Struct InputMap

Source
pub struct InputMap<F: Hash + Eq + Clone + Copy> {
    pub binds: HashMap<InputCode, (f32, Vec<F>)>,
    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§

§binds: HashMap<InputCode, (f32, Vec<F>)>

Stores what each input code is bound to and its previous press value

§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: f32

Since most values are from 0-1 reducing the mouse sensitivity will result in better consistancy

§scroll_scale: f32

Since most values are from 0-1 reducing the scroll sensitivity will result in better consistancy

§press_sensitivity: f32

The minimum value something has to be at to count as being pressed. Values over 1 will result in regular buttons being unusable

Implementations§

Source§

impl<F: Hash + Eq + Copy> InputMap<F>

Source

pub fn new(binds: &[(F, Vec<InputCode>)]) -> Self

Create new input system. 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(&[
    (Forward, vec![KeyCode::KeyW.into()]),
    (Pos,     vec![KeyCode::KeyA.into()]),
    (Back,    vec![KeyCode::KeyS.into()]),
    (Neg,     vec![KeyCode::KeyD.into()])
]);
Source

pub fn empty() -> InputMap<()>

Use if you dont want to have any actions and binds. Will still have access to everything else.

Source

pub fn mut_bind(&mut self, input_code: InputCode) -> &mut Vec<F>

Gets a mutable vector of what actions input_code is bound to

Source

pub fn update_with_winit(&mut self, event: &Event<()>)

👎Deprecated: use update_with_window_event and update_with_device_event

Updates 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::Window, event_loop::EventLoop};
use winit_input_map::InputMap;

let mut event_loop = EventLoop::new().unwrap();
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
let _window = Window::new(&event_loop).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(),
        _ => ()
    }
});
Source

pub fn update_with_device_event(&mut self, id: DeviceId, event: &DeviceEvent)

Examples found in repository?
examples/minimum.rs (line 21)
20    fn device_event(&mut self, _: &ActiveEventLoop, id: DeviceId, event: DeviceEvent) {
21        self.input.update_with_device_event(id, &event);
22    }
More examples
Hide additional examples
examples/typing.rs (line 26)
25    fn device_event(&mut self, _: &ActiveEventLoop, id: DeviceId, event: DeviceEvent) {
26        self.input.update_with_device_event(id, &event);
27    }
examples/example.rs (line 51)
48    fn device_event(
49        &mut self, _: &ActiveEventLoop, id: DeviceId, event: DeviceEvent
50    ) {
51        self.input.update_with_device_event(id, &event);
52    }
Source

pub fn update_with_window_event(&mut self, event: &WindowEvent)

Examples found in repository?
examples/minimum.rs (line 17)
16    fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
17        self.input.update_with_window_event(&event);
18        if let WindowEvent::CloseRequested = &event { event_loop.exit() }
19    }
More examples
Hide additional examples
examples/typing.rs (line 22)
21    fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
22        self.input.update_with_window_event(&event);
23        if let WindowEvent::CloseRequested = &event { event_loop.exit() }
24    }
examples/example.rs (line 45)
41    fn window_event(
42        &mut self, event_loop: &ActiveEventLoop,
43        _: WindowId, event: WindowEvent
44    ) {
45        self.input.update_with_window_event(&event);
46        if let WindowEvent::CloseRequested = &event { event_loop.exit() }
47    }
Source

pub fn update_with_gilrs(&mut self, gilrs: &mut Gilrs)

Examples found in repository?
examples/minimum.rs (line 24)
23    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
24        self.input.update_with_gilrs(&mut self.gilrs);
25
26        // put your code here
27
28        self.input.init();
29    }
More examples
Hide additional examples
examples/typing.rs (line 29)
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    }
examples/example.rs (line 54)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

pub fn init(&mut self)

Makes the input map ready to recieve new events.

Examples found in repository?
examples/minimum.rs (line 28)
23    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
24        self.input.update_with_gilrs(&mut self.gilrs);
25
26        // put your code here
27
28        self.input.init();
29    }
More examples
Hide additional examples
examples/typing.rs (line 38)
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    }
examples/example.rs (line 86)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

pub fn pressing(&self, action: F) -> bool

Checks if action is being pressed currently. same as input.action_val(action) >= input.press_sensitivity

Examples found in repository?
examples/example.rs (line 64)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

pub fn action_val(&self, action: F) -> f32

Checks how wheremuch action is being pressed. May be higher than 1 in the case of scroll wheels and mouse movement.

Source

pub fn pressed(&self, action: F) -> bool

checks if action was just pressed

Examples found in repository?
examples/typing.rs (line 31)
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
Hide additional examples
examples/example.rs (line 59)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

pub fn released(&self, action: F) -> bool

checks if action was just released

Examples found in repository?
examples/example.rs (line 75)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

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.action_val(pos) - input.action_val(neg)

Examples found in repository?
examples/example.rs (line 57)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

pub fn dir(&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. For movement controls see dir_max_len_1

Examples found in repository?
examples/example.rs (line 68)
53    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
54        self.input.update_with_gilrs(&mut self.gilrs);
55
56        let input = &mut self.input;
57        let scroll = input.axis(ScrollU, ScrollD);
58    
59        if input.pressed(Debug) {
60            println!("pressed {:?}", input.binds.iter().filter_map(|(a, (_, s))| {
61                if s.contains(&Debug) { Some(*a) } else { None }
62            }).collect::<Vec<InputCode>>())
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) {
76            println!("released")
77        }
78        if scroll != 0.0 {
79            println!("scrolling {}", scroll);
80        }
81        if let Some(other) = input.recently_pressed {
82            println!("{other:?}");
83        }
84        std::thread::sleep(std::time::Duration::from_millis(100));
85        //reset input. use after your done with the input
86        input.init();
87    }
Source

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

Trait Implementations§

Source§

impl<F: Hash + Eq + Copy> Default for InputMap<F>

Source§

fn default() -> Self

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

Auto Trait Implementations§

§

impl<F> Freeze for InputMap<F>

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impl<F> RefUnwindSafe for InputMap<F>
where F: RefUnwindSafe,

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impl<F> Send for InputMap<F>
where F: Send,

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impl<F> Sync for InputMap<F>
where F: Sync,

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impl<F> Unpin for InputMap<F>
where F: Unpin,

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impl<F> UnwindSafe for InputMap<F>
where F: UnwindSafe,

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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where U: From<T>,

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Calls U::from(self).

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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