pub fn clear_input_mode(&mut self, input_mode: Option<InputMode>) -> InputMap<A> {
        let mut cleared_input_map = InputMap {
            associated_gamepad: self.associated_gamepad,
            ..Default::default()
        };

        for ref action in A::iter() {
            if let Some(removed_inputs) = self.clear_action(action, input_mode) {
                // Put back the ones that didn't match
                for input in removed_inputs.iter() {
                    cleared_input_map.insert(action.clone(), input.clone());
                }
            }
        }

        cleared_input_map
    }
/// Clears all inputs that use the supplied `input_mode`
///
/// If `input_mode` is `None`, all inputs will be cleared regardless of input mode.
///
/// For chords, an input will be removed if any of the contained buttons use that input mode.
///
/// Returns the subset of the action map that was removed


For chords, an input will be removed if any of the contained buttons use that input mode.

Returns the subset of the action map that was removed
For chords an input will be removed if any of the contained buttons use that input mode . Returns the subset of the action map that was removed
pub fn clear_input_mode(&mut self, input_mode: Option<InputMode>) -> InputMap<A> {
        let mut cleared_input_map = InputMap {
            associated_gamepad: self.associated_gamepad,
            ..Default::default()
        };
        for ref action in A::iter() {
            if let Some(removed_inputs) = self.clear_action(action, input_mode) {
                // Put back the ones that didn't match
                for input in removed_inputs.iter() {
                    cleared_input_map.insert(action.clone(), input.clone());
                }
            }
        }
        cleared_input_map
    }
pub fn clear_input_mode ( & mut self , input_mode : Option < InputMode > ) -> InputMap < A > { let mut cleared_input_map = InputMap { associated_gamepad : self . associated_gamepad , .. Default :: default ( ) } ; for ref action in A :: iter ( ) { if let Some ( removed_inputs ) = self . clear_action ( action , input_mode ) { // Put back the ones that didn't match for input in removed_inputs . iter ( ) { cleared_input_map . insert ( action . clone ( ) , input . clone ( ) ) ; } } } cleared_input_map }
Clears all inputs that use the supplied `input_mode`
If `input_mode` is `None`, all inputs will be cleared regardless of input mode.
Clears all inputs that use the supplied ` input_mode ` If ` input_mode ` is ` None ` all inputs will be cleared regardless of input mode .
&mut self
input_mode
Option<InputMode>
&mut self
input_mode
Option<InputMode>