#[repr(C, u8)]
pub enum ControlSource { Keyboard1, Keyboard2, Gamepad(u32), }
Expand description

The source of player control inputs

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Keyboard1

The first keyboard controls

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Keyboard2

The second keyboard controls

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Gamepad(u32)

A gamepad control with the given index

Trait Implementations§

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impl Clone for ControlSource

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fn clone(&self) -> ControlSource

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ControlSource

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ControlSource

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fn default() -> ControlSource

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

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fn schema() -> &'static Schema

Get this type’s [Schema].
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fn register_schema()

Register this schema with the global schema registry. Read more
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fn cast<T>(this: &Self) -> &T
where T: HasSchema,

Cast a reference of this type to a reference of another type with the same memory layout. Read more
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fn try_cast<T>(this: &Self) -> Result<&T, SchemaMismatchError>
where T: HasSchema,

Cast a reference of this type to a reference of another type with the same memory layout. Read more
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fn cast_mut<T>(this: &mut Self) -> &mut T
where T: HasSchema,

Cast a mutable reference of this type to a reference of another type with the same memory layout. Read more
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fn try_cast_mut<T>(this: &mut Self) -> Result<&mut T, SchemaMismatchError>
where T: HasSchema,

Cast a mutable reference of this type to a reference of another type with the same memory layout. Read more
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fn as_schema_ref(&self) -> SchemaRef<'_>
where Self: Sized,

Converts a reference of T to a SchemaRef
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fn as_schema_mut(&mut self) -> SchemaRefMut<'_>
where Self: Sized,

Converts a reference of T to a SchemaRefMut
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impl Hash for ControlSource

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl<'a> InputCollector<'a, PlayerControlMapping, ControlSource, PlayerControl> for PlayerInputCollector

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fn apply_inputs( &mut self, mapping: &PlayerControlMapping, keyboard: &KeyboardInputs, gamepad: &GamepadInputs )

Update the internal state with new inputs. This must be called every render frame with the input events.

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fn update_just_pressed(&mut self)

Update which buttons have been “just pressed”, when input has changed from last frame and current input state. Read more
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fn advance_frame(&mut self)

Indicate input for this frame has been consumed. An implementation of InputCollector that is used with a fixed simulation step may track what keys are currently pressed, and what keys were “just pressed”, (changing from previous state). Read more
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fn get_control( &self, _player_idx: usize, control_source: ControlSource ) -> &PlayerControl

Get control for player based on provided ControlSource.
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impl IntoEnumIterator for ControlSource

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impl PartialEq for ControlSource

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fn eq(&self, other: &ControlSource) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for ControlSource

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impl Eq for ControlSource

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impl StructuralEq for ControlSource

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impl StructuralPartialEq for ControlSource

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