[][src]Crate buttons

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-support 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

let mut keyboard = buttons::winit_support::keyboard();
let mut mouse = buttons::winit_support::mouse();

// Track input
{
    let mut keyboard_input = keyboard.begin_frame_input();
    let mut mouse_input = mouse.begin_frame_input();

    events_loop.poll_events(|event| {
        if let Event::WindowEvent { event, .. } = event {
            keyboard_input.handle_event(&event);
            mouse_input.handle_event(&event);
        }
    });
}

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

Modules

winit_support

Structs

Keyboard

A structure representing the current state of a keyboard.

KeyboardInput

An object that has methods for registering keyboard inputs this frame. It must be dropped before the underlying Keyboard can be queried.

Mouse

A structure representing the current state of a mouse.

MouseInput

An object that has methods for registering mouse inputs this frame. It must be dropped before the underlying Mouse can be queried.

Traits

Event

A trait for events that can modify input state.