1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
//! Allow players to interact with your game.

pub mod gamepad;
pub mod keyboard;
pub mod mouse;
pub mod window;

mod event;
mod keyboard_and_mouse;

pub use crate::graphics::window::winit::event::ElementState as ButtonState;
pub use event::Event;
pub use keyboard::Keyboard;
pub use keyboard_and_mouse::KeyboardAndMouse;
pub use mouse::Mouse;

/// The input of your [`Game`].
///
/// If you just want simple access to the keyboard and mouse, check out the
/// built-in [`KeyboardAndMouse`] type.
///
/// [`Game`]: ../trait.Game.html
/// [`KeyboardAndMouse`]: struct.KeyboardAndMouse.html
pub trait Input {
    /// Creates a new [`Input`].
    ///
    /// [`Input`]: trait.Input.html
    fn new() -> Self;

    /// Processes an input event.
    ///
    /// This function may be called multiple times during event processing,
    /// before [`Game::interact`].
    ///
    /// [`Game::interact`]: ../trait.Game.html#method.interact
    fn update(&mut self, event: Event);

    /// Clears any temporary state that should be consumed by [`Game::interact`]
    /// and could accumulate otherwise.
    ///
    /// This method will be called after each [`Game::interact`].
    ///
    /// [`Game::interact`]: ../trait.Game.html#method.interact
    fn clear(&mut self);
}

impl Input for () {
    fn new() {}

    fn update(&mut self, _event: Event) {}

    fn clear(&mut self) {}
}