[][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 KeyCodes) to whatever your logical Axis/Button types are.

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.