pub struct InputMap<F: Hash + Copy> {
pub mouse_pos: (f32, f32),
pub recently_pressed: Option<InputCode>,
pub text_typed: Option<String>,
pub mouse_scale: f32,
pub scroll_scale: f32,
pub press_sensitivity: f32,
/* private fields */
}Expand description
A struct that handles all your input needs once you’ve hooked it up to winit and gilrs.
use gilrs::Gilrs;
use winit::{event::*, application::*, window::*, event_loop::*};
use winit_input_map::*;
struct App {
window: Option<Window>,
input: InputMap<()>,
gilrs: Gilrs
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap());
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
self.input.update_with_window_event(&event);
if let WindowEvent::CloseRequested = &event { event_loop.exit() }
}
fn device_event(&mut self, _: &ActiveEventLoop, id: DeviceId, event: DeviceEvent) {
self.input.update_with_device_event(id, &event);
}
fn about_to_wait(&mut self, _: &ActiveEventLoop) {
self.input.update_with_gilrs(&mut self.gilrs);
// put your code here
self.input.init();
}
}Fields§
§mouse_pos: (f32, f32)The mouse position
recently_pressed: Option<InputCode>The last input event, even if it isn’t in the binds. Useful for handling rebinding
text_typed: Option<String>The text typed this loop
mouse_scale: f32Since most values are from 0-1 reducing the mouse sensitivity will result in better consistancy
scroll_scale: f32Since most values are from 0-1 reducing the scroll sensitivity will result in better consistancy
press_sensitivity: f32The minimum value something has to be at to count as being pressed. Values over 1 will result in most buttons being unusable
Implementations§
Source§impl<F: Hash + Copy + Eq> InputMap<F>
impl<F: Hash + Copy + Eq> InputMap<F>
Sourcepub fn new(binds: &Binds<F>) -> Self
pub fn new(binds: &Binds<F>) -> Self
Creates a new input system. Takes the action and a list of its associated binds. An action
will count as being pressed if any of the binds are pressed. A bind is a list of
InputCodes that need to all be pressed for the bind to count as being pressed.
It’s recommended to use the input_map! macro to reduce boilerplate
and increase readability.
use Action::*;
use winit_input_map::*;
use winit::keyboard::KeyCode;
#[derive(Hash, PartialEq, Eq, Clone, Copy)]
enum Action {
Forward,
Back,
Pos,
Neg
}
// doesnt have to be the same ordered as the enum.
let input = InputMap::new(&vec![
(Forward, vec![ vec![KeyCode::KeyW.into()] ]),
(Pos, vec![ vec![KeyCode::KeyA.into()] ]),
(Back, vec![ vec![KeyCode::KeyS.into()] ]),
(Neg, vec![ vec![KeyCode::KeyD.into()] ])
]);Sourcepub fn add_binds(&mut self, binds: &Binds<F>)
pub fn add_binds(&mut self, binds: &Binds<F>)
Takes binds and adds them to the currently existing map. The binds!() macro will help
reduce the boiler_plate of this function.
Sourcepub fn set_binds(&mut self, binds: &Binds<F>)
pub fn set_binds(&mut self, binds: &Binds<F>)
Removes all binds and then adds the inputed binds. The binds!() macro will help
reduce the boiler_plate of this function.
Sourcepub fn get_binds(&self) -> Binds<F>
pub fn get_binds(&self) -> Binds<F>
Returns the current binds of the InputMap, may not be in the same order as the inputed binds.
Examples found in repository?
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn update_with_winit(&mut self, event: &Event<()>)
👎Deprecated: use update_with_window_event and update_with_device_event
pub fn update_with_winit(&mut self, event: &Event<()>)
update_with_window_event and update_with_device_eventUpdates the input map using a winit event. Make sure to call input.init() when your done with
the input this loop.
use winit::{event::*, window::WindowAttributes, event_loop::EventLoop};
use winit_input_map::*;
let mut event_loop = EventLoop::new().unwrap();
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
let _window = event_loop.create_window(WindowAttributes::default()).unwrap();
let mut input = input_map!();
event_loop.run(|event, target|{
input.update_with_winit(&event);
match &event{
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => target.exit(),
Event::AboutToWait => input.init(),
_ => ()
}
});Sourcepub fn update_with_device_event(&mut self, id: DeviceId, event: &DeviceEvent)
pub fn update_with_device_event(&mut self, id: DeviceId, event: &DeviceEvent)
Examples found in repository?
More examples
Sourcepub fn update_with_window_event(&mut self, event: &WindowEvent)
pub fn update_with_window_event(&mut self, event: &WindowEvent)
Examples found in repository?
More examples
Sourcepub fn update_with_gilrs(&mut self, gilrs: &mut Gilrs)
pub fn update_with_gilrs(&mut self, gilrs: &mut Gilrs)
Examples found in repository?
More examples
28 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
29 self.input.update_with_gilrs(&mut self.gilrs);
30
31 if self.input.pressed(Action::Return) {
32 println!("{}", self.text);
33 self.text = String::new();
34 } else if let Some(new) = &self.input.text_typed {
35 self.text.push_str(new);
36 }
37
38 self.input.init();
39 }55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn init(&mut self)
pub fn init(&mut self)
Makes the input map ready to recieve new events.
Examples found in repository?
More examples
28 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
29 self.input.update_with_gilrs(&mut self.gilrs);
30
31 if self.input.pressed(Action::Return) {
32 println!("{}", self.text);
33 self.text = String::new();
34 } else if let Some(new) = &self.input.text_typed {
35 self.text.push_str(new);
36 }
37
38 self.input.init();
39 }55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn pressing(&self, action: F) -> bool
pub fn pressing(&self, action: F) -> bool
Checks if action is being pressed currently based on the press_sensitivity.
same as self.value(action) >= self.press_sensitivty.
Examples found in repository?
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn value(&self, action: F) -> f32
pub fn value(&self, action: F) -> f32
Checks how much an action is being pressed. May be higher than 1 in the case of scroll wheels, mouse movement or when multiple binds are bound to an action.
Sourcepub fn pressed(&self, action: F) -> bool
pub fn pressed(&self, action: F) -> bool
Checks if action was just pressed.
Examples found in repository?
28 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
29 self.input.update_with_gilrs(&mut self.gilrs);
30
31 if self.input.pressed(Action::Return) {
32 println!("{}", self.text);
33 self.text = String::new();
34 } else if let Some(new) = &self.input.text_typed {
35 self.text.push_str(new);
36 }
37
38 self.input.init();
39 }More examples
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn released(&self, action: F) -> bool
pub fn released(&self, action: F) -> bool
Checks if action was just released.
Examples found in repository?
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn axis(&self, pos: F, neg: F) -> f32
pub fn axis(&self, pos: F, neg: F) -> f32
Returns f32 based on how much pos and neg are pressed. may return values higher than 1.0 in
the case of mouse movement and scrolling. usefull for movement controls. for 2d values see
dir and dir_max_len_1
let move_dir = input.axis(Neg, Pos);same as input.value(pos) - input.value(neg)
Examples found in repository?
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn dir(&self, pos_x: F, neg_x: F, pos_y: F, neg_y: F) -> (f32, f32)
pub fn dir(&self, pos_x: F, neg_x: F, pos_y: F, neg_y: F) -> (f32, f32)
Returns a vector based off of the x and y axis. Can return values with a length higher than
1, if this is undesirable see dir_max_len_1.
Examples found in repository?
55 fn about_to_wait(&mut self, _: &ActiveEventLoop) {
56 self.input.update_with_gilrs(&mut self.gilrs);
57
58 let input = &mut self.input;
59 let scroll = input.axis(ScrollU, ScrollD);
60
61 if input.pressed(Debug) {
62 println!("pressed {:?}", input.get_binds().into_iter().find(|&(a, _)| a == Debug).map(|(_, v)| v))
63 }
64 if input.pressing(Right) || input.pressing(Left) {
65 println!("axis: {}", input.axis(Right, Left))
66 }
67
68 let mouse_move = input.dir(MouseL, MouseR, MouseU, MouseD);
69 if mouse_move != (0.0, 0.0) {
70 println!(
71 "mouse moved: {:?} and is now at {:?}",
72 mouse_move, input.mouse_pos
73 )
74 }
75 if input.released(Click) { println!("released") }
76
77 if input.pressed(Undo) { println!("Undone") }
78
79 if scroll != 0.0 {
80 println!("scrolling {}", scroll);
81 }
82 if let Some(other) = input.recently_pressed {
83 println!("{other:?}");
84 }
85 std::thread::sleep(std::time::Duration::from_millis(100));
86 // reset input. use after your done with the input
87 input.init();
88 }Sourcepub fn dir_max_len_1(
&self,
pos_x: F,
neg_x: F,
pos_y: F,
neg_y: F,
) -> (f32, f32)
pub fn dir_max_len_1( &self, pos_x: F, neg_x: F, pos_y: F, neg_y: F, ) -> (f32, f32)
Returns a vector based off of x and y axis with a maximum length of 1 (the same as a normalised
vector). If this undesirable see dir.