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Module keymap

Module keymap 

Source
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 ControlsSettings and 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.