pub struct MutableInputStreams<'a> {
Show 13 fields pub gamepad_buttons: &'a mut Input<GamepadButton>, pub gamepad_button_axes: &'a mut Axis<GamepadButton>, pub gamepad_axes: &'a mut Axis<GamepadAxis>, pub gamepads: &'a mut Gamepads, pub gamepad_events: &'a mut Events<GamepadEvent>, pub keycodes: &'a mut Input<KeyCode>, pub scan_codes: &'a mut Input<ScanCode>, pub keyboard_events: &'a mut Events<KeyboardInput>, pub mouse_buttons: &'a mut Input<MouseButton>, pub mouse_button_events: &'a mut Events<MouseButtonInput>, pub mouse_wheel: &'a mut Events<MouseWheel>, pub mouse_motion: &'a mut Events<MouseMotion>, pub associated_gamepad: Option<Gamepad>,
}
Expand description

A mutable collection of [Input] structs, which can be used for mocking user inputs.

These are typically collected via a system from the World as resources.

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§gamepad_buttons: &'a mut Input<GamepadButton>

A [GamepadButton] [Input] stream

§gamepad_button_axes: &'a mut Axis<GamepadButton>

A [GamepadButton] [Axis] stream

§gamepad_axes: &'a mut Axis<GamepadAxis>

A [GamepadAxis] [Axis] stream

§gamepads: &'a mut Gamepads

A list of registered [Gamepads]

§gamepad_events: &'a mut Events<GamepadEvent>

Events used for mocking gamepad-related inputs

§keycodes: &'a mut Input<KeyCode>

A [KeyCode] [Input] stream

§scan_codes: &'a mut Input<ScanCode>

A [ScanCode] [Input] stream

§keyboard_events: &'a mut Events<KeyboardInput>

Events used for mocking keyboard-related inputs

§mouse_buttons: &'a mut Input<MouseButton>

A [MouseButton] [Input] stream

§mouse_button_events: &'a mut Events<MouseButtonInput>

Events used for mocking [MouseButton] inputs

§mouse_wheel: &'a mut Events<MouseWheel>

A [MouseWheel] event stream

§mouse_motion: &'a mut Events<MouseMotion>

A [MouseMotion] event stream

§associated_gamepad: Option<Gamepad>

The [Gamepad] that this struct will detect inputs from

Implementations§

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impl<'a> MutableInputStreams<'a>

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pub fn from_world(world: &'a mut World, gamepad: Option<Gamepad>) -> Self

Construct a MutableInputStreams from the [World]

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

Guess which registered [Gamepad] should be used.

If an associated gamepad is set, use that. Otherwise use the first registered gamepad, if any.

Trait Implementations§

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impl<'a> Debug for MutableInputStreams<'a>

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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<'a> From<&'a MutableInputStreams<'a>> for InputStreams<'a>

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fn from(mutable_streams: &'a MutableInputStreams<'a>) -> Self

Converts to this type from the input type.
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impl<'a> From<MutableInputStreams<'a>> for InputStreams<'a>

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fn from(mutable_streams: MutableInputStreams<'a>) -> Self

Converts to this type from the input type.
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impl MockInput for MutableInputStreams<'_>

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fn send_input(&mut self, input: impl Into<UserInput>)

Send the specified user_input directly Read more
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fn send_input_as_gamepad( &mut self, input: impl Into<UserInput>, gamepad: Option<Gamepad> )

Send the specified user_input directly, using the specified gamepad Read more
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fn release_input(&mut self, input: impl Into<UserInput>)

Releases the specified user_input directly Read more
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fn release_input_as_gamepad( &mut self, input: impl Into<UserInput>, gamepad: Option<Gamepad> )

Releases the specified user_input directly, using the specified gamepad Read more
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fn pressed(&self, input: impl Into<UserInput>) -> bool

Is the provided user_input pressed? Read more
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fn pressed_for_gamepad( &self, input: impl Into<UserInput>, gamepad: Option<Gamepad> ) -> bool

Is the provided user_input pressed for the provided [Gamepad]? Read more
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fn reset_inputs(&mut self)

Clears all user input streams, resetting them to their default state Read more
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fn click_button<Marker: Component>(&mut self)

Presses all bevy::ui buttons with the matching Marker component Read more
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fn hover_button<Marker: Component>(&mut self)

Hovers over all bevy::ui buttons with the matching Marker component Read more

Auto Trait Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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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.
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fn borrow(&self) -> &T

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Calls U::from(self).

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type Error = Infallible

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Performs the conversion.
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