pub struct DefaultLabels;Expand description
The engine’s labels, every entry of HintLabels left as it is — what
ActionMap::hint uses.
Trait Implementations§
Source§impl Clone for DefaultLabels
impl Clone for DefaultLabels
impl Copy for DefaultLabels
Source§impl Debug for DefaultLabels
impl Debug for DefaultLabels
Source§impl Default for DefaultLabels
impl Default for DefaultLabels
Source§impl HintLabels for DefaultLabels
impl HintLabels for DefaultLabels
A mouse button’s label —
LMB, RMB, MMB, Mouse 4.Source§fn mouse_motion(&self) -> Cow<'static, str>
fn mouse_motion(&self) -> Cow<'static, str>
Binding::MouseMotion’s label.Source§fn wheel(&self) -> Cow<'static, str>
fn wheel(&self) -> Cow<'static, str>
The wheel’s label, for
Binding::MouseScroll and after a
Binding::ScrollChord’s key.Source§fn pointer_position(&self, axis: PointerAxis) -> Cow<'static, str>
fn pointer_position(&self, axis: PointerAxis) -> Cow<'static, str>
Binding::PointerPosition’s label, whichever axis it reads.Source§fn control(&self, id: &str) -> Cow<'static, str>
fn control(&self, id: &str) -> Cow<'static, str>
An on-screen control’s label: by default its id, verbatim, since the
id is the only name the engine has for it.
A pad button’s label on a pad of
kind: what that family prints on
the button in that position. Read moreSource§fn stick(&self, kind: PadKind, stick: Stick) -> Cow<'static, str>
fn stick(&self, kind: PadKind, stick: Stick) -> Cow<'static, str>
A stick’s label on a pad of
kind. Every family prints the same
words; kind is there for a game whose art differs by family.Source§fn trigger(&self, kind: PadKind, trigger: Trigger) -> Cow<'static, str>
fn trigger(&self, kind: PadKind, trigger: Trigger) -> Cow<'static, str>
A trigger’s label on a pad of
kind: LT/RT on Xbox, L2/R2 on
PlayStation and the Steam Deck, ZL/ZR on Switch, and
Left trigger/Right trigger on a pad the backend could not place.Source§fn label(&self, binding: &Binding, kind: PadKind) -> String
fn label(&self, binding: &Binding, kind: PadKind) -> String
A whole binding’s label, composed from the entries above: a chord as
its two halves joined by
+, a Binding::KeyAxis as its two keys
joined by /, and a Binding::Wasd as its four keys in up, left,
down, right order — run together when each is one character (WASD),
joined by / when not (Up/Left/Down/Right). A pad binding is named
for a pad of kind; nothing else reads it.Auto Trait Implementations§
impl Freeze for DefaultLabels
impl RefUnwindSafe for DefaultLabels
impl Send for DefaultLabels
impl Sync for DefaultLabels
impl Unpin for DefaultLabels
impl UnsafeUnpin for DefaultLabels
impl UnwindSafe for DefaultLabels
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more