Expand description
Input subsystem: keyboard + mouse + gamepads, with held / just-pressed / just-released semantics.
Call Input::handle_window_event for every winit::event::WindowEvent and
Input::poll_gamepads once per frame before update, then Input::end_frame once
per frame after update to clear edge state.
Structs§
- Gamepad
- Per-controller state, with the same held / just-pressed / just-released model as the
keyboard. Obtain via
Input::gamepadsorInput::first_gamepad. - Gamepad
Id - Gamepad ID.
- Input
Enums§
- Axis
- Gamepad’s elements which state can be represented by value from -1.0 to 1.0.
- Button
- Gamepad’s elements which state can be represented by value from 0.0 to 1.0.
- Key
- Code representing the location of a physical key
- Mouse
Button