Struct let_engine::input::Input
source · pub struct Input { /* private fields */ }
Expand description
Holds the input information to be used in game.
Updates each frame.
Implementations§
source§impl Input
impl Input
sourcepub fn is_down(&self, key: u32) -> bool
pub fn is_down(&self, key: u32) -> bool
Returns true if the given key is pressed on the keyboard.
sourcepub fn key_down(&self, key: VirtualKeyCode) -> bool
pub fn key_down(&self, key: VirtualKeyCode) -> bool
Returns true if the given keycode is pressed on the keyboard.
sourcepub fn mouse_down(&self, button: &MouseButton) -> bool
pub fn mouse_down(&self, button: &MouseButton) -> bool
Returns true if the given mouse button is pressed.
sourcepub fn cursor_position(&self) -> Vec2
pub fn cursor_position(&self) -> Vec2
Returns the cursor position going from -1.0 to 1.0 x and y.
sourcepub fn scaled_cursor(&self, layer: &Layer) -> Vec2
pub fn scaled_cursor(&self, layer: &Layer) -> Vec2
Returns the cursor position going from -1.0 to 1.0 x and y scaled with the inserted layers scaling properties.
sourcepub fn cursor_to_world(&self, layer: &Layer) -> Vec2
pub fn cursor_to_world(&self, layer: &Layer) -> Vec2
Returns the cursor position in layer world space.
sourcepub fn super_key(&self) -> bool
pub fn super_key(&self) -> bool
Returns true if the super key is pressed on the keyboard.
Super key also means “Windows” key on Windows or “Command” key on Mac.
sourcepub fn cursor_inside(&self) -> bool
pub fn cursor_inside(&self) -> bool
Returns true if the cursor is located in the window.
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for Input
impl Send for Input
impl Sync for Input
impl Unpin for Input
impl !UnwindSafe for Input
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