pub struct MutableInputStreams<'a> {
    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<GamepadEventRaw>,
    pub keycode: &'a mut Input<KeyCode>,
    pub keyboard_events: &'a mut Events<KeyboardInput>,
    pub mouse_button: &'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.

Fields

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<GamepadEventRaw>

Events used for mocking gamepad-related inputs

keycode: &'a mut Input<KeyCode>

A [KeyCode] [Input] stream

keyboard_events: &'a mut Events<KeyboardInput>

Events used for mocking keyboard-related inputs

mouse_button: &'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

Construct a MutableInputStreams from the [World]

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

Formats the value using the given formatter. Read more

Converts to this type from the input type.

Converts to this type from the input type.

Send the specified user_input directly Read more

Send the specified user_input directly, using the specified gamepad Read more

Releases the specified user_input directly Read more

Releases the specified user_input directly, using the specified gamepad Read more

Is the provided user_input pressed? Read more

Is the provided user_input pressed for the provided [Gamepad]? Read more

Clears all user input streams, resetting them to their default state Read more

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

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

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

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