[−][src]Module ggez_goodies::input
An abstract input state object that gets fed user events and updates itself based on a set of key bindings.
The goals are:
- Have a layer of abstract key bindings rather than looking at concrete event types
- Use this to be able to abstract away differences between keyboards, joysticks and game controllers (rather based on Unity3D),
- Do some tweening of input axes and stuff just for fun.
- Take ggez's event-based input API, and present event- or state-based API so you can do whichever you want.
Structs
InputBinding | A struct that contains a mapping from physical input events
(currently just |
InputState | The object that tracks the current state of the input controls, such as axes, bindings, etc. |
Enums
InputEffect | Abstract input values; the "to" part of an input mapping. |