Struct gdnative::InputEvent 
                   
                       [−]
                   
               [src]
pub struct InputEvent { /* fields omitted */ }
                    Methods
impl InputEvent[src]
pub fn set_device(&self, device: i64)[src]
pub fn get_device(&self) -> i64[src]
pub fn is_pressed(&self) -> bool[src]
pub fn is_action(&self, action: GodotString) -> bool[src]
pub fn is_action_pressed(&self, action: GodotString) -> bool[src]
pub fn is_action_released(&self, action: GodotString) -> bool[src]
pub fn is_echo(&self) -> bool[src]
pub fn as_text(&self) -> GodotString[src]
pub fn action_match(&self, event: Option<GodotRef<InputEvent>>) -> bool[src]
pub fn shortcut_match(&self, event: Option<GodotRef<InputEvent>>) -> bool[src]
pub fn is_action_type(&self) -> bool[src]
pub fn xformed_by(
    &self, 
    xform: Transform2D, 
    local_ofs: Vector2
) -> Option<GodotRef<InputEvent>>[src]
&self,
xform: Transform2D,
local_ofs: Vector2
) -> Option<GodotRef<InputEvent>>
Methods from Deref<Target = Resource>
pub fn _setup_local_to_scene(&self)[src]
pub fn set_path(&self, path: GodotString)[src]
pub fn take_over_path(&self, path: GodotString)[src]
pub fn get_path(&self) -> GodotString[src]
pub fn set_name(&self, name: GodotString)[src]
pub fn get_name(&self) -> GodotString[src]
pub fn get_rid(&self) -> Rid[src]
pub fn set_local_to_scene(&self, enable: bool)[src]
pub fn is_local_to_scene(&self) -> bool[src]
pub fn get_local_scene(&self) -> Option<GodotRef<Node>>[src]
pub fn setup_local_to_scene(&self)[src]
pub fn duplicate(&self, subresources: bool) -> Option<GodotRef<Resource>>[src]
Trait Implementations
impl GodotClass for InputEvent[src]
type ClassData = InputEvent
type Reference = InputEvent
fn godot_name() -> &'static str[src]
unsafe fn register_class(_desc: *mut c_void)[src]
fn godot_info(&self) -> &GodotClassInfo[src]
unsafe fn reference(
    _this: *mut godot_object, 
    data: &Self::ClassData
) -> &Self::Reference[src]
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference