Struct gilrs::ev::state::GamepadState

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pub struct GamepadState {
    buttons: FnvHashMap<Code, ButtonData>,
    axes: FnvHashMap<Code, AxisData>,
}
Expand description

Cached gamepad state.

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§buttons: FnvHashMap<Code, ButtonData>§axes: FnvHashMap<Code, AxisData>

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impl GamepadState

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pub(crate) fn new() -> Self

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pub fn is_pressed(&self, btn: Code) -> bool

Returns true if given button is pressed. Returns false if there is no information about btn or it is not pressed.

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pub fn value(&self, el: Code) -> f32

Returns value of el or 0.0 when there is no information about it. el can be either axis or button.

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pub fn buttons(&self) -> ButtonDataIter<'_>

Iterate over buttons data.

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pub fn axes(&self) -> AxisDataIter<'_>

Iterate over axes data.

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pub fn button_data(&self, btn: Code) -> Option<&ButtonData>

Returns button state and when it changed.

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pub fn axis_data(&self, axis: Code) -> Option<&AxisData>

Returns axis state and when it changed.

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pub(crate) fn set_btn_pressed( &mut self, btn: Code, pressed: bool, counter: u64, timestamp: SystemTime, )

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pub(crate) fn set_btn_repeating( &mut self, btn: Code, counter: u64, timestamp: SystemTime, )

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pub(crate) fn set_btn_value( &mut self, btn: Code, value: f32, counter: u64, timestamp: SystemTime, )

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pub(crate) fn update_axis(&mut self, axis: Code, data: AxisData)

Trait Implementations§

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impl Clone for GamepadState

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fn clone(&self) -> GamepadState

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 GamepadState

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

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
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type Error = Infallible

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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.