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,
}Fields§
§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: f32Implementations§
Source§impl Staging
impl Staging
pub fn handle_key(&mut self, ke: &KeyEvent)
pub fn stage_physical(&mut self, key: PhysicalKey, down: bool, is_repeat: bool)
pub fn stage_physical_key(&mut self, key: PhysicalKey, down: bool)
pub fn set_window_focused(&mut self, focused: bool)
pub fn feed_polled(&mut self, sched: &Scheduler)
pub fn pick_down(&mut self, button: PointerButton)
pub fn pick_up(&mut self, button: PointerButton)
pub fn take_capture_physical(&mut self) -> Option<PhysicalKey>
pub fn take_capture_key(&mut self) -> Option<Key>
pub fn take_capture_mouse(&mut self) -> Option<bool>
pub fn take_rmb_down(&mut self) -> bool
pub fn stage_click(&mut self, world: Vec2, screen: [f32; 2], density: f32)
pub fn take_clicks(&mut self) -> Vec<StagedClick>
pub fn take_edges(&mut self) -> Vec<PhysicalKey>
pub fn take_mouse_edges(&mut self) -> Vec<(PointerButton, bool)>
pub fn take_pads(&mut self) -> Vec<GamepadState>
pub fn stage_gamepad(&mut self, pad: GamepadState)
pub fn touch_down(&mut self, id: u64, screen_dp: Vec2)
pub fn touch_move(&mut self, id: u64, screen_dp: Vec2)
pub fn touch_up(&mut self, id: u64)
pub fn touch_contacts(&mut self) -> Vec<TouchContact>
pub fn cursor_move(&mut self, phys_px: Vec2)
pub fn stage_hover(&mut self, world: Vec2, screen: [f32; 2])
pub fn mouse_state(&self, allow_fire: bool) -> MouseState
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Staging
impl RefUnwindSafe for Staging
impl Send for Staging
impl Sync for Staging
impl Unpin for Staging
impl UnsafeUnpin for Staging
impl UnwindSafe for Staging
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