[][src]Struct gdnative::api::InputDefault

pub struct InputDefault { /* fields omitted */ }

core class InputDefault inherits Input (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

InputDefault inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Methods from Deref<Target = Input>

pub fn action_press(&self, action: impl Into<GodotString>, strength: f64)[src]

pub fn action_release(&self, action: impl Into<GodotString>)[src]

pub fn add_joy_mapping(
    &self,
    mapping: impl Into<GodotString>,
    update_existing: bool
)
[src]

pub fn get_accelerometer(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn get_action_strength(&self, action: impl Into<GodotString>) -> f64[src]

pub fn get_connected_joypads(&self) -> VariantArray<Shared>[src]

pub fn get_current_cursor_shape(&self) -> CursorShape[src]

pub fn get_gravity(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn get_gyroscope(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn get_joy_axis(&self, device: i64, axis: i64) -> f64[src]

pub fn get_joy_axis_index_from_string(
    &self,
    axis: impl Into<GodotString>
) -> i64
[src]

pub fn get_joy_axis_string(&self, axis_index: i64) -> GodotString[src]

pub fn get_joy_button_index_from_string(
    &self,
    button: impl Into<GodotString>
) -> i64
[src]

pub fn get_joy_button_string(&self, button_index: i64) -> GodotString[src]

pub fn get_joy_guid(&self, device: i64) -> GodotString[src]

pub fn get_joy_name(&self, device: i64) -> GodotString[src]

pub fn get_joy_vibration_duration(&self, device: i64) -> f64[src]

pub fn get_joy_vibration_strength(
    &self,
    device: i64
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_last_mouse_speed(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_magnetometer(&self) -> Vector3D<f32, UnknownUnit>[src]

pub fn get_mouse_button_mask(&self) -> i64[src]

pub fn get_mouse_mode(&self) -> MouseMode[src]

pub fn is_action_just_pressed(&self, action: impl Into<GodotString>) -> bool[src]

pub fn is_action_just_released(&self, action: impl Into<GodotString>) -> bool[src]

pub fn is_action_pressed(&self, action: impl Into<GodotString>) -> bool[src]

pub fn is_joy_button_pressed(&self, device: i64, button: i64) -> bool[src]

pub fn is_joy_known(&self, device: i64) -> bool[src]

pub fn is_key_pressed(&self, scancode: i64) -> bool[src]

pub fn is_mouse_button_pressed(&self, button: i64) -> bool[src]

pub fn joy_connection_changed(
    &self,
    device: i64,
    connected: bool,
    name: impl Into<GodotString>,
    guid: impl Into<GodotString>
)
[src]

pub fn parse_input_event(&self, event: impl AsArg<InputEvent>)[src]

pub fn remove_joy_mapping(&self, guid: impl Into<GodotString>)[src]

pub fn set_custom_mouse_cursor(
    &self,
    image: impl AsArg<Resource>,
    shape: i64,
    hotspot: Vector2D<f32, UnknownUnit>
)
[src]

pub fn set_default_cursor_shape(&self, shape: i64)[src]

pub fn set_mouse_mode(&self, mode: i64)[src]

pub fn set_use_accumulated_input(&self, enable: bool)[src]

pub fn start_joy_vibration(
    &self,
    device: i64,
    weak_magnitude: f64,
    strong_magnitude: f64,
    duration: f64
)
[src]

pub fn stop_joy_vibration(&self, device: i64)[src]

pub fn vibrate_handheld(&self, duration_ms: i64)[src]

pub fn warp_mouse_position(&self, to: Vector2D<f32, UnknownUnit>)[src]

Trait Implementations

impl Debug for InputDefault[src]

impl Deref for InputDefault[src]

type Target = Input

The resulting type after dereferencing.

impl DerefMut for InputDefault[src]

impl GodotObject for InputDefault[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl SubClass<Input> for InputDefault[src]

impl SubClass<Object> for InputDefault[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.