InputMap

Struct InputMap 

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pub struct InputMap<TLinear, TVector> { /* private fields */ }
Expand description

Maps between physical inputs providable by the user, and whatever action representation your game uses.

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impl<TLinear, TVector> InputMap<TLinear, TVector>

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pub fn empty() -> Self

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pub fn assign_linear( &mut self, input: impl Into<LinearInputType>, value: TLinear, )

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pub fn unassign_linear(&mut self, input: impl Into<LinearInputType>)

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pub fn get_linear(&self, input: impl Into<LinearInputType>) -> Option<&TLinear>

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pub fn assign_vector( &mut self, input: impl Into<VectorInputType>, value: TVector, )

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pub fn unassign_vector(&mut self, input: impl Into<VectorInputType>)

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pub fn get_vector(&self, input: impl Into<VectorInputType>) -> Option<&TVector>

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pub fn union(&mut self, other: Self)

For each entry in other, replaces the entry in this, or adds a new entry.

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impl<TLinear: Serialize, TVector: Serialize> InputMap<TLinear, TVector>

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pub fn serialize(&self) -> String

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impl<'a, TLinear: Deserialize<'a>, TVector: Deserialize<'a>> InputMap<TLinear, TVector>

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pub fn deserialize(s: &'a str) -> Result<Self, Error>

Auto Trait Implementations§

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impl<TLinear, TVector> Freeze for InputMap<TLinear, TVector>

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impl<TLinear, TVector> RefUnwindSafe for InputMap<TLinear, TVector>
where TLinear: RefUnwindSafe, TVector: RefUnwindSafe,

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impl<TLinear, TVector> Send for InputMap<TLinear, TVector>
where TLinear: Send, TVector: Send,

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impl<TLinear, TVector> Sync for InputMap<TLinear, TVector>
where TLinear: Sync, TVector: Sync,

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impl<TLinear, TVector> Unpin for InputMap<TLinear, TVector>
where TLinear: Unpin, TVector: Unpin,

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impl<TLinear, TVector> UnwindSafe for InputMap<TLinear, TVector>
where TLinear: UnwindSafe, TVector: UnwindSafe,

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

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where T: ?Sized,

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