[][src]Struct simple_game_engine::input::Button

pub struct Button {
    pub pressed: bool,
    pub released: bool,
    pub held: bool,
}

Represents the state of a button, such as a keyboard key or mouse button.

Fields

pressed: bool

Was the key pressed on this frame?

released: bool

Was the key released on this frame?

held: bool

Is the key held down?

Implementations

impl Button[src]

pub fn new(state: bool) -> Self[src]

Create a new Button struct from an initial state.

pub fn update(&mut self, state: bool)[src]

Change the state based on if the key is currently held. This is called internally by the engine every frame.

Trait Implementations

impl Clone for Button[src]

impl Copy for Button[src]

impl Debug for Button[src]

impl Default for Button[src]

impl PartialEq<Button> for Button[src]

impl StructuralPartialEq for Button[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> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

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.