pub struct InputMap<A: Actionlike> { /* private fields */ }
Expand description

Maps from raw inputs to an input-method agnostic representation

Multiple inputs can be mapped to the same action, and each input can be mapped to multiple actions.

The provided input types must be able to be converted into a UserInput.

The maximum number of bindings (total) that can be stored for each action is 16. Insertions will silently fail if you have reached this cap.

By default, if two actions would be triggered by a combination of buttons, and one combination is a strict subset of the other, only the larger input is registered. For example, pressing both S and Ctrl + S in your text editor app would save your file, but not enter the letters s. Set the ClashStrategy resource to configure this behavior.

Example

use bevy::prelude::*;
use leafwing_input_manager::prelude::*;
use leafwing_input_manager::user_input::InputKind;

// You can Run!
// But you can't Hide :(
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
enum Action {
    Run,
    Hide,
}

// Construction
let mut input_map = InputMap::new([
   // Note that the type of your iterators must be homogenous;
   // you can use `InputKind` or `UserInput` if needed
   // as unifying types
  (GamepadButtonType::South, Action::Run),
  (GamepadButtonType::LeftTrigger, Action::Hide),
  (GamepadButtonType::RightTrigger, Action::Hide),
]);

// Insertion
input_map.insert(MouseButton::Left, Action::Run)
.insert(KeyCode::ShiftLeft, Action::Run)
// Chords
.insert_modified(Modifier::Control, KeyCode::R, Action::Run)
.insert_chord([InputKind::Keyboard(KeyCode::H),
               InputKind::GamepadButton(GamepadButtonType::South),
               InputKind::Mouse(MouseButton::Middle)],
           Action::Run);

// Removal
input_map.clear_action(Action::Hide);

Implementations§

source§

impl<A: Actionlike> InputMap<A>

source

pub fn handle_clashes( &self, action_data: &mut [ActionData], input_streams: &InputStreams<'_>, clash_strategy: ClashStrategy )

Resolve clashing inputs, removing action presses that have been overruled

The usize stored in pressed_actions corresponds to Actionlike::index

source§

impl<A: Actionlike> InputMap<A>

source

pub fn new( bindings: impl IntoIterator<Item = (impl Into<UserInput>, A)> ) -> Self

Creates a new InputMap from an iterator of (user_input, action) pairs

To create an empty input map, use the Default::default method instead.

Example
use leafwing_input_manager::input_map::InputMap;
use leafwing_input_manager::Actionlike;
use bevy::input::keyboard::KeyCode;
use bevy::prelude::Reflect;

#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
enum Action {
    Run,
    Jump,
}

let input_map = InputMap::new([
    (KeyCode::ShiftLeft, Action::Run),
    (KeyCode::Space, Action::Jump),
]);

assert_eq!(input_map.len(), 2);
source

pub fn build(&mut self) -> Self

Constructs a new InputMap from a &mut InputMap, allowing you to insert or otherwise use it

This is helpful when constructing input maps using the “builder pattern”:

  1. Create a new InputMap struct using InputMap::default or InputMap::new.
  2. Add bindings and configure the struct using a chain of method calls directly on this struct.
  3. Finish building your struct by calling .build(), receiving a concrete struct you can insert as a component.

Note that this is not the original input map, as we do not have ownership of the struct. Under the hood, this is just a more-readable call to .clone().

Example
use leafwing_input_manager::prelude::*;
use bevy::input::keyboard::KeyCode;
use bevy::prelude::Reflect;

#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
enum Action {
    Run,
    Jump,
}

let input_map: InputMap<Action> = InputMap::default()
  .insert(KeyCode::Space, Action::Jump).build();
source§

impl<A: Actionlike> InputMap<A>

source

pub fn insert(&mut self, input: impl Into<UserInput>, action: A) -> &mut Self

Insert a mapping between input and action

Panics

Panics if the map is full and input is not a duplicate.

source

pub fn insert_many_to_one( &mut self, input: impl IntoIterator<Item = impl Into<UserInput>>, action: A ) -> &mut Self

Insert a mapping between many input’s and one action

Panics

Panics if the map is full and input is not a duplicate.

source

pub fn insert_one_to_many( &mut self, input: impl Into<UserInput>, action: impl IntoIterator<Item = A> ) -> &mut Self

Insert a mapping between one input and many action’s

Panics

Panics if the map is full and input is not a duplicate.

source

pub fn insert_at( &mut self, input: impl Into<UserInput>, action: A, index: usize ) -> &mut Self

Insert a mapping between input and action at the provided index

If a matching input already existed in the set, it will be moved to the supplied index. Any input that was previously there will be moved to the matching input’s original index.

Panics

Panics if the map is full and input is not a duplicate.

source

pub fn insert_multiple( &mut self, input_action_pairs: impl IntoIterator<Item = (impl Into<UserInput>, A)> ) -> &mut Self

Insert a mapping between the provided input_action_pairs

This method creates multiple distinct bindings. If you want to require multiple buttons to be pressed at once, use insert_chord. Any iterator that can be converted into a UserInput can be supplied.

Panics

Panics if the map is full and any of inputs is not a duplicate.

source

pub fn insert_chord( &mut self, buttons: impl IntoIterator<Item = impl Into<InputKind>>, action: A ) -> &mut Self

Insert a mapping between the simultaneous combination of buttons and the action provided

Any iterator that can be converted into a InputKind can be supplied, but will be converted into a PetitSet for storage and use. Chords can also be added with the insert method, if the UserInput::Chord variant is constructed explicitly.

When working with keyboard modifier keys, consider using the insert_modified method instead.

Panics

Panics if the map is full and buttons is not a duplicate.

source

pub fn insert_modified( &mut self, modifier: Modifier, input: impl Into<InputKind>, action: A ) -> &mut Self

Inserts a mapping between the simultaneous combination of the Modifier plus the input and the action provided.

When working with keyboard modifiers, should be preferred over insert_chord.

source

pub fn merge(&mut self, other: &InputMap<A>) -> &mut Self

Merges the provided InputMap into the InputMap this method was called on

This adds both of their bindings to the resulting InputMap. Like usual, any duplicate bindings are ignored.

If the associated gamepads do not match, the resulting associated gamepad will be set to None.

source§

impl<A: Actionlike> InputMap<A>

source

pub fn gamepad(&self) -> Option<Gamepad>

Fetches the [Gamepad] associated with the entity controlled by this entity map

If this is None, input from any connected gamepad will be used.

source

pub fn set_gamepad(&mut self, gamepad: Gamepad) -> &mut Self

Assigns a particular [Gamepad] to the entity controlled by this input map

If this is not called, input from any connected gamepad will be used. The first matching non-zero input will be accepted, as determined by gamepad registration order.

Because of this robust fallback behavior, this method can typically be ignored when writing single-player games.

source

pub fn clear_gamepad(&mut self) -> &mut Self

Clears any [Gamepad] associated with the entity controlled by this input map

source§

impl<A: Actionlike> InputMap<A>

source

pub fn pressed( &self, action: A, input_streams: &InputStreams<'_>, clash_strategy: ClashStrategy ) -> bool

Is at least one of the corresponding inputs for action found in the provided input streams?

Accounts for clashing inputs according to the ClashStrategy. If you need to inspect many inputs at once, prefer InputMap::which_pressed instead.

source

pub fn which_pressed( &self, input_streams: &InputStreams<'_>, clash_strategy: ClashStrategy ) -> Vec<ActionData>

Returns the actions that are currently pressed, and the responsible UserInput for each action

Accounts for clashing inputs according to the ClashStrategy. The position in each vector corresponds to Actionlike::index().

source§

impl<A: Actionlike> InputMap<A>

source

pub fn iter(&self) -> impl Iterator<Item = (&PetitSet<UserInput, 16>, A)>

Returns an iterator over actions with their inputs

source

pub fn iter_inputs(&self) -> impl Iterator<Item = &PetitSet<UserInput, 16>>

Returns an iterator over all mapped inputs

source

pub fn get(&self, action: A) -> &PetitSet<UserInput, 16>

Returns the action mappings

source

pub fn len(&self) -> usize

How many input bindings are registered total?

source

pub fn is_empty(&self) -> bool

Are any input bindings registered at all?

source§

impl<A: Actionlike> InputMap<A>

source

pub fn clear_action(&mut self, action: A)

Clears all inputs registered for the action

source

pub fn remove_at(&mut self, action: A, index: usize) -> bool

Removes the input for the action at the provided index

Returns true if an element was found.

source

pub fn remove( &mut self, action: A, input: impl Into<UserInput> ) -> Option<usize>

Removes the input for the action, if it exists

Returns Some with index if the input was found, or None if no matching input was found.

Trait Implementations§

source§

impl<A: Clone + Actionlike> Clone for InputMap<A>

source§

fn clone(&self) -> InputMap<A>

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
source§

impl<A: Actionlike> Component for InputMap<A>where Self: Send + Sync + 'static,

§

type Storage = TableStorage

A marker type indicating the storage type used for this component. This must be either [TableStorage] or [SparseStorage].
source§

impl<A: Debug + Actionlike> Debug for InputMap<A>

source§

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

Formats the value using the given formatter. Read more
source§

impl<A: Actionlike> Default for InputMap<A>

source§

fn default() -> Self

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

impl<'de, A> Deserialize<'de> for InputMap<A>where A: Actionlike + Deserialize<'de> + Eq + Hash,

source§

fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>where D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
source§

impl<A: Actionlike> From<HashMap<A, Vec<UserInput, Global>, RandomState>> for InputMap<A>

source§

fn from(map: HashMap<A, Vec<UserInput>>) -> Self

Create InputMap<A> from HashMap<A, Vec<UserInput>>

Panics

Panics if the any value in map contains more than 16 distinct inputs.

Example
use leafwing_input_manager::input_map::InputMap;
use leafwing_input_manager::user_input::UserInput;
use leafwing_input_manager::Actionlike;
use bevy::input::keyboard::KeyCode;

use std::collections::HashMap;
use bevy::prelude::Reflect;

#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
enum Action {
    Run,
    Jump,
}
let mut map: HashMap<Action, Vec<UserInput>> = HashMap::default();
map.insert(
    Action::Run,
    vec![KeyCode::ShiftLeft.into(), KeyCode::ShiftRight.into()],
);
let input_map = InputMap::from(map);
source§

impl<A: Actionlike> FromIterator<(A, UserInput)> for InputMap<A>

source§

fn from_iter<T: IntoIterator<Item = (A, UserInput)>>(iter: T) -> Self

Create InputMap<A> from iterator with item type (A, UserInput)

Panics

Panics if there are more than 16 distinct inputs for the same action.

source§

impl<A: PartialEq + Actionlike> PartialEq<InputMap<A>> for InputMap<A>

source§

fn eq(&self, other: &InputMap<A>) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
source§

impl<A> Serialize for InputMap<A>where A: Actionlike + Serialize + Eq + Hash + Ord,

source§

fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>where S: Serializer,

Serialize this value into the given Serde serializer. Read more
source§

impl<A: Actionlike + TypeUuid> TypeUuid for InputMap<A>

source§

impl<A: Eq + Actionlike> Eq for InputMap<A>

source§

impl<A: Actionlike> Resource for InputMap<A>where Self: Send + Sync + 'static,

source§

impl<A: Actionlike> StructuralEq for InputMap<A>

source§

impl<A: Actionlike> StructuralPartialEq for InputMap<A>

Auto Trait Implementations§

§

impl<A> RefUnwindSafe for InputMap<A>where A: RefUnwindSafe,

§

impl<A> Send for InputMap<A>

§

impl<A> Sync for InputMap<A>

§

impl<A> Unpin for InputMap<A>where A: Unpin,

§

impl<A> UnwindSafe for InputMap<A>where A: UnwindSafe,

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
§

impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,

§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
source§

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

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

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

source§

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

Mutably borrows from an owned value. Read more
§

impl<C> Bundle for Cwhere C: Component,

§

fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

§

unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Cwhere F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a, Aligned>,

§

impl<T> Downcast<T> for T

§

fn downcast(&self) -> &T

§

impl<T> Downcast for Twhere T: Any,

§

fn into_any(self: Box<T, Global>) -> Box<dyn Any, Global>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
§

impl<T> DowncastSync for Twhere T: Any + Send + Sync,

§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
§

impl<T> DynEq for Twhere T: Any + Eq,

§

fn as_any(&self) -> &(dyn Any + 'static)

Casts the type to dyn Any.
§

fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

This method tests for self and other values to be equal. Read more
§

impl<C> DynamicBundle for Cwhere C: Component,

§

fn get_components( self, func: &mut impl FnMut(StorageType, OwningPtr<'_, Aligned>) )

§

impl<Q, K> Equivalent<K> for Qwhere Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

§

fn equivalent(&self, key: &K) -> bool

Checks if this value is equivalent to the given key. Read more
source§

impl<Q, K> Equivalent<K> for Qwhere Q: Eq + ?Sized, K: Borrow<Q> + ?Sized,

source§

fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

§

impl<T> FromWorld for Twhere T: Default,

§

fn from_world(_world: &mut World) -> T

Creates Self using data from the given [World]
source§

impl<T> Instrument for T

source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

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

source§

fn into(self) -> U

Calls U::from(self).

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

source§

impl<T> Serialize for Twhere T: Serialize + ?Sized,

source§

fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<Ok, Error>

source§

impl<T> ToOwned for Twhere T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
source§

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

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

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

Performs the conversion.
source§

impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

§

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

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

impl<T> TypeData for Twhere T: 'static + Send + Sync + Clone,

§

fn clone_type_data(&self) -> Box<dyn TypeData, Global>

§

impl<T> TypeUuidDynamic for Twhere T: TypeUuid,

§

fn type_uuid(&self) -> Uuid

Returns the UUID associated with this value’s type.

§

fn type_name(&self) -> &'static str

Returns the type name of this value’s type.

§

impl<T> Upcast<T> for T

§

fn upcast(&self) -> Option<&T>

source§

impl<T> WithSubscriber for T

source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
§

impl<T> AssetDynamic for Twhere T: Send + Sync + 'static + TypeUuidDynamic,

source§

impl<T> DeserializeOwned for Twhere T: for<'de> Deserialize<'de>,