pub struct GamepadVirtualDPad { /* private fields */ }
Expand description
A virtual dual-axis control constructed from four GamepadButtonType
s.
Each button represents a specific direction (up, down, left, right),
functioning similarly to a directional pad (D-pad) on both X and Y axes,
and offering intermediate diagonals by means of two-button combinations.
By default, it reads from any connected gamepad.
Use the InputMap::set_gamepad
for specific ones.
§Value Processing
You can customize how the values are processed using a pipeline of processors.
See WithDualAxisProcessingPipelineExt
for details.
The raw axis values are determined based on the state of the associated buttons:
-1.0
if only the negative button is currently pressed (Down/Left).1.0
if only the positive button is currently pressed (Up/Right).0.0
if neither button is pressed, or both are pressed simultaneously.
use bevy::prelude::*;
use bevy::input::InputPlugin;
use leafwing_input_manager::prelude::*;
let mut app = App::new();
app.add_plugins(InputPlugin);
// Define a virtual D-pad using the physical D-pad buttons
let input = GamepadVirtualDPad::DPAD;
// Pressing a D-pad button activates the corresponding axis
GamepadButtonType::DPadUp.press(app.world_mut());
app.update();
assert_eq!(app.read_axis_values(input), [0.0, 1.0]);
// You can configure a processing pipeline (e.g., doubling the Y value)
let doubled = GamepadVirtualDPad::DPAD.sensitivity_y(2.0);
assert_eq!(app.read_axis_values(doubled), [0.0, 2.0]);
Implementations§
source§impl GamepadVirtualDPad
impl GamepadVirtualDPad
sourcepub const DPAD: Self = _
pub const DPAD: Self = _
Creates a new GamepadVirtualDPad
using the common D-Pad button mappings.
GamepadButtonType::DPadUp
for upward direction.GamepadButtonType::DPadDown
for downward direction.GamepadButtonType::DPadLeft
for leftward direction.GamepadButtonType::DPadRight
for rightward direction.
sourcepub const ACTION_PAD: Self = _
pub const ACTION_PAD: Self = _
Creates a new GamepadVirtualDPad
using the common action pad button mappings.
GamepadButtonType::North
for upward direction.GamepadButtonType::South
for downward direction.GamepadButtonType::West
for leftward direction.GamepadButtonType::East
for rightward direction.
sourcepub const fn new(
up: GamepadButtonType,
down: GamepadButtonType,
left: GamepadButtonType,
right: GamepadButtonType,
) -> Self
pub const fn new( up: GamepadButtonType, down: GamepadButtonType, left: GamepadButtonType, right: GamepadButtonType, ) -> Self
Creates a new GamepadVirtualDPad
with four given GamepadButtonType
s.
Each button represents a specific direction (up, down, left, right).
Trait Implementations§
source§impl Clone for GamepadVirtualDPad
impl Clone for GamepadVirtualDPad
source§fn clone(&self) -> GamepadVirtualDPad
fn clone(&self) -> GamepadVirtualDPad
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for GamepadVirtualDPad
impl Debug for GamepadVirtualDPad
source§impl<'de> Deserialize<'de> for GamepadVirtualDPad
impl<'de> Deserialize<'de> for GamepadVirtualDPad
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl DualAxislike for GamepadVirtualDPad
impl DualAxislike for GamepadVirtualDPad
source§fn axis_pair(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> Vec2
fn axis_pair(&self, input_store: &CentralInputStore, gamepad: Gamepad) -> Vec2
Retrieves the current X and Y values of this D-pad after processing by the associated processors.
source§impl FromReflect for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>,
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl Hash for GamepadVirtualDPad
impl Hash for GamepadVirtualDPad
source§impl PartialEq for GamepadVirtualDPad
impl PartialEq for GamepadVirtualDPad
source§impl Reflect for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Reflect for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
.source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Self>) -> ReflectOwned
fn reflect_owned(self: Box<Self>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
source§fn apply(&mut self, value: &(dyn Reflect + 'static))
fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl<'de> RegisterTypeTag<'de, dyn DualAxislike> for GamepadVirtualDPad
impl<'de> RegisterTypeTag<'de, dyn DualAxislike> for GamepadVirtualDPad
source§fn register_typetag(registry: &mut InfallibleMapRegistry<dyn DualAxislike>)
fn register_typetag(registry: &mut InfallibleMapRegistry<dyn DualAxislike>)
InfallibleMapRegistry
.source§impl Serialize for GamepadVirtualDPad
impl Serialize for GamepadVirtualDPad
source§impl Struct for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Struct for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for GamepadVirtualDPad
impl TypePath for GamepadVirtualDPad
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
impl Typed for GamepadVirtualDPadwhere
Self: Any + Send + Sync,
GamepadButtonType: FromReflect + TypePath + RegisterForReflection,
Vec<DualAxisProcessor>: FromReflect + TypePath + RegisterForReflection,
source§impl UserInput for GamepadVirtualDPad
impl UserInput for GamepadVirtualDPad
source§fn kind(&self) -> InputControlKind
fn kind(&self) -> InputControlKind
GamepadVirtualDPad
acts as a dual-axis input.
source§fn decompose(&self) -> BasicInputs
fn decompose(&self) -> BasicInputs
Returns the four GamepadButtonType
s used by this D-pad.
source§impl WithDualAxisProcessingPipelineExt for GamepadVirtualDPad
impl WithDualAxisProcessingPipelineExt for GamepadVirtualDPad
source§fn reset_processing_pipeline(self) -> Self
fn reset_processing_pipeline(self) -> Self
source§fn replace_processing_pipeline(
self,
processor: impl IntoIterator<Item = DualAxisProcessor>,
) -> Self
fn replace_processing_pipeline( self, processor: impl IntoIterator<Item = DualAxisProcessor>, ) -> Self
DualAxisProcessor
s.source§fn with_processor(self, processor: impl Into<DualAxisProcessor>) -> Self
fn with_processor(self, processor: impl Into<DualAxisProcessor>) -> Self
DualAxisProcessor
as the next processing step.source§fn digital(self) -> Self
fn digital(self) -> Self
DualAxisProcessor::Digital
processor as the next processing step,
similar to Vec2::signum
but returning 0.0
for zero values.source§fn inverted(self) -> Self
fn inverted(self) -> Self
DualAxisInverted::ALL
processor as the next processing step,
flipping the sign of values on both axes.source§fn inverted_x(self) -> Self
fn inverted_x(self) -> Self
DualAxisInverted::ONLY_X
processor as the next processing step,
only flipping the sign of the X-axis values.source§fn inverted_y(self) -> Self
fn inverted_y(self) -> Self
DualAxisInverted::ONLY_Y
processor as the next processing step,
only flipping the sign of the Y-axis values.source§fn sensitivity(self, sensitivity: f32) -> Self
fn sensitivity(self, sensitivity: f32) -> Self
DualAxisSensitivity
processor as the next processing step,
multiplying values on both axes with the given sensitivity factor.source§fn sensitivity_x(self, sensitivity: f32) -> Self
fn sensitivity_x(self, sensitivity: f32) -> Self
DualAxisSensitivity
processor as the next processing step,
only multiplying the X-axis values with the given sensitivity factor.source§fn sensitivity_y(self, sensitivity: f32) -> Self
fn sensitivity_y(self, sensitivity: f32) -> Self
DualAxisSensitivity
processor as the next processing step,
only multiplying the Y-axis values with the given sensitivity factor.source§fn with_bounds(self, min: f32, max: f32) -> Self
fn with_bounds(self, min: f32, max: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values within the same range [min, max]
on both axes.source§fn with_bounds_symmetric(self, threshold: f32) -> Self
fn with_bounds_symmetric(self, threshold: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values within the same range [-threshold, threshold]
on both axes.source§fn with_bounds_x(self, min: f32, max: f32) -> Self
fn with_bounds_x(self, min: f32, max: f32) -> Self
DualAxisBounds
processor as the next processing step,
only restricting values within the range [min, max]
on the X-axis.source§fn with_bounds_x_symmetric(self, threshold: f32) -> Self
fn with_bounds_x_symmetric(self, threshold: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values within the range [-threshold, threshold]
on the X-axis.source§fn with_bounds_y(self, min: f32, max: f32) -> Self
fn with_bounds_y(self, min: f32, max: f32) -> Self
DualAxisBounds
processor as the next processing step,
only restricting values within the range [min, max]
on the Y-axis.source§fn with_bounds_y_symmetric(self, threshold: f32) -> Self
fn with_bounds_y_symmetric(self, threshold: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values within the range [-threshold, threshold]
on the Y-axis.source§fn at_least(self, min: f32) -> Self
fn at_least(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values to a minimum value on both axes.source§fn at_least_only_x(self, min: f32) -> Self
fn at_least_only_x(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting X values to a minimum value.source§fn at_least_only_y(self, min: f32) -> Self
fn at_least_only_y(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting Y values to a minimum value.source§fn at_most(self, min: f32) -> Self
fn at_most(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting values to a maximum value on both axes.source§fn at_most_only_x(self, min: f32) -> Self
fn at_most_only_x(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting X values to a maximum value.source§fn at_most_only_y(self, min: f32) -> Self
fn at_most_only_y(self, min: f32) -> Self
DualAxisBounds
processor as the next processing step,
restricting Y values to a maximum value.source§fn with_circle_bounds(self, max: f32) -> Self
fn with_circle_bounds(self, max: f32) -> Self
CircleBounds
processor as the next processing step,
restricting values to a max
magnitude. Read moresource§fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone(self, negative_max: f32, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the dead zone range [negative_max, positive_min]
on both axes,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the DualAxisBounds::symmetric_all(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_symmetric(self, threshold: f32) -> Self
fn with_deadzone_symmetric(self, threshold: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the dead zone range [-threshold, threshold]
on both axes,
treating them as zeros, then normalizing non-excluded input values into the “live zone”,
the remaining range within the DualAxisBounds::symmetric_all(1.0)
after dead zone exclusion. Read moresource§fn only_positive(self, positive_min: f32) -> Self
fn only_positive(self, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only passing positive values that greater than positive_min
on both axes
and then normalizing them into the “live zone” range [positive_min, 1.0]
. Read moresource§fn only_negative(self, negative_max: f32) -> Self
fn only_negative(self, negative_max: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only passing negative values that less than negative_max
on both axes
and then normalizing them into the “live zone” range [-1.0, negative_max]
. Read moresource§fn with_deadzone_x(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_x(self, negative_max: f32, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the range [negative_max, positive_min]
on the X-axis,
treating them as zeros, then normalizing non-excluded X values into the “live zone”,
the remaining range within the AxisBounds::symmetric(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_x_symmetric(self, threshold: f32) -> Self
fn with_deadzone_x_symmetric(self, threshold: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the range [-threshold, threshold]
on the X-axis,
treating them as zeros, then normalizing non-excluded X values into the “live zone”,
the remaining range within the AxisBounds::symmetric(1.0)
after dead zone exclusion. Read moresource§fn only_positive_x(self, positive_min: f32) -> Self
fn only_positive_x(self, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only excluding X values that less than or equal to positive_min
, treating them as zeros
and then normalizing non-excluded X values into the “live zone” range [positive_min, 1.0]
. Read moresource§fn only_negative_x(self, negative_max: f32) -> Self
fn only_negative_x(self, negative_max: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only excluding X values that greater than or equal to negative_max
, treating them as zeros
and then normalizing non-excluded X values into the “live zone” range [-1.0, negative_max]
. Read moresource§fn with_deadzone_y(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_y(self, negative_max: f32, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the range [negative_max, positive_min]
on the Y-axis,
treating them as zeros, then normalizing non-excluded Y values into the “live zone”,
the remaining range within the AxisBounds::symmetric(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_y_symmetric(self, threshold: f32) -> Self
fn with_deadzone_y_symmetric(self, threshold: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
excluding values within the range [-threshold, threshold]
on the Y-axis,
treating them as zeros, then normalizing non-excluded Y values into the “live zone”,
the remaining range within the AxisBounds::symmetric(1.0)
after dead zone exclusion. Read moresource§fn only_positive_y(self, positive_min: f32) -> Self
fn only_positive_y(self, positive_min: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only excluding Y values that less than or equal to positive_min
, treating them as zeros
and then normalizing non-excluded Y values into the range [positive_min, 1.0]
. Read moresource§fn only_negative_y(self, negative_max: f32) -> Self
fn only_negative_y(self, negative_max: f32) -> Self
DualAxisDeadZone
processor as the next processing step,
only excluding Y values that greater than or equal to negative_max
, treating them as zeros
and then normalizing non-excluded Y values into the range [-1.0, negative_max]
. Read moresource§fn with_circle_deadzone(self, min: f32) -> Self
fn with_circle_deadzone(self, min: f32) -> Self
CircleDeadZone
processor as the next processing step,
ignoring values below a min
magnitude, treating them as zeros,
then normalizing non-excluded input values into the “live zone”,
the remaining range within the CircleBounds::new(1.0)
after dead zone exclusion. Read moresource§fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_unscaled(self, negative_max: f32, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
ignoring values within the range [negative_max, positive_min]
on both axes,
treating them as zeros. Read moresource§fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
fn with_deadzone_symmetric_unscaled(self, threshold: f32) -> Self
DualAxisExclusion
processor as the next processing step,
ignoring values within the range [-threshold, threshold]
on both axes,
treating them as zeros. Read moresource§fn only_positive_unscaled(self, positive_min: f32) -> Self
fn only_positive_unscaled(self, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only passing positive values that greater than positive_min
on both axes,
treating them as zeros. Read moresource§fn only_negative_unscaled(self, negative_max: f32) -> Self
fn only_negative_unscaled(self, negative_max: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only passing negative values that less than negative_max
on both axes,
treating them as zeros. Read moresource§fn with_deadzone_x_unscaled(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_x_unscaled(self, negative_max: f32, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only ignoring values within the range [negative_max, positive_min]
on the X-axis,
treating them as zeros. Read moresource§fn with_deadzone_x_symmetric_unscaled(self, threshold: f32) -> Self
fn with_deadzone_x_symmetric_unscaled(self, threshold: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only ignoring values within the range [-threshold, threshold]
on the X-axis,
treating them as zeros. Read moresource§fn only_positive_x_unscaled(self, positive_min: f32) -> Self
fn only_positive_x_unscaled(self, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only excluding X values that less than or equal to positive_min
,
treating them as zeros. Read moresource§fn only_negative_x_unscaled(self, negative_max: f32) -> Self
fn only_negative_x_unscaled(self, negative_max: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only excluding X values that greater than or equal to negative_max
,
treating them as zeros. Read moresource§fn with_deadzone_y_unscaled(self, negative_max: f32, positive_min: f32) -> Self
fn with_deadzone_y_unscaled(self, negative_max: f32, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only ignoring values within the range [negative_max, positive_min]
on the Y-axis,
treating them as zeros. Read moresource§fn with_deadzone_y_symmetric_unscaled(self, threshold: f32) -> Self
fn with_deadzone_y_symmetric_unscaled(self, threshold: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only ignoring values within the range [-threshold, threshold]
on the Y-axis,
treating them as zeros. Read moresource§fn only_positive_y_unscaled(self, positive_min: f32) -> Self
fn only_positive_y_unscaled(self, positive_min: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only excluding Y values that less than or equal to positive_min
,
treating them as zeros. Read moresource§fn only_negative_y_unscaled(self, negative_max: f32) -> Self
fn only_negative_y_unscaled(self, negative_max: f32) -> Self
DualAxisExclusion
processor as the next processing step,
only excluding Y values that greater than or equal to negative_max
,
treating them as zeros. Read moresource§fn with_circle_deadzone_unscaled(self, min: f32) -> Self
fn with_circle_deadzone_unscaled(self, min: f32) -> Self
CircleExclusion
processor as the next processing step,
ignoring values below a min
magnitude, treating them as zeros. Read moreimpl Eq for GamepadVirtualDPad
impl StructuralPartialEq for GamepadVirtualDPad
Auto Trait Implementations§
impl Freeze for GamepadVirtualDPad
impl !RefUnwindSafe for GamepadVirtualDPad
impl Send for GamepadVirtualDPad
impl Sync for GamepadVirtualDPad
impl Unpin for GamepadVirtualDPad
impl !UnwindSafe for GamepadVirtualDPad
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> CloneToUninit for Twhere
T: Clone,
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T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
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