[][src]Struct keytokey::handlers::TapDance

pub struct TapDance<M> { /* fields omitted */ }

Depending on how often a key has ben pressed repeatedly (within a timeout), do different things.

You will need to implement a TapDanceAction

Implementations

impl<M: TapDanceAction> TapDance<M>[src]

pub fn new(
    trigger: impl AcceptsKeycode,
    action: M,
    timeout_ms: u16
) -> TapDance<M>
[src]

Trait Implementations

impl<T: USBKeyOut, M: TapDanceAction> ProcessKeys<T> for TapDance<M>[src]

Auto Trait Implementations

impl<M> Send for TapDance<M> where
    M: Send

impl<M> Sync for TapDance<M> where
    M: Sync

impl<M> Unpin for TapDance<M> where
    M: Unpin

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> Same<T> for T

type Output = T

Should always be Self

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.