Struct gilrs::gamepad::GilrsBuilder

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pub struct GilrsBuilder {
    mappings: MappingDb,
    default_filters: bool,
    axis_to_btn_pressed: f32,
    axis_to_btn_released: f32,
    update_state: bool,
    env_mappings: bool,
    included_mappings: bool,
}
Expand description

Allow to create Gilrs with customized behaviour.

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§mappings: MappingDb§default_filters: bool§axis_to_btn_pressed: f32§axis_to_btn_released: f32§update_state: bool§env_mappings: bool§included_mappings: bool

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impl GilrsBuilder

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pub fn new() -> Self

Create builder with default settings. Use build() to create Gilrs.

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pub fn with_default_filters(self, default_filters: bool) -> Self

If true, use axis_dpad_to_button, Jitter and deadzone filters with default parameters. Defaults to true.

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pub fn add_mappings(self, mappings: &str) -> Self

Adds SDL mappings.

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pub fn add_env_mappings(self, env_mappings: bool) -> Self

If true, will add SDL mappings from SDL_GAMECONTROLLERCONFIG environment variable. Defaults to true.

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pub fn add_included_mappings(self, included_mappings: bool) -> Self

If true, will add SDL mappings included from https://github.com/gabomdq/SDL_GameControllerDB. Defaults to true.

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pub fn set_axis_to_btn(self, pressed: f32, released: f32) -> Self

Sets values on which ButtonPressed and ButtonReleased events will be emitted. build() will return error if pressed ≤ released or if one of values is outside [0.0, 1.0].

Defaults to 0.75 for pressed and 0.65 for released.

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pub fn set_update_state(self, enabled: bool) -> Self

Disable or enable automatic state updates. You should use this if you use custom filters; in this case you have to update state manually anyway.

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pub fn build(self) -> Result<Gilrs, Error>

Creates Gilrs.

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impl Default for GilrsBuilder

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fn default() -> Self

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

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