pub fn update(&mut self, dt: f32) {
        for (_axis, axis_status) in self.axes.iter_mut() {
            if axis_status.direction != 0.0 {
                // Accelerate the axis towards the input'ed direction.
                let vel = axis_status.acceleration * dt;
                let pending_position = axis_status.position
                    + if axis_status.direction > 0.0 {
                        vel
                    } else {
                        -vel
                    };

                let abs_direction = axis_status.direction.abs();
                axis_status.position = pending_position.clamp(-abs_direction, abs_direction);
            } else {
                // Gravitate back towards 0.
                let abs_dx = f32::min(axis_status.gravity * dt, f32::abs(axis_status.position));
                let dx = if axis_status.position > 0.0 {
                    -abs_dx
                } else {
                    abs_dx
                };
                axis_status.position += dx;
            }
        }

        for (_button, button_status) in self.buttons.iter_mut() {
            button_status.pressed_last_frame = button_status.pressed;
        }

        self.mouse.delta = self.mouse.position - self.mouse.last_position;
        self.mouse.last_position = self.mouse.position;
    }
/// Updates the logical input state based on the actual physical input state.  Should be called
/// in your update() handler. So, it will do things like move the axes and so on.
///
/// This should be called BEFORE any input updates happen on a given frame; it will move any
/// input events before it to the "previous frame" in preparation for a new frame's inputs!
Updates the logical input state based on the actual physical input state.  Should be called
in your update() handler. So, it will do things like move the axes and so on.

This should be called BEFORE any input updates happen on a given frame; it will move any
input events before it to the "previous frame" in preparation for a new frame's inputs!
Updates the logical input state based on the actual physical input state . Should be called in your update () handler . So it will do things like move the axes and so on . This should be called BEFORE any input updates happen on a given frame ; it will move any input events before it to the " previous frame " in preparation for a new frame ' s inputs!
pub fn update(&mut self, dt: f32) {
        for (_axis, axis_status) in self.axes.iter_mut() {
            if axis_status.direction != 0.0 {
                // Accelerate the axis towards the input'ed direction.
                let vel = axis_status.acceleration * dt;
                let pending_position = axis_status.position
                    + if axis_status.direction > 0.0 {
                        vel
                    } else {
                        -vel
                    };
                let abs_direction = axis_status.direction.abs();
                axis_status.position = pending_position.clamp(-abs_direction, abs_direction);
            } else {
                // Gravitate back towards 0.
                let abs_dx = f32::min(axis_status.gravity * dt, f32::abs(axis_status.position));
                let dx = if axis_status.position > 0.0 {
                    -abs_dx
                } else {
                    abs_dx
                };
                axis_status.position += dx;
            }
        }
        for (_button, button_status) in self.buttons.iter_mut() {
            button_status.pressed_last_frame = button_status.pressed;
        }
        self.mouse.delta = self.mouse.position - self.mouse.last_position;
        self.mouse.last_position = self.mouse.position;
    }
pub fn update ( & mut self , dt : f32 ) { for ( _axis , axis_status ) in self . axes . iter_mut ( ) { if axis_status . direction != 0.0 { // Accelerate the axis towards the input'ed direction. let vel = axis_status . acceleration * dt ; let pending_position = axis_status . position + if axis_status . direction > 0.0 { vel } else { - vel } ; let abs_direction = axis_status . direction . abs ( ) ; axis_status . position = pending_position . clamp ( - abs_direction , abs_direction ) ; } else { // Gravitate back towards 0. let abs_dx = f32 :: min ( axis_status . gravity * dt , f32 :: abs ( axis_status . position ) ) ; let dx = if axis_status . position > 0.0 { - abs_dx } else { abs_dx } ; axis_status . position += dx ; } } for ( _button , button_status ) in self . buttons . iter_mut ( ) { button_status . pressed_last_frame = button_status . pressed ; } self . mouse . delta = self . mouse . position - self . mouse . last_position ; self . mouse . last_position = self . mouse . position ; }
Updates the logical input state based on the actual physical input state.
Updates the logical input state based on the actual physical input state .
&mut self
dt
f32
&mut self
dt
f32