pub struct InputMapping {Show 29 fields
pub keyboard_navigation: bool,
pub gamepads: Vec<Gamepad>,
pub joystick_ui_deadzone: f32,
pub move_x: GamepadAxisType,
pub move_y: GamepadAxisType,
pub left_button: GamepadButtonType,
pub right_button: GamepadButtonType,
pub up_button: GamepadButtonType,
pub down_button: GamepadButtonType,
pub action_button: GamepadButtonType,
pub cancel_button: GamepadButtonType,
pub previous_button: GamepadButtonType,
pub next_button: GamepadButtonType,
pub free_button: GamepadButtonType,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_left_alt: KeyCode,
pub key_right_alt: KeyCode,
pub key_up_alt: KeyCode,
pub key_down_alt: KeyCode,
pub key_action: KeyCode,
pub key_cancel: KeyCode,
pub key_next: KeyCode,
pub key_next_alt: KeyCode,
pub key_previous: KeyCode,
pub key_free: KeyCode,
pub focus_follows_mouse: bool,
}Expand description
Control default ui navigation input buttons
Fields§
Whether to use keybaord keys for navigation (instead of just actions).
gamepads: Vec<Gamepad>The gamepads to use for the UI. If empty, default to gamepad 0
joystick_ui_deadzone: f32Deadzone on the gamepad left stick for ui navigation
move_x: GamepadAxisTypeX axis of gamepad stick
move_y: GamepadAxisTypeY axis of gamepad stick
Gamepad button for Direction::West NavRequest::Move
Gamepad button for Direction::East NavRequest::Move
Gamepad button for Direction::North NavRequest::Move
Gamepad button for Direction::South NavRequest::Move
Gamepad button for NavRequest::Action
Gamepad button for NavRequest::Cancel
Gamepad button for ScopeDirection::Previous NavRequest::ScopeMove
Gamepad button for ScopeDirection::Next NavRequest::ScopeMove
Gamepad button for NavRequest::Unlock
key_left: KeyCodeKeyboard key for Direction::West NavRequest::Move
key_right: KeyCodeKeyboard key for Direction::East NavRequest::Move
key_up: KeyCodeKeyboard key for Direction::North NavRequest::Move
key_down: KeyCodeKeyboard key for Direction::South NavRequest::Move
key_left_alt: KeyCodeAlternative keyboard key for Direction::West NavRequest::Move
key_right_alt: KeyCodeAlternative keyboard key for Direction::East NavRequest::Move
key_up_alt: KeyCodeAlternative keyboard key for Direction::North NavRequest::Move
key_down_alt: KeyCodeAlternative keyboard key for Direction::South NavRequest::Move
key_action: KeyCodeKeyboard key for NavRequest::Action
key_cancel: KeyCodeKeyboard key for NavRequest::Cancel
key_next: KeyCodeKeyboard key for ScopeDirection::Next NavRequest::ScopeMove
key_next_alt: KeyCodeAlternative keyboard key for ScopeDirection::Next NavRequest::ScopeMove
key_previous: KeyCodeKeyboard key for ScopeDirection::Previous NavRequest::ScopeMove
key_free: KeyCodeKeyboard key for NavRequest::Unlock
focus_follows_mouse: boolWhether mouse hover gives focus to Focusable elements.
Trait Implementations§
Source§impl Default for InputMapping
impl Default for InputMapping
Source§impl FromReflect for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl FromReflect for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
Source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl GetTypeRegistration for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
Source§impl Reflect for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl Reflect for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any.Source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
Source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
Source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
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Source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Struct for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl Struct for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
Source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name as a &dyn Reflect.Source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name as a
&mut dyn Reflect.Source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index as a
&dyn Reflect.Source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect.Source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index.Source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
Source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct.Source§impl TypePath for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl TypePath for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl Typed for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl Typed for InputMappingwhere
bool: FromReflect + TypePath,
Vec<Gamepad>: FromReflect + TypePath,
f32: FromReflect + TypePath,
GamepadAxisType: FromReflect + TypePath,
GamepadButtonType: FromReflect + TypePath,
KeyCode: FromReflect + TypePath,
impl Resource for InputMapping
Auto Trait Implementations§
impl Freeze for InputMapping
impl RefUnwindSafe for InputMapping
impl Send for InputMapping
impl Sync for InputMapping
impl Unpin for InputMapping
impl UnwindSafe for InputMapping
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