pub fn resolve_gamepad_button(
        &self,
        button: impl Into<GamepadButton>,
        state: bool,
    ) -> Option<InputEvent<Axes, Buttons>> {
        Some(
            self.bindings
                .get(&InputType::GamepadButton(button.into()))?
                .clone()
                .to_event_with_button_state(state),
        )
    }
/// Convert a physical gamepad input into a logical input.
Convert a physical gamepad input into a logical input.
Convert a physical gamepad input into a logical input .
pub fn resolve_gamepad_button(
        &self,
        button: impl Into<GamepadButton>,
        state: bool,
    ) -> Option<InputEvent<Axes, Buttons>> {
        Some(
            self.bindings
                .get(&InputType::GamepadButton(button.into()))?
                .clone()
                .to_event_with_button_state(state),
        )
    }
pub fn resolve_gamepad_button ( & self , button : impl Into < GamepadButton > , state : bool , ) -> Option < InputEvent < Axes , Buttons > > { Some ( self . bindings . get ( & InputType :: GamepadButton ( button . into ( ) ) ) ? . clone ( ) . to_event_with_button_state ( state ) , ) }
Convert a physical gamepad input into a logical input.
Convert a physical gamepad input into a logical input .
&self
button
impl Into<GamepadButton>
state
bool
&self
button
impl Into<GamepadButton>
state
bool