Enum bevy::input::gamepad::GamepadButtonType
pub enum GamepadButtonType {
Show 20 variants
South,
East,
North,
West,
C,
Z,
LeftTrigger,
LeftTrigger2,
RightTrigger,
RightTrigger2,
Select,
Start,
Mode,
LeftThumb,
RightThumb,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
Other(u8),
}
Expand description
A type of a GamepadButton
.
Usage
This is used to determine which button has changed its value when receiving a
GamepadEventType::ButtonChanged
. It is also used in the GamepadButton
which in turn is used to create the Input<GamepadButton>
or
Axis<GamepadButton>
bevy
resources.
Variants
South
The bottom action button of the action pad (i.e. PS: Cross, Xbox: A).
East
The right action button of the action pad (i.e. PS: Circle, Xbox: B).
North
The upper action button of the action pad (i.e. PS: Triangle, Xbox: Y).
West
The left action button of the action pad (i.e. PS: Square, Xbox: X).
C
The C button.
Z
The Z button.
LeftTrigger
The first left trigger.
LeftTrigger2
The second left trigger.
RightTrigger
The first right trigger.
RightTrigger2
The second right trigger.
Select
The select button.
Start
The start button.
Mode
The mode button.
LeftThumb
The left thumb stick button.
RightThumb
The right thumb stick button.
DPadUp
The up button of the D-Pad.
DPadDown
The down button of the D-Pad.
DPadLeft
The left button of the D-Pad.
DPadRight
The right button of the D-Pad.
Other(u8)
Miscellaneous buttons, considered non-standard (i.e. Extra buttons on a flight stick that do not have a gamepad equivalent).
Trait Implementations
impl Clone for GamepadButtonType
impl Clone for GamepadButtonType
fn clone(&self) -> GamepadButtonType
fn clone(&self) -> GamepadButtonType
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreimpl Debug for GamepadButtonType
impl Debug for GamepadButtonType
impl Enum for GamepadButtonType
impl Enum for GamepadButtonType
fn field(&self, __name_param: &str) -> Option<&(dyn Reflect + 'static)>
fn field(&self, __name_param: &str) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, __index_param: usize) -> Option<&(dyn Reflect + 'static)>
fn field_at(&self, __index_param: usize) -> Option<&(dyn Reflect + 'static)>
fn field_mut(
&mut self,
__name_param: &str
) -> Option<&mut (dyn Reflect + 'static)>
fn field_mut(
&mut self,
__name_param: &str
) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(
&mut self,
__index_param: usize
) -> Option<&mut (dyn Reflect + 'static)>
fn field_at_mut(
&mut self,
__index_param: usize
) -> Option<&mut (dyn Reflect + 'static)>
fn index_of(&self, __name_param: &str) -> Option<usize>
fn index_of(&self, __name_param: &str) -> Option<usize>
fn name_at(&self, __index_param: usize) -> Option<&str>
fn name_at(&self, __index_param: usize) -> Option<&str>
fn iter_fields(&self) -> VariantFieldIter<'_>ⓘ
fn iter_fields(&self) -> VariantFieldIter<'_>ⓘ
fn variant_name(&self) -> &str
fn variant_name(&self) -> &str
fn variant_index(&self) -> usize
fn variant_index(&self) -> usize
fn variant_type(&self) -> VariantType
fn variant_type(&self) -> VariantType
fn clone_dynamic(&self) -> DynamicEnum
fn is_variant(&self, variant_type: VariantType) -> bool
fn is_variant(&self, variant_type: VariantType) -> bool
fn variant_path(&self) -> String
fn variant_path(&self) -> String
impl FromReflect for GamepadButtonType
impl FromReflect for GamepadButtonType
fn from_reflect(__param0: &(dyn Reflect + 'static)) -> Option<GamepadButtonType>
fn from_reflect(__param0: &(dyn Reflect + 'static)) -> Option<GamepadButtonType>
Self
from a reflected value.impl GetTypeRegistration for GamepadButtonType
impl GetTypeRegistration for GamepadButtonType
impl Hash for GamepadButtonType
impl Hash for GamepadButtonType
impl PartialEq<GamepadButtonType> for GamepadButtonType
impl PartialEq<GamepadButtonType> for GamepadButtonType
fn eq(&self, other: &GamepadButtonType) -> bool
fn eq(&self, other: &GamepadButtonType) -> bool
impl Reflect for GamepadButtonType
impl Reflect for GamepadButtonType
fn get_type_info(&self) -> &'static TypeInfo
fn get_type_info(&self) -> &'static TypeInfo
fn into_any(
self: Box<GamepadButtonType, Global>
) -> Box<dyn Any + 'static, Global>
fn into_any(
self: Box<GamepadButtonType, Global>
) -> Box<dyn Any + 'static, Global>
Box<dyn Any>
.fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
.fn into_reflect(
self: Box<GamepadButtonType, Global>
) -> Box<dyn Reflect + 'static, Global>
fn into_reflect(
self: Box<GamepadButtonType, Global>
) -> Box<dyn Reflect + 'static, Global>
fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
fn clone_value(&self) -> Box<dyn Reflect + 'static, Global>
Reflect
trait object. Read morefn set(
&mut self,
__value_param: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
fn set(
&mut self,
__value_param: Box<dyn Reflect + 'static, Global>
) -> Result<(), Box<dyn Reflect + 'static, Global>>
fn apply(&mut self, __value_param: &(dyn Reflect + 'static))
fn apply(&mut self, __value_param: &(dyn Reflect + 'static))
fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_owned(self: Box<GamepadButtonType, Global>) -> ReflectOwned
fn reflect_owned(self: Box<GamepadButtonType, Global>) -> ReflectOwned
fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>
fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
impl Typed for GamepadButtonType
impl Typed for GamepadButtonType
impl Copy for GamepadButtonType
impl Eq for GamepadButtonType
impl StructuralEq for GamepadButtonType
impl StructuralPartialEq for GamepadButtonType
Auto Trait Implementations
impl RefUnwindSafe for GamepadButtonType
impl Send for GamepadButtonType
impl Sync for GamepadButtonType
impl Unpin for GamepadButtonType
impl UnwindSafe for GamepadButtonType
Blanket Implementations
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
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derives, it is safe to assume that all images in self
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T: ?Sized,
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T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
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&Trait
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&mut Trait
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’s vtable from &mut Trait
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K: Borrow<Q> + ?Sized,
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sourcefn equivalent(&self, key: &K) -> bool
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key
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) -> Result<&'r (dyn Reflect + 'static), ReflectPathError<'p>>
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