Struct jumpy::settings::PlayerControlMapping
source · #[repr(C)]pub struct PlayerControlMapping {
pub gamepad: PlayerControlSetting,
pub keyboard1: PlayerControlSetting,
pub keyboard2: PlayerControlSetting,
}
Fields§
§gamepad: PlayerControlSetting
Controls for game remotes
keyboard1: PlayerControlSetting
Controls for keyboard player 1
keyboard2: PlayerControlSetting
Controls for keyboard player 2
Implementations§
source§impl PlayerControlMapping
impl PlayerControlMapping
pub fn map_control_source(&self, source: ControlSource) -> &PlayerControlSetting
sourcepub fn all_settings(&self) -> impl Iterator<Item = &PlayerControlSetting>
pub fn all_settings(&self) -> impl Iterator<Item = &PlayerControlSetting>
Return an iterator for PlayerControlSetting for all control sources.
Trait Implementations§
source§impl Clone for PlayerControlMapping
impl Clone for PlayerControlMapping
source§fn clone(&self) -> PlayerControlMapping
fn clone(&self) -> PlayerControlMapping
Returns a copy 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 PlayerControlMapping
impl Debug for PlayerControlMapping
source§impl Default for PlayerControlMapping
impl Default for PlayerControlMapping
source§fn default() -> PlayerControlMapping
fn default() -> PlayerControlMapping
Returns the “default value” for a type. Read more
source§impl HasSchema for PlayerControlMapping
impl HasSchema for PlayerControlMapping
§fn register_schema()
fn register_schema()
Register this schema with the global schema registry. Read more
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T: HasSchema,
fn cast<T>(this: &Self) -> &Twhere
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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T: HasSchema,
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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T: HasSchema,
fn cast_mut<T>(this: &mut Self) -> &mut Twhere
T: HasSchema,
Cast a mutable reference of this type to a reference of another type with the same memory
layout. Read more
§fn try_cast_mut<T>(this: &mut Self) -> Result<&mut T, SchemaMismatchError>where
T: HasSchema,
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
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source§impl<'a> InputCollector<'a, PlayerControlMapping, ControlSource, PlayerControl> for PlayerInputCollector
impl<'a> InputCollector<'a, PlayerControlMapping, ControlSource, PlayerControl> for PlayerInputCollector
source§fn apply_inputs(
&mut self,
mapping: &PlayerControlMapping,
keyboard: &KeyboardInputs,
gamepad: &GamepadInputs,
)
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.
source§fn update_just_pressed(&mut self)
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
source§fn advance_frame(&mut self)
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 moresource§fn get_control(
&self,
_player_idx: usize,
control_source: ControlSource,
) -> &PlayerControl
fn get_control( &self, _player_idx: usize, control_source: ControlSource, ) -> &PlayerControl
Get control for player based on provided
ControlSource
.Auto Trait Implementations§
impl Freeze for PlayerControlMapping
impl RefUnwindSafe for PlayerControlMapping
impl Send for PlayerControlMapping
impl Sync for PlayerControlMapping
impl Unpin for PlayerControlMapping
impl UnwindSafe for PlayerControlMapping
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