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InputBindingMap

Struct InputBindingMap 

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pub struct InputBindingMap { /* private fields */ }
Expand description

Rebindable input binding map. Maps VirtualKey → InputAction. Multiple keys can map to the same action, but each key maps to at most one action. If a single physical input should trigger context-dependent behavior (e.g., MouseLeft is PrimaryAction in UI but Attack in combat), resolve that at the game layer, not here.

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impl InputBindingMap

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pub fn new() -> Self

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pub fn default_bindings() -> Self

Create default WASD + mouse bindings for tile-based and 3D movement.

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pub fn bind(&mut self, key: VirtualKey, action: InputAction)

Bind a key to an action.

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pub fn unbind(&mut self, key: VirtualKey)

Remove a binding.

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pub fn action_for(&self, key: VirtualKey) -> Option<InputAction>

Look up the action for a key.

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pub fn len(&self) -> usize

Number of bindings.

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pub fn is_empty(&self) -> bool

Whether the map is empty.

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pub fn iter(&self) -> impl Iterator<Item = (&VirtualKey, &InputAction)>

All bindings as (key, action) pairs.

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impl Default for InputBindingMap

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fn default() -> Self

Returns the “default value” for a type. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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impl<T> BorrowMut<T> for T
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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> TryFrom<U> for T
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type Error = Infallible

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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.