Struct amethyst_input::InputHandler[][src]

pub struct InputHandler<AX, AC> where
    AX: Hash + Eq,
    AC: Hash + Eq
{ pub bindings: Bindings<AX, AC>, // some fields omitted }

This struct holds state information about input devices.

For example, if a key is pressed on the keyboard, this struct will record that the key is pressed until it is released again.

Fields

Maps inputs to actions and axes.

Methods

impl<AX, AC> InputHandler<AX, AC> where
    AX: Hash + Eq,
    AC: Hash + Eq
[src]

Creates a new input handler.

impl<AX, AC> InputHandler<AX, AC> where
    AX: Hash + Eq + Clone + Send + Sync + 'static,
    AC: Hash + Eq + Clone + Send + Sync + 'static, 
[src]

Updates the input handler with a new engine event.

The Amethyst game engine will automatically call this if the InputHandler is attached to the world as a resource with id 0.

Returns an iterator over all keys that are down.

Checks if a key is down.

Returns an iterator over all pressed mouse buttons

Checks if a mouse button is down.

Returns an iterator over all pressed scan codes

Checks if the key corresponding to a scan code is down.

Gets the current mouse position.

this method can return None, either if no mouse is connected, or if no mouse events have been recorded

Important traits for Buttons<'a>

Returns an iterator over all buttons that are down.

Checks if a button is down.

Returns the value of an axis by the string id, if the id doesn't exist this returns None.

Returns true if any of the action keys are down.

Trait Implementations

impl<AX, AC> Default for InputHandler<AX, AC> where
    AX: Hash + Eq,
    AC: Hash + Eq
[src]

Returns the "default value" for a type. Read more

Auto Trait Implementations

impl<AX, AC> Send for InputHandler<AX, AC> where
    AC: Send,
    AX: Send

impl<AX, AC> Sync for InputHandler<AX, AC> where
    AC: Sync,
    AX: Sync