pub struct Keymap<A> { /* private fields */ }Expand description
Per-action remappable bindings: a keyboard/mouse entry plus a
(Key[$ key][0] keyboard, Key[$ key][1] gamepad).
Implementations§
Source§impl<A: Clone + Eq + Hash> Keymap<A>
impl<A: Clone + Eq + Hash> Keymap<A>
pub fn new() -> Self
pub fn set_keyboard(&mut self, action: A, entry: KeymapEntry)
pub fn set_gamepad(&mut self, action: A, entry: KeymapEntry)
pub fn keyboard(&self, action: &A) -> KeymapEntry
pub fn gamepad(&self, action: &A) -> KeymapEntry
Sourcepub fn active(&self, action: &A, gamepad: bool) -> KeymapEntry
pub fn active(&self, action: &A, gamepad: bool) -> KeymapEntry
Active entry for an action: gamepad side when a pad drives
Sourcepub fn begin_capture(&self, action: A, device: KeymapDevice) -> KeymapCapture<A>
pub fn begin_capture(&self, action: A, device: KeymapDevice) -> KeymapCapture<A>
Begin a rebind gesture for action on device
Sourcepub fn resolve_capture(
&mut self,
capture: &KeymapCapture<A>,
pressed: Option<KeymapEntry>,
)
pub fn resolve_capture( &mut self, capture: &KeymapCapture<A>, pressed: Option<KeymapEntry>, )
Resolve a capture with the next pressed input. None clears
mouse button, or pad button/axis overwrites that side
pub fn actions(&self) -> impl Iterator<Item = &A>
pub fn to_action_map(&self) -> ActionMap<A>
pub fn to_action_map_contexts(&self, gameplay: &[A], menu: &[A]) -> ActionMap<A>
Trait Implementations§
Auto Trait Implementations§
impl<A> Freeze for Keymap<A>
impl<A> RefUnwindSafe for Keymap<A>
impl<A> Send for Keymap<A>
impl<A> Sync for Keymap<A>
impl<A> Unpin for Keymap<A>
impl<A> UnsafeUnpin for Keymap<A>
impl<A> UnwindSafe for Keymap<A>
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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