Struct gamepad::GamepadEngine

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pub struct GamepadEngine { /* private fields */ }

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impl GamepadEngine

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pub fn new() -> Self

Instantiates gamepad engine, begins polling for input

Examples found in repository?
examples/gamepad.rs (line 6)
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pub fn main() {
    let mut engine = GamepadEngine::new();

    loop {
        engine.update().unwrap();

        for gamepad in engine.gamepads() {
            for (key, button) in gamepad.buttons() {
                if button.is_just_pressed() {
                    println!("Just Pressed: {:?}", key);
                }
            }

            for (_, joystick) in gamepad.joysticks() {
                println!("{:?}", joystick);
            }
        }

        std::thread::sleep(Duration::from_millis(16));
    }
}
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pub fn update(&mut self) -> Result<(), GamepadError>

Polls for input and updates all gamepad states

Examples found in repository?
examples/gamepad.rs (line 9)
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pub fn main() {
    let mut engine = GamepadEngine::new();

    loop {
        engine.update().unwrap();

        for gamepad in engine.gamepads() {
            for (key, button) in gamepad.buttons() {
                if button.is_just_pressed() {
                    println!("Just Pressed: {:?}", key);
                }
            }

            for (_, joystick) in gamepad.joysticks() {
                println!("{:?}", joystick);
            }
        }

        std::thread::sleep(Duration::from_millis(16));
    }
}
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pub fn gamepads(&self) -> &Vec<GamepadState>

Examples found in repository?
examples/gamepad.rs (line 11)
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pub fn main() {
    let mut engine = GamepadEngine::new();

    loop {
        engine.update().unwrap();

        for gamepad in engine.gamepads() {
            for (key, button) in gamepad.buttons() {
                if button.is_just_pressed() {
                    println!("Just Pressed: {:?}", key);
                }
            }

            for (_, joystick) in gamepad.joysticks() {
                println!("{:?}", joystick);
            }
        }

        std::thread::sleep(Duration::from_millis(16));
    }
}
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pub fn gamepads_mut(&mut self) -> &mut Vec<GamepadState>

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