pub struct GamepadId(_);
Expand description
Gamepad ID.
It’s not possible to create instance of this type directly, but you can obtain one from Gamepad
handle or any event. ID is valid for entire lifetime of Gilrs
context.
Trait Implementations
sourceimpl<'de> Deserialize<'de> for GamepadId
impl<'de> Deserialize<'de> for GamepadId
sourcefn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
impl Copy for GamepadId
impl Eq for GamepadId
impl StructuralEq for GamepadId
impl StructuralPartialEq for GamepadId
Auto Trait Implementations
impl RefUnwindSafe for GamepadId
impl Send for GamepadId
impl Sync for GamepadId
impl Unpin for GamepadId
impl UnwindSafe for GamepadId
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
🔬 This is a nightly-only experimental API. (
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more