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InputState

Struct InputState 

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pub struct InputState {
    pub mouse_position: Vec2,
    pub mouse_delta: Vec2,
    pub mouse_buttons: [ButtonState; 5],
    pub touches: Vec<TouchEvent>,
    pub gamepads: [GamepadState; 4],
    /* private fields */
}
Expand description

Unified input state manager

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§mouse_position: Vec2

Mouse position

§mouse_delta: Vec2

Mouse delta

§mouse_buttons: [ButtonState; 5]

Mouse button states

§touches: Vec<TouchEvent>

Active touches

§gamepads: [GamepadState; 4]

Gamepad states (up to 4)

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impl InputState

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pub fn new() -> Self

Creates a new input state

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pub const fn mouse_button(&self, button: MouseButton) -> ButtonState

Gets mouse button state

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pub fn key(&self, key: KeyCode) -> ButtonState

Gets key state

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pub fn set_key(&mut self, key: KeyCode, state: ButtonState)

Sets key state

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pub fn primary_pointer(&self) -> Option<Vec2>

Gets primary touch (or mouse as touch)

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pub fn has_input(&self) -> bool

Checks if there’s any input this frame

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pub fn advance_frame(&mut self)

Advances button states after a frame

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pub fn clear_touches(&mut self)

Clears all touches

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pub fn is_key_pressed(&self, key: KeyCode) -> bool

Checks if a key is currently pressed (down)

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pub fn set_key_pressed(&mut self, key: KeyCode, pressed: bool)

Sets a key as pressed or released

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pub fn clear_events(&mut self)

Clears transient input events (advances frame states, clears touches with ended/cancelled phase)

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impl Debug for InputState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for InputState

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fn default() -> InputState

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.