[][src]Module quicksilver::input

Read events / input state

The main struct for this module is Input, which is provided by the run method to your app. Input allows you to read events from the user, which can range from window resizes to key presses.

There is also an optional feature (enabled by default) to cache input for user convenience. This allows you to write quick expressions like if input.key_down(Key::W) rather than having to write code to handle the event when it comes in.

Structs

FocusChangedEvent

See Event::FocusChanged

GamepadAxisEvent

See Event::GamepadAxis

GamepadButtonEvent

See Event::GamepadButton

GamepadConnectedEvent

See Event::GamepadConnected

GamepadDisconnectedEvent

See Event::GamepadDisconnected

GamepadId

A unique ID for a gamepad that persists after the device is unplugged

GamepadState

The button and axis values of a gamepad

Input

The source of events and input device state

KeyboardEvent

See Event::KeyboardInput

ModifiersChangedEvent

A change in the event modifiers like shift, control, alt, or 'logo'

PointerEnteredEvent

See Event::PointerEntered

PointerId

A unique ID for multiple mouse pointers

PointerInputEvent

See Event::PointerInput

PointerLeftEvent

See Event::PointerLeft

PointerMovedEvent

See Event::PointerMoved

PointerState

The buttons and location of a given pointer

ReceivedCharacterEvent

See Event::ReceivedCharacter

ResizedEvent

See Event::Resized

ScaleFactorChangedEvent

See Event::ScaleFactorChanged

Enums

Event

An indicator something has changed or input has been dispatched

GamepadAxis

The stick axes of a gamepad

GamepadButton

A button on a standard (d-pad, 2-stick, 4-button, 4-trigger) gamepad

Key

A key location on a keyboard

MouseButton

A button on a standard 3-button mouse

ScrollDelta

A measure of how much was scrolled in an event