[−][src]Struct cogs_gamedev::controls::EventInputHandler
Event-based input handler See module-level documentation for more detail.
Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> EventInputHandler<I, C>
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pub fn new_empty() -> Self
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Create a new EventInputHandler without any controls.
pub fn new(control_config: HashMap<I, C>) -> Self
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Create a new EventInputHandler with the specified controls. The HashMap in should map inputs to the controls you want them to actuate.
pub fn input_down(&mut self, input: I)
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Call this function when your game engine gives you a KeyDown event, or any event signaling that an input is newly pressed down.
pub fn input_up(&mut self, input: I)
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Call this function when your game engine gives you a KeyUp event, or any event signaling that an input has been released.
pub fn clear_inputs(&mut self)
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Manually clear all the inputs the handler has received.
(I'm not sure why you would want to do this, but hey, might as well expose the functionality.)
pub fn update(&mut self)
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Update the input handler. You MUST CALL THIS FIRST THING in your game loop. Otherwise things won't get updated correctly.
Trait Implementations
impl<I: Hash + Eq + PartialEq + Clone, C: Enum<u32> + Clone> InputHandler<I, C> for EventInputHandler<I, C>
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pub fn pressed(&self, control: C) -> bool
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Is this input pressed down? i.e. is the player pressing the button?
pub fn released(&self, control: C) -> bool
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Is this input released? i.e. is the player not pressing the button?
pub fn clicked_down(&self, control: C) -> bool
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Is this input being clicked down? i.e. was it up last frame, but down this frame?
Auto Trait Implementations
impl<I, C> RefUnwindSafe for EventInputHandler<I, C> where
C: RefUnwindSafe,
I: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
C: RefUnwindSafe,
I: RefUnwindSafe,
<C as Enum<u32>>::Array: RefUnwindSafe,
impl<I, C> Send for EventInputHandler<I, C> where
C: Send,
I: Send,
<C as Enum<u32>>::Array: Send,
C: Send,
I: Send,
<C as Enum<u32>>::Array: Send,
impl<I, C> Sync for EventInputHandler<I, C> where
C: Sync,
I: Sync,
<C as Enum<u32>>::Array: Sync,
C: Sync,
I: Sync,
<C as Enum<u32>>::Array: Sync,
impl<I, C> Unpin for EventInputHandler<I, C> where
C: Unpin,
I: Unpin,
<C as Enum<u32>>::Array: Unpin,
C: Unpin,
I: Unpin,
<C as Enum<u32>>::Array: Unpin,
impl<I, C> UnwindSafe for EventInputHandler<I, C> where
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,
C: UnwindSafe,
I: UnwindSafe,
<C as Enum<u32>>::Array: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,