Expand description
The runtime, rebindable key map for the gameplay movement keys. Each backend
decodes physical keys into the same semantic booleans (forward, jump, …);
this map says which canonical InputKey drives each action, so the settings menu can
remap them at runtime. The map is canonical (backend-agnostic InputKey values); a
backend resolves it to its own native key codes when it is pushed via
RenderBackend::set_keymap.
Structs§
- KeyMap
- The canonical action -> key map. Persisted in
ControlsSettingsand pushed to the active backend. Each field is#[serde(default)]so adding an action in a future build never invalidates an existing settings file (a missing field falls back to its default rather than failing the whole load).
Enums§
- Bindable
- A rebindable gameplay action. The four movement directions, sprint, jump, and interact. Pause (Escape) is deliberately not here: it carries cursor-release / menu semantics that are fixed per-backend.