of a touch device.