[][src]Struct gamepad::GamepadEngine

pub struct GamepadEngine { /* fields omitted */ }

Implementations

impl GamepadEngine[src]

pub fn new() -> Self[src]

Instantiates gamepad engine, begins polling for input

pub fn update(&mut self) -> Result<(), GamepadError>[src]

Polls for input and updates all gamepad states

pub fn gamepads(&self) -> &Vec<GamepadState>[src]

pub fn gamepads_mut(&mut self) -> &mut Vec<GamepadState>[src]

Auto Trait Implementations

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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.