pub struct InputAsset {
pub name: String,
pub contexts: Vec<ActionMapContext>,
pub haptic_effects: Vec<HapticEffect>,
pub macros: Vec<InputMacro>,
pub combos: Vec<ComboDefinition>,
pub sensitivity_profiles: Vec<SensitivityProfile>,
pub active_sensitivity_profile: usize,
pub deadzone_configs: HashMap<GamepadAxis, DeadZoneConfig>,
pub accessibility: AccessibilitySettings,
pub gesture_bindings: Vec<GestureBinding>,
pub virtual_cursor: VirtualCursor,
pub replay: InputReplay,
}Fields§
§name: String§contexts: Vec<ActionMapContext>§haptic_effects: Vec<HapticEffect>§macros: Vec<InputMacro>§combos: Vec<ComboDefinition>§sensitivity_profiles: Vec<SensitivityProfile>§active_sensitivity_profile: usize§deadzone_configs: HashMap<GamepadAxis, DeadZoneConfig>§accessibility: AccessibilitySettings§gesture_bindings: Vec<GestureBinding>§virtual_cursor: VirtualCursor§replay: InputReplayImplementations§
Source§impl InputAsset
impl InputAsset
pub fn default_fps() -> Self
pub fn detect_conflicts(&self) -> Vec<BindingConflict>
pub fn all_actions(&self) -> Vec<(&str, &InputAction)>
pub fn actions_by_category(&self) -> HashMap<&str, Vec<&InputAction>>
Trait Implementations§
Source§impl Clone for InputAsset
impl Clone for InputAsset
Auto Trait Implementations§
impl Freeze for InputAsset
impl RefUnwindSafe for InputAsset
impl Send for InputAsset
impl Sync for InputAsset
impl Unpin for InputAsset
impl UnsafeUnpin for InputAsset
impl UnwindSafe for InputAsset
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