Expand description
A collection of abstractions for various input devices to be used with Amethyst.
Structs§
- Used for saving and loading input settings.
- Bundle for adding the
InputHandler
. - This struct holds state information about input devices.
- Input system
- Builds an
InputSystem
. - The builtin
BindingTypes
implementation, set of types for binding configuration keys. UsesString
for both axes and actions. Usage of this type is discouraged and it’s meant mainly for prototypes. CheckBindingTypes
for examples.
Enums§
- Represents any input represented by a float value from -1 to 1. Retrieve the value of this with axis_value.
- An enum of possible errors that can occur when binding an action or axis.
- An error occurred while loading the bindings file.
- A Button is any kind of digital input that the engine supports.
- Controller axes matching SDL controller model
- Controller buttons matching SDL controller model
- Controller events generated by the SDL events system.
- Describes the input state of a key.
- Events generated by the input system
- Mouse axis
- Indicates in what direction a mouse wheel scroll event was.
- Symbolic name for a keyboard key.
Traits§
- Define a set of types used for bindings configuration. Usually defaulted to
StringBindings
, which usesString
s.
Functions§
- Gets the input axis value from the
InputHandler
. If the name is None, it will return the default value of the axis (0.0). - If this event was for manipulating a keyboard key then this will return the
VirtualKeyCode
and the new state. - If this event was for manipulating a mouse button, this will return the
MouseButton
and the new state. - Returns true if the event passed in is a request to close the game window.
- Returns true if the event passed in is a key down event for the provided
VirtualKeyCode
. - Returns true if the event passed in is a key up event for the provided
VirtualKeyCode
. - Returns true if the event passed in is a mouse button down event for the provided
MouseButton
.