InputHandler

Struct InputHandler 

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pub struct InputHandler<ActionId, AxisId>
where ActionId: Clone + Eq + Hash + Send + Sync, AxisId: Clone + Eq + Hash + Send + Sync,
{ pub keys: AHashMap<Key, Location>, pub mouse_buttons: AHashSet<MouseButton>, pub mouse_position: Option<(f64, f64)>, pub last_mouse_position: Option<(f64, f64)>, pub mouse_delta: (f64, f64), pub modifiers: AHashSet<Modifier>, pub modifiers_state: ModifiersState, pub mouse_button_action: MouseButtonAction, pub window_focused: bool, pub input_events: VecDeque<InputEvent>, /* private fields */ }
Expand description

Handler Contains all the Possible Key presses, Modifier Presses and Mouse locations.

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§keys: AHashMap<Key, Location>

The set of keys that are currently pressed down by their virtual key code.

§mouse_buttons: AHashSet<MouseButton>

The set of mouse buttons that are currently pressed down.

§mouse_position: Option<(f64, f64)>

The current pysical mouse position.

§last_mouse_position: Option<(f64, f64)>

The last recorded pysical mouse position.

§mouse_delta: (f64, f64)

The mouse delta, i.e. the relative mouse motion.

§modifiers: AHashSet<Modifier>

key modifiers can tell if left or right keys.

§modifiers_state: ModifiersState

key modifiers state can not tell if left or right keys.

§mouse_button_action: MouseButtonAction

Current Mouse button presses in action. Please refer to the input_events To get a finished MouseButtonAvtion Return.

§window_focused: bool

If the window is focused or not.

§input_events: VecDeque<InputEvent>

Input events gathered per the last Click. Will contain multiple events.

Implementations§

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impl<ActionId, AxisId> InputHandler<ActionId, AxisId>
where ActionId: Clone + Eq + Hash + Send + Sync, AxisId: Clone + Eq + Hash + Send + Sync,

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pub fn axis_value<A>(&self, id: &A) -> f64
where AxisId: Borrow<A>, A: Hash + Eq + ?Sized,

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pub fn is_action_down<A>(&self, action: &A) -> bool
where ActionId: Borrow<A>, A: Hash + Eq + ?Sized,

Looks up the set of bindings for the action, and then checks if there is any binding for which all buttons are currently down.

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pub fn is_button_down(&self, button: Button, location: Option<Location>) -> bool

Checks if a mouse button or key button is down.

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pub fn is_key_down(&self, key: Key, location: Option<Location>) -> bool

Checks if a key is down.

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pub fn is_modifier_down(&self, modifier: Modifier) -> bool

Checks if a modifier is down.

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pub fn is_focused(&self) -> bool

Checks if the window is focused.

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pub fn is_mouse_button_down(&self, button: MouseButton) -> bool

Checks if a mouse button is down.

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pub fn modifiers_state(&self) -> ModifiersState

Get the modifier state. This can not tell between left and right buttons. Only use if you dont care which side is pressed.

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pub fn events(&mut self) -> VecDeque<InputEvent>

Get the current events that where last processed during update. Clears the internal event array.

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pub fn pop_event(&mut self) -> Option<InputEvent>

Get the next pending event. Returns None when empty.

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pub fn physical_mouse_position(&self) -> Option<(f64, f64)>

Get Physical mouse position. This value is a f64 and is not calculated against the DPI.

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pub fn new( bindings: Bindings<ActionId, AxisId>, click_duration: Duration, ) -> Self

Initialize the Input Handler. bindings: Mapping of actions to take per certain requirements. click_duration: is the allowed duration between each click before the click is submitted.

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pub fn set_click_duration(&mut self, click_duration: Duration)

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pub fn get_click_duration(&mut self) -> Duration

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pub fn window_updates(&mut self, event: &WindowEvent)

Update the Input Handler based upon the windows events.

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pub fn device_updates(&mut self, event: &DeviceEvent)

Auto Trait Implementations§

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impl<ActionId, AxisId> Freeze for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> RefUnwindSafe for InputHandler<ActionId, AxisId>
where ActionId: RefUnwindSafe, AxisId: RefUnwindSafe,

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impl<ActionId, AxisId> Send for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> Sync for InputHandler<ActionId, AxisId>

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impl<ActionId, AxisId> Unpin for InputHandler<ActionId, AxisId>
where ActionId: Unpin, AxisId: Unpin,

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impl<ActionId, AxisId> UnwindSafe for InputHandler<ActionId, AxisId>
where ActionId: UnwindSafe, AxisId: UnwindSafe,

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where T: 'static + ?Sized,

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