[−][src]Struct gamepad::GamepadState
Implementations
impl GamepadState
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pub fn new() -> Self
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pub fn buttons(&self) -> &HashMap<Button, ButtonState>
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pub fn buttons_mut(&mut self) -> &mut HashMap<Button, ButtonState>
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pub fn joystick(&self, joystick: Joystick) -> (f32, f32)
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pub fn joystick_raw(&self, joystick: Joystick) -> (i16, i16)
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pub fn joysticks(&self) -> &HashMap<Joystick, JoystickState>
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pub fn joysticks_mut(&mut self) -> &mut HashMap<Joystick, JoystickState>
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pub fn is_pressed(&self, button: Button) -> bool
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pub fn is_just_pressed(&self, button: Button) -> bool
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pub fn is_just_released(&self, button: Button) -> bool
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Trait Implementations
impl Clone for GamepadState
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fn clone(&self) -> GamepadState
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fn clone_from(&mut self, source: &Self)
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impl Debug for GamepadState
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Auto Trait Implementations
impl RefUnwindSafe for GamepadState
impl Send for GamepadState
impl Sync for GamepadState
impl Unpin for GamepadState
impl UnwindSafe for GamepadState
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,