[][src]Struct gdnative::api::InputEventJoypadButton

pub struct InputEventJoypadButton { /* fields omitted */ }

core class InputEventJoypadButton inherits InputEvent (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

InputEventJoypadButton inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl InputEventJoypadButton[src]

pub fn new() -> Ref<InputEventJoypadButton, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn button_index(&self) -> i64[src]

Button identifier. One of the [enum JoystickList] button constants.

pub fn pressure(&self) -> f64[src]

Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code].

pub fn set_button_index(&self, button_index: i64)[src]

Button identifier. One of the [enum JoystickList] button constants.

pub fn set_pressed(&self, pressed: bool)[src]

If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released.

pub fn set_pressure(&self, pressure: f64)[src]

Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code].

Methods from Deref<Target = InputEvent>

pub fn accumulate(&self, with_event: impl AsArg<InputEvent>) -> bool[src]

Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
				The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.

pub fn as_text(&self) -> GodotString[src]

Returns a [String] representation of the event.

pub fn get_action_strength(&self, action: impl Into<GodotString>) -> f64[src]

Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].

pub fn device(&self) -> i64[src]

The event's device ID.
			[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.

pub fn is_action(&self, action: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if this input event matches a pre-defined action of any type.

pub fn is_action_pressed(
    &self,
    action: impl Into<GodotString>,
    allow_echo: bool
) -> bool
[src]

Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].

Default Arguments

  • allow_echo - false

pub fn is_action_released(&self, action: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].

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

Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.

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

Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).

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

Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].

pub fn set_device(&self, device: i64)[src]

The event's device ID.
			[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.

pub fn shortcut_match(&self, event: impl AsArg<InputEvent>) -> bool[src]

Returns [code]true[/code] if the given input event is checking for the same key ([InputEventKey]), button ([InputEventJoypadButton]) or action ([InputEventAction]).

pub fn xformed_by(
    &self,
    xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<Ref<InputEvent, Shared>>
[src]

Returns a copy of the given input event which has been offset by [code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].

Default Arguments

  • local_ofs - Vector2( 0, 0 )

Trait Implementations

impl Debug for InputEventJoypadButton[src]

impl Deref for InputEventJoypadButton[src]

type Target = InputEvent

The resulting type after dereferencing.

impl DerefMut for InputEventJoypadButton[src]

impl GodotObject for InputEventJoypadButton[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for InputEventJoypadButton[src]

impl SubClass<InputEvent> for InputEventJoypadButton[src]

impl SubClass<Object> for InputEventJoypadButton[src]

impl SubClass<Reference> for InputEventJoypadButton[src]

impl SubClass<Resource> for InputEventJoypadButton[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

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

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.