pub struct InputStreams<'a> {
    pub gamepad_buttons: &'a Input<GamepadButton>,
    pub gamepad_button_axes: &'a Axis<GamepadButton>,
    pub gamepad_axes: &'a Axis<GamepadAxis>,
    pub gamepads: &'a Gamepads,
    pub keycodes: Option<&'a Input<KeyCode>>,
    pub mouse_buttons: Option<&'a Input<MouseButton>>,
    pub mouse_wheel: Option<&'a Events<MouseWheel>>,
    pub mouse_motion: &'a Events<MouseMotion>,
    pub associated_gamepad: Option<Gamepad>,
}
Expand description

A collection of [Input] structs, which can be used to update an InputMap.

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

Fields§

§gamepad_buttons: &'a Input<GamepadButton>

A [GamepadButton] [Input] stream

§gamepad_button_axes: &'a Axis<GamepadButton>

A [GamepadButton] [Axis] stream

§gamepad_axes: &'a Axis<GamepadAxis>

A [GamepadAxis] [Axis] stream

§gamepads: &'a Gamepads

A list of registered gamepads

§keycodes: Option<&'a Input<KeyCode>>

A [KeyCode] [Input] stream

§mouse_buttons: Option<&'a Input<MouseButton>>

A [MouseButton] [Input] stream

§mouse_wheel: Option<&'a Events<MouseWheel>>

A [MouseWheel] event stream

§mouse_motion: &'a Events<MouseMotion>

A [MouseMotion] event stream

§associated_gamepad: Option<Gamepad>

The [Gamepad] that this struct will detect inputs from

Implementations§

Construct an InputStreams from a [World]

Guess which registered [Gamepad] should be used.

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

Is the input matched by the InputStreams?

Is at least one of the inputs pressed?

Is the button pressed?

Are all of the buttons pressed?

Get the “value” of the input.

For binary inputs such as buttons, this will always be either 0.0 or 1.0. For analog inputs such as axes, this will be the axis value.

UserInput::Chord inputs are also considered binary and will return 0.0 or 1.0 based on whether the chord has been pressed.

Warning

If you need to ensure that this value is always in the range [-1., 1.], be sure to clamp the returned data.

Get the axis pair associated to the user input.

If input is not a DualAxis or VirtualDPad, returns None.

See ActionState::action_axis_pair() for usage.

Warning

If you need to ensure that this value is always in the range [-1., 1.], be sure to clamp the returned data.

Trait Implementations§

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
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.

Auto Trait Implementations§

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