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InputState

Struct InputState 

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pub struct InputState {
Show 18 fields pub keys_pressed: HashSet<Key>, pub keys_just_pressed: HashSet<Key>, pub keys_just_released: HashSet<Key>, pub mouse_x: f32, pub mouse_y: f32, pub mouse_delta: Vec2, pub mouse_ndc: Vec2, pub mouse_left: bool, pub mouse_left_just_pressed: bool, pub mouse_left_just_released: bool, pub mouse_right: bool, pub mouse_right_just_pressed: bool, pub mouse_right_just_released: bool, pub mouse_middle: bool, pub mouse_middle_just_pressed: bool, pub scroll_delta: f32, pub window_resized: Option<(u32, u32)>, pub quit_requested: bool,
}
Expand description

Complete snapshot of all input this frame.

Created and updated by the Pipeline each frame. Game code receives a &mut ProofEngine whose .input field holds this value.

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§keys_pressed: HashSet<Key>

All keys currently held down.

§keys_just_pressed: HashSet<Key>

Keys that transitioned to pressed this frame.

§keys_just_released: HashSet<Key>

Keys that transitioned to released this frame.

§mouse_x: f32

Cursor X in window pixels (top-left origin).

§mouse_y: f32

Cursor Y in window pixels (top-left origin).

§mouse_delta: Vec2

Mouse movement since last frame, in pixels.

§mouse_ndc: Vec2

Cursor in normalized device coordinates ([-1, 1], Y-up).

§mouse_left: bool§mouse_left_just_pressed: bool§mouse_left_just_released: bool§mouse_right: bool§mouse_right_just_pressed: bool§mouse_right_just_released: bool§mouse_middle: bool§mouse_middle_just_pressed: bool§scroll_delta: f32

Vertical scroll delta this frame (positive = scroll up / zoom in).

§window_resized: Option<(u32, u32)>

Set if the window was resized this frame. Contains (width, height).

§quit_requested: bool

Set if the user requested a quit (Alt+F4, OS close button).

Implementations§

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impl InputState

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pub fn new() -> Self

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pub fn is_pressed(&self, key: Key) -> bool

Returns true while the key is held down.

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pub fn just_pressed(&self, key: Key) -> bool

Returns true on the frame the key was first pressed.

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pub fn just_released(&self, key: Key) -> bool

Returns true on the frame the key was released.

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pub fn any_pressed(&self, keys: &[Key]) -> bool

Returns true if any of the given keys are held.

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pub fn all_pressed(&self, keys: &[Key]) -> bool

Returns true if all of the given keys are held simultaneously.

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pub fn shift(&self) -> bool

Returns true if a modifier key (Shift, Ctrl, Alt) is held.

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pub fn ctrl(&self) -> bool

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pub fn alt(&self) -> bool

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pub fn mouse_pos(&self) -> Vec2

Mouse position as a Vec2 in window pixels.

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pub fn mouse_left_down(&self) -> bool

Returns true while the left mouse button is held.

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pub fn mouse_left_click(&self) -> bool

Returns true on the frame the left button was first pressed.

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pub fn mouse_right_down(&self) -> bool

Returns true while the right mouse button is held.

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pub fn mouse_right_click(&self) -> bool

Returns true on the frame the right button was first pressed.

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pub fn mouse_drag(&self) -> bool

Returns true if the mouse is being dragged with the left button held.

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pub fn mouse_delta_ndc(&self, window_width: u32, window_height: u32) -> Vec2

Returns the mouse delta scaled to NDC space (suitable for camera control).

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pub fn wasd(&self) -> Vec2

Returns a movement vector from WASD keys: (right, up) in [-1, 1]. W/S → Y axis, A/D → X axis.

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pub fn arrows(&self) -> Vec2

Returns a normalized movement vector from arrow keys.

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pub fn clear_frame(&mut self)

Clear all per-frame transient state. Called by the pipeline before processing events.

Trait Implementations§

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impl Clone for InputState

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fn clone(&self) -> InputState

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for InputState

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fn default() -> InputState

Returns the “default value” for a type. Read more

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