Struct cogs_gamedev::controls::EventInputHandler [−][src]
pub struct EventInputHandler<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> { /* fields omitted */ }
Event-based input handler See module-level documentation for more detail.
Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> EventInputHandler<I, C>
[src]pub fn new_empty() -> Self
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Create a new EventInputHandler without any controls.
pub fn new(control_config: HashMap<I, C>) -> Self
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Create a new EventInputHandler with the specified controls. The HashMap in should map inputs to the controls you want them to actuate.
pub fn input_down(&mut self, input: I)
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Call this function when your game engine gives you a KeyDown event, or any event signaling that an input is newly pressed down.
pub fn input_up(&mut self, input: I)
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Call this function when your game engine gives you a KeyUp event, or any event signaling that an input has been released.
pub fn clear_inputs(&mut self)
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Manually clear all the inputs the handler has received.
(I’m not sure why you would want to do this, but hey, might as well expose the functionality.)
pub fn update(&mut self)
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Update the input handler. You MUST CALL THIS FIRST THING in your game loop. Otherwise things won’t get updated correctly.
Trait Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> Clone for EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> Clone for EventInputHandler<I, C>
[src]EnumMap doesn’t implement Clone so we do it ourselves
fn clone(&self) -> Self
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pub fn clone_from(&mut self, source: &Self)
1.0.0[src]
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> InputHandler<I, C> for EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> InputHandler<I, C> for EventInputHandler<I, C>
[src]fn pressed(&self, control: C) -> bool
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Is this input pressed down? i.e. is the player pressing the button?
fn released(&self, control: C) -> bool
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Is this input released? i.e. is the player not pressing the button?
fn clicked_down(&self, control: C) -> bool
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Is this input being clicked down? i.e. was it up last frame, but down this frame?
Auto Trait Implementations
impl<I, C> RefUnwindSafe for EventInputHandler<I, C> where
C: RefUnwindSafe,
I: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
impl<I, C> RefUnwindSafe for EventInputHandler<I, C> where
C: RefUnwindSafe,
I: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
impl<I, C> Unpin for EventInputHandler<I, C> where
C: Unpin,
I: Unpin,
<C as Enum<u32>>::Array: Unpin,
impl<I, C> Unpin for EventInputHandler<I, C> where
C: Unpin,
I: Unpin,
<C as Enum<u32>>::Array: Unpin,
impl<I, C> UnwindSafe for EventInputHandler<I, C> where
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,
impl<I, C> UnwindSafe for EventInputHandler<I, C> where
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,