[−][src]Struct gdnative_bindings::InputDefault
core class InputDefault
inherits Input
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Class hierarchy
InputDefault inherits methods from:
Methods
impl InputDefault
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pub unsafe fn to_input(&self) -> Input
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = Input>
pub const MOUSE_MODE_CAPTURED: i64
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pub const CURSOR_CAN_DROP: i64
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pub const CURSOR_FORBIDDEN: i64
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pub const CURSOR_VSPLIT: i64
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pub const CURSOR_IBEAM: i64
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pub const CURSOR_WAIT: i64
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pub const CURSOR_ARROW: i64
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pub const CURSOR_FDIAGSIZE: i64
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pub const MOUSE_MODE_VISIBLE: i64
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pub const CURSOR_CROSS: i64
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pub const CURSOR_BDIAGSIZE: i64
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pub const CURSOR_HSPLIT: i64
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pub const CURSOR_HSIZE: i64
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pub const CURSOR_POINTING_HAND: i64
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pub const CURSOR_DRAG: i64
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pub const CURSOR_BUSY: i64
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pub const CURSOR_HELP: i64
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pub const CURSOR_VSIZE: i64
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pub const MOUSE_MODE_HIDDEN: i64
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pub const CURSOR_MOVE: i64
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pub const MOUSE_MODE_CONFINED: i64
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pub fn action_press(&mut self, action: GodotString, strength: f64)
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pub fn action_release(&mut self, action: GodotString)
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pub fn add_joy_mapping(&mut self, mapping: GodotString, update_existing: bool)
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pub fn get_accelerometer(&self) -> Vector3
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pub fn get_action_strength(&self, action: GodotString) -> f64
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pub fn get_connected_joypads(&mut self) -> VariantArray
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pub fn get_gravity(&self) -> Vector3
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pub fn get_gyroscope(&self) -> Vector3
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pub fn get_joy_axis(&self, device: i64, axis: i64) -> f64
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pub fn get_joy_axis_index_from_string(&mut self, axis: GodotString) -> i64
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pub fn get_joy_axis_string(&mut self, axis_index: i64) -> GodotString
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pub fn get_joy_button_index_from_string(&mut self, button: GodotString) -> i64
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pub fn get_joy_button_string(&mut self, button_index: i64) -> GodotString
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pub fn get_joy_guid(&self, device: i64) -> GodotString
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pub fn get_joy_name(&mut self, device: i64) -> GodotString
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pub fn get_joy_vibration_duration(&mut self, device: i64) -> f64
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pub fn get_joy_vibration_strength(&mut self, device: i64) -> Vector2
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pub fn get_last_mouse_speed(&self) -> Vector2
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pub fn get_magnetometer(&self) -> Vector3
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pub fn get_mouse_button_mask(&self) -> i64
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pub fn get_mouse_mode(&self) -> InputMouseMode
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pub fn is_action_just_pressed(&self, action: GodotString) -> bool
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pub fn is_action_just_released(&self, action: GodotString) -> bool
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pub fn is_action_pressed(&self, action: GodotString) -> bool
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pub fn is_joy_button_pressed(&self, device: i64, button: i64) -> bool
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pub fn is_joy_known(&mut self, device: i64) -> bool
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pub fn is_key_pressed(&self, scancode: i64) -> bool
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pub fn is_mouse_button_pressed(&self, button: i64) -> bool
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pub fn joy_connection_changed(
&mut self,
device: i64,
connected: bool,
name: GodotString,
guid: GodotString
)
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&mut self,
device: i64,
connected: bool,
name: GodotString,
guid: GodotString
)
pub fn parse_input_event(&mut self, event: Option<InputEvent>)
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pub fn remove_joy_mapping(&mut self, guid: GodotString)
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pub fn set_custom_mouse_cursor(
&mut self,
image: Option<Resource>,
shape: i64,
hotspot: Vector2
)
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&mut self,
image: Option<Resource>,
shape: i64,
hotspot: Vector2
)
pub fn set_default_cursor_shape(&mut self, shape: i64)
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pub fn set_mouse_mode(&mut self, mode: i64)
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pub fn set_use_accumulated_input(&mut self, enable: bool)
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pub fn start_joy_vibration(
&mut self,
device: i64,
weak_magnitude: f64,
strong_magnitude: f64,
duration: f64
)
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&mut self,
device: i64,
weak_magnitude: f64,
strong_magnitude: f64,
duration: f64
)
pub fn stop_joy_vibration(&mut self, device: i64)
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pub fn warp_mouse_position(&mut self, to: Vector2)
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pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for InputDefault
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fn clone(&self) -> InputDefault
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fn clone_from(&mut self, source: &Self)
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impl Copy for InputDefault
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impl Debug for InputDefault
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impl Deref for InputDefault
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impl DerefMut for InputDefault
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impl FromVariant for InputDefault
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for InputDefault
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl ToVariant for InputDefault
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for InputDefault
impl !Send for InputDefault
impl !Sync for InputDefault
impl Unpin for InputDefault
impl UnwindSafe for InputDefault
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,
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.
fn to_owned(&self) -> T
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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.
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>,