Struct egui::InputState[][src]

pub struct InputState {
    pub raw: RawInput,
    pub pointer: PointerState,
    pub scroll_delta: Vec2,
    pub screen_rect: Rect,
    pub pixels_per_point: f32,
    pub time: f64,
    pub unstable_dt: f32,
    pub predicted_dt: f32,
    pub modifiers: Modifiers,
    pub keys_down: HashSet<Key>,
    pub events: Vec<Event>,
}

Input state that egui updates each frame.

Fields

raw: RawInput

The raw input we got this frame from the backend.

pointer: PointerState

State of the mouse or touch.

scroll_delta: Vec2

How many pixels the user scrolled.

screen_rect: Rect

Position and size of the egui area.

pixels_per_point: f32

Also known as device pixel ratio, > 1 for HDPI screens.

time: f64

Time in seconds. Relative to whatever. Used for animation.

unstable_dt: f32

Time since last frame, in seconds.

This can be very unstable in reactive mode (when we don’t paint each frame) so it can be smart ot use e.g. unstable_dt.min(1.0 / 30.0).

predicted_dt: f32

Used for animations to get instant feedback (avoid frame delay). Should be set to the expected time between frames when painting at vsync speeds.

modifiers: Modifiers

Which modifier keys are down at the start of the frame?

keys_down: HashSet<Key>events: Vec<Event>

In-order events received this frame

Implementations

impl InputState[src]

#[must_use]pub fn begin_frame(self, new: RawInput) -> InputState[src]

pub fn screen_rect(&self) -> Rect[src]

pub fn wants_repaint(&self) -> bool[src]

pub fn key_pressed(&self, desired_key: Key) -> bool[src]

Was the given key pressed this frame?

pub fn key_down(&self, desired_key: Key) -> bool[src]

Is the given key currently held down?

pub fn key_released(&self, desired_key: Key) -> bool[src]

Was the given key released this frame?

pub fn pixels_per_point(&self) -> f32[src]

Also known as device pixel ratio, > 1 for HDPI screens.

pub fn physical_pixel_size(&self) -> f32[src]

Size of a physical pixel in logical gui coordinates (points).

pub fn aim_radius(&self) -> f32[src]

How imprecise do we expect the mouse/touch input to be? Returns imprecision in points.

impl InputState[src]

pub fn ui(&self, ui: &mut Ui)[src]

Trait Implementations

impl Clone for InputState[src]

impl Debug for InputState[src]

impl Default for InputState[src]

Auto Trait Implementations

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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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    T: Clone
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type Owned = T

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

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