Struct cogs_gamedev::controls::EventInputHandler [−][src]
pub struct EventInputHandler<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> { /* fields omitted */ }
Expand description
Event-based input handler See module-level documentation for more detail.
Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> EventInputHandler<I, C>
[src]pub fn new(control_config: HashMap<I, C>) -> Self
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pub fn new(control_config: HashMap<I, C>) -> Self
[src]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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pub fn input_down(&mut self, input: I)
[src]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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pub fn input_up(&mut self, input: I)
[src]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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pub fn clear_inputs(&mut self)
[src]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.)
Trait Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> Clone for EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> Clone for EventInputHandler<I, C>
[src]EnumMap doesn’t implement Clone so we do it ourselves
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> InputHandler<I, C> for EventInputHandler<I, C>
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impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Enum<bool> + Clone> InputHandler<I, C> for EventInputHandler<I, C>
[src]fn pressed(&self, control: C) -> bool
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fn pressed(&self, control: C) -> bool
[src]Is this input pressed down? i.e. is the player pressing the button?
fn released(&self, control: C) -> bool
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fn released(&self, control: C) -> bool
[src]Is this input released? i.e. is the player not pressing the button?
fn clicked_down(&self, control: C) -> bool
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fn clicked_down(&self, control: C) -> bool
[src]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<bool>>::Array: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
C: RefUnwindSafe,
I: RefUnwindSafe,
<C as Enum<bool>>::Array: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
impl<I, C> Send for EventInputHandler<I, C> where
C: Send,
I: Send,
<C as Enum<bool>>::Array: Send,
<C as Enum<u32>>::Array: Send,
C: Send,
I: Send,
<C as Enum<bool>>::Array: Send,
<C as Enum<u32>>::Array: Send,
impl<I, C> Sync for EventInputHandler<I, C> where
C: Sync,
I: Sync,
<C as Enum<bool>>::Array: Sync,
<C as Enum<u32>>::Array: Sync,
C: Sync,
I: Sync,
<C as Enum<bool>>::Array: Sync,
<C as Enum<u32>>::Array: Sync,
impl<I, C> Unpin for EventInputHandler<I, C> where
C: Unpin,
I: Unpin,
<C as Enum<bool>>::Array: Unpin,
<C as Enum<u32>>::Array: Unpin,
C: Unpin,
I: Unpin,
<C as Enum<bool>>::Array: Unpin,
<C as Enum<u32>>::Array: Unpin,
impl<I, C> UnwindSafe for EventInputHandler<I, C> where
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<bool>>::Array: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<bool>>::Array: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
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pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,