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Staging

Struct Staging 

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pub struct Staging {
Show 18 fields pub held: HashSet<PhysicalKey>, pub edges: Vec<PhysicalKey>, pub window_focused: bool, pub capture_armed: bool, pub clicks: Vec<StagedClick>, pub aim: AimTracker, pub mouse_edges: Vec<(PointerButton, bool)>, pub lmb_held: bool, pub rmb_held: bool, pub rmb_down_edge: bool, pub capture_pending_physical: Option<PhysicalKey>, pub capture_pending_key: Option<Key>, pub capture_pending_mouse: Option<bool>, pub touch_active: HashMap<u64, (Vec2, Vec2)>, pub touch_new: HashSet<u64>, pub pads: Vec<GamepadState>, pub pad_live: bool, pub view_width: f32,
}

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§held: HashSet<PhysicalKey>§edges: Vec<PhysicalKey>§window_focused: bool§capture_armed: bool§clicks: Vec<StagedClick>§aim: AimTracker§mouse_edges: Vec<(PointerButton, bool)>§lmb_held: bool§rmb_held: bool§rmb_down_edge: bool§capture_pending_physical: Option<PhysicalKey>§capture_pending_key: Option<Key>§capture_pending_mouse: Option<bool>§touch_active: HashMap<u64, (Vec2, Vec2)>§touch_new: HashSet<u64>§pads: Vec<GamepadState>§pad_live: bool§view_width: f32

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impl Staging

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pub fn shared() -> Rc<RefCell<Self>>

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pub fn handle_key(&mut self, ke: &KeyEvent)

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pub fn stage_physical(&mut self, key: PhysicalKey, down: bool, is_repeat: bool)

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pub fn stage_physical_key(&mut self, key: PhysicalKey, down: bool)

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pub fn set_window_focused(&mut self, focused: bool)

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pub fn feed_polled(&mut self, sched: &Scheduler)

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pub fn pick_down(&mut self, button: PointerButton)

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pub fn pick_up(&mut self, button: PointerButton)

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pub fn take_capture_physical(&mut self) -> Option<PhysicalKey>

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pub fn take_capture_key(&mut self) -> Option<Key>

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pub fn take_capture_mouse(&mut self) -> Option<bool>

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pub fn take_rmb_down(&mut self) -> bool

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pub fn stage_click(&mut self, world: Vec2, screen: [f32; 2], density: f32)

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pub fn take_clicks(&mut self) -> Vec<StagedClick>

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pub fn take_edges(&mut self) -> Vec<PhysicalKey>

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pub fn take_mouse_edges(&mut self) -> Vec<(PointerButton, bool)>

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pub fn take_pads(&mut self) -> Vec<GamepadState>

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pub fn stage_gamepad(&mut self, pad: GamepadState)

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pub fn touch_down(&mut self, id: u64, screen: Vec2)

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pub fn touch_move(&mut self, id: u64, screen: Vec2)

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pub fn touch_up(&mut self, id: u64)

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pub fn touch_contacts(&mut self, density: f32) -> Vec<TouchContact>

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pub fn cursor_move(&mut self, phys_px: Vec2)

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pub fn stage_hover(&mut self, world: Vec2, screen: [f32; 2])

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pub fn mouse_state(&self, allow_fire: bool) -> MouseState

Trait Implementations§

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impl Default for Staging

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fn default() -> Staging

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

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