pub fn resolve_gamepad_axis(
        &self,
        axis: impl Into<GamepadAxis>,
        position: f32,
    ) -> Option<InputEvent<Axes, Buttons>> {
        match self.bindings.get(&InputType::GamepadAxis(axis.into()))? {
            InputEffect::Axis(axis, direction) => {
                Some(InputEvent::Axis(axis.clone(), direction.sign() * position))
            }
            InputEffect::Button(button, direction) => Some(InputEvent::Button {
                button: button.clone(),
                state: (direction.sign() * position).is_sign_positive(),
                repeat: false,
            }),
        }
    }
/// Convert a physical gamepad axis input into a logical input.
Convert a physical gamepad axis input into a logical input.
Convert a physical gamepad axis input into a logical input .
pub fn resolve_gamepad_axis(
        &self,
        axis: impl Into<GamepadAxis>,
        position: f32,
    ) -> Option<InputEvent<Axes, Buttons>> {
        match self.bindings.get(&InputType::GamepadAxis(axis.into()))? {
            InputEffect::Axis(axis, direction) => {
                Some(InputEvent::Axis(axis.clone(), direction.sign() * position))
            }
            InputEffect::Button(button, direction) => Some(InputEvent::Button {
                button: button.clone(),
                state: (direction.sign() * position).is_sign_positive(),
                repeat: false,
            }),
        }
    }
pub fn resolve_gamepad_axis ( & self , axis : impl Into < GamepadAxis > , position : f32 , ) -> Option < InputEvent < Axes , Buttons > > { match self . bindings . get ( & InputType :: GamepadAxis ( axis . into ( ) ) ) ? { InputEffect :: Axis ( axis , direction ) => { Some ( InputEvent :: Axis ( axis . clone ( ) , direction . sign ( ) * position ) ) } InputEffect :: Button ( button , direction ) => Some ( InputEvent :: Button { button : button . clone ( ) , state : ( direction . sign ( ) * position ) . is_sign_positive ( ) , repeat : false , } ) , } }
Convert a physical gamepad axis input into a logical input.
Convert a physical gamepad axis input into a logical input .
&self
axis
impl Into<GamepadAxis>
position
f32
&self
axis
impl Into<GamepadAxis>
position
f32