pub struct KeyboardState { /* private fields */ }
Expand description
Represents the end-state of all keys during the last frame. Access it through
Engine.keyboard_state
in your game logic function.
Implementations§
Source§impl KeyboardState
impl KeyboardState
Sourcepub fn pressed_any(&self, key_codes: &[KeyCode]) -> bool
pub fn pressed_any(&self, key_codes: &[KeyCode]) -> bool
Returns true if any of the keys are currently pressed
Sourcepub fn just_pressed(&self, key: KeyCode) -> bool
pub fn just_pressed(&self, key: KeyCode) -> bool
Returns true if a key started being pressed this frame
Sourcepub fn just_pressed_any(&self, key_codes: &[KeyCode]) -> bool
pub fn just_pressed_any(&self, key_codes: &[KeyCode]) -> bool
Returns true if any of the indicated keys started being pressed this frame
Sourcepub fn just_released(&self, key: KeyCode) -> bool
pub fn just_released(&self, key: KeyCode) -> bool
Returns true if a key started being released this frame
Sourcepub fn just_released_any(&self, key_codes: &[KeyCode]) -> bool
pub fn just_released_any(&self, key_codes: &[KeyCode]) -> bool
Returns true if any of the indicated keys started being released this frame
pub fn chain(&self) -> KeyboardStateChain
Trait Implementations§
Source§impl Clone for KeyboardState
impl Clone for KeyboardState
Source§fn clone(&self) -> KeyboardState
fn clone(&self) -> KeyboardState
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for KeyboardState
impl Debug for KeyboardState
Source§impl Default for KeyboardState
impl Default for KeyboardState
Source§fn default() -> KeyboardState
fn default() -> KeyboardState
Returns the “default value” for a type. Read more
impl Resource for KeyboardState
Auto Trait Implementations§
impl Freeze for KeyboardState
impl RefUnwindSafe for KeyboardState
impl Send for KeyboardState
impl Sync for KeyboardState
impl Unpin for KeyboardState
impl UnwindSafe for KeyboardState
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impl<T, U> AsBindGroupShaderType<U> for T
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