[−][src]Struct gdnative::api::InputEventAction
core class InputEventAction
inherits InputEvent
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
InputEventAction 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
.
Implementations
impl InputEventAction
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pub fn new() -> Ref<InputEventAction, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn action(&self) -> GodotString
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The action's name. Actions are accessed via this [String].
pub fn strength(&self) -> f64
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
pub fn set_action(&self, action: impl Into<GodotString>)
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The action's name. Actions are accessed via this [String].
pub fn set_pressed(&self, pressed: bool)
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
pub fn set_strength(&self, strength: f64)
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
Methods from Deref<Target = InputEvent>
pub fn accumulate(&self, with_event: impl AsArg<InputEvent>) -> bool
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Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.
pub fn as_text(&self) -> GodotString
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Returns a [String] representation of the event.
pub fn get_action_strength(&self, action: impl Into<GodotString>) -> f64
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Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
pub fn device(&self) -> i64
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The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
pub fn is_action(&self, action: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if this input event matches a pre-defined action of any type.
pub fn is_action_pressed(
&self,
action: impl Into<GodotString>,
allow_echo: bool
) -> bool
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&self,
action: impl Into<GodotString>,
allow_echo: bool
) -> bool
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
Default Arguments
allow_echo
-false
pub fn is_action_released(&self, action: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
pub fn is_action_type(&self) -> bool
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Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
pub fn is_echo(&self) -> bool
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Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
pub fn is_pressed(&self) -> bool
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Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
pub fn set_device(&self, device: i64)
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The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
pub fn shortcut_match(&self, event: impl AsArg<InputEvent>) -> bool
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Returns [code]true[/code] if the given input event is checking for the same key ([InputEventKey]), button ([InputEventJoypadButton]) or action ([InputEventAction]).
pub fn xformed_by(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<Ref<InputEvent, Shared>>
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&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<Ref<InputEvent, Shared>>
Returns a copy of the given input event which has been offset by [code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].
Default Arguments
local_ofs
-Vector2( 0, 0 )
Trait Implementations
impl Debug for InputEventAction
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impl Deref for InputEventAction
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impl DerefMut for InputEventAction
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fn deref_mut(&mut self) -> &mut InputEvent
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impl GodotObject for InputEventAction
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type RefKind = RefCounted
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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for InputEventAction
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fn construct() -> Ref<InputEventAction, Unique>
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impl SubClass<InputEvent> for InputEventAction
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impl SubClass<Object> for InputEventAction
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impl SubClass<Reference> for InputEventAction
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impl SubClass<Resource> for InputEventAction
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Auto Trait Implementations
impl RefUnwindSafe for InputEventAction
impl !Send for InputEventAction
impl !Sync for InputEventAction
impl Unpin for InputEventAction
impl UnwindSafe for InputEventAction
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,
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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.
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>,