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Input

Struct Input 

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pub struct Input { /* private fields */ }

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impl Input

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pub fn new(actions: Actions, step_us: u32) -> Self

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pub fn actions(&self) -> &Actions

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pub fn bindings(&self) -> &BindingMap

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pub fn set_bindings(&mut self, map: BindingMap)

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pub fn edit_bindings<R>( &mut self, edit: impl FnOnce(&mut BindingMap, &Actions) -> R, ) -> R

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pub fn set_viewport(&mut self, viewport: Option<Viewport>)

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pub fn step_index(&self) -> u64

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pub fn step_us(&self) -> u32

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pub fn state(&self, id: ActionId) -> ActionState

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pub fn action(&self, name: &str) -> ActionState

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pub fn states(&self) -> &[ActionState]

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pub fn pointer(&self) -> Pointer

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pub fn wheel(&self) -> [f32; 2]

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pub fn active(&self) -> Active

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pub fn last_family(&self) -> Option<Family>

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pub fn pads(&self) -> impl Iterator<Item = (PadId, &PadInfo)>

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pub fn key_held(&self, key: Key) -> bool

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pub fn mouse_held(&self, button: MouseButton) -> bool

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pub fn mouse_outside(&self, button: MouseButton) -> bool

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pub fn feed(&mut self, event: InputEvent)

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pub fn step(&mut self) -> Step

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pub fn update(&mut self, backend: &mut impl Backend) -> Step

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pub fn prompt(&self, name: &str) -> Vec<Control>

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pub fn prompt_family(&self) -> Family

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pub fn glyph_style(&self) -> GlyphStyle

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pub fn rumble_intensity(&self) -> u8

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pub fn set_rumble_intensity(&mut self, percent: u8)

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pub fn rumble(&mut self, rumble: Rumble) -> bool

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pub fn rumble_pad(&mut self, pad: PadId, rumble: Rumble) -> bool

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pub fn start_recording(&mut self)

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pub fn begin_replay(&mut self, recording: &Recording)

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pub fn stop_recording(&mut self) -> Option<Recording>

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pub fn recording(&self) -> Option<&Recording>

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pub fn is_recording(&self) -> bool

Auto Trait Implementations§

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impl Freeze for Input

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impl RefUnwindSafe for Input

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impl Send for Input

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impl Sync for Input

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impl Unpin for Input

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impl UnsafeUnpin for Input

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impl UnwindSafe for Input

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

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