Expand description
Input handling — keyboard, mouse, scroll, and window events.
InputState is rebuilt fresh each frame by the render pipeline and handed
to game code inside ProofGame::update(). All transient state (just-pressed,
just-released, delta values) is cleared at the start of each frame.
§Example
use proof_engine::input::{InputState, Key};
fn my_update(input: &InputState) {
if input.just_pressed(Key::Space) {
println!("space!");
}
if input.mouse_left {
println!("dragging at ({}, {})", input.mouse_x, input.mouse_y);
}
}Modules§
- keybindings
- Key bindings, chord detection, analog axes, and input action system.
Structs§
- Input
State - Complete snapshot of all input this frame.
Enums§
- Key
- Keyboard key codes understood by the engine.