Fix doc_markdown
lints in bevy_input
(#3475)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time. This PR fixes lints in the `bevy_input` crate.
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@ -8,9 +8,9 @@ use bevy_utils::{tracing::info, HashMap, HashSet};
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pub struct Gamepad(pub usize);
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#[derive(Default)]
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/// Container of unique connected [Gamepad]s
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/// Container of unique connected [`Gamepad`]s
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///
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/// [Gamepad]s are registered and deregistered in [gamepad_connection_system]
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/// [`Gamepad`]s are registered and deregistered in [`gamepad_connection_system`]
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pub struct Gamepads {
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gamepads: HashSet<Gamepad>,
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}
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@ -10,7 +10,7 @@ pub struct KeyboardInput {
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pub state: ElementState,
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}
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/// Updates the Input<KeyCode> resource with the latest KeyboardInput events
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/// Updates the `Input<KeyCode>` resource with the latest `KeyboardInput` events
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pub fn keyboard_input_system(
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mut keyboard_input: ResMut<Input<KeyCode>>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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@ -41,7 +41,7 @@ pub struct MouseWheel {
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pub y: f32,
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}
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/// Updates the Input<MouseButton> resource with the latest MouseButtonInput events
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/// Updates the `Input<MouseButton>` resource with the latest `MouseButtonInput` events
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pub fn mouse_button_input_system(
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mut mouse_button_input: ResMut<Input<MouseButton>>,
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mut mouse_button_input_events: EventReader<MouseButtonInput>,
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@ -5,7 +5,7 @@ use crate::{
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use bevy_app::AppExit;
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use bevy_ecs::prelude::{EventReader, EventWriter};
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/// Sends the AppExit event whenever the "esc" key is pressed.
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/// Sends the `AppExit` event whenever the "esc" key is pressed.
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pub fn exit_on_esc_system(
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mut keyboard_input_events: EventReader<KeyboardInput>,
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mut app_exit_events: EventWriter<AppExit>,
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@ -220,7 +220,7 @@ impl Touches {
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}
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}
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/// Updates the Touches resource with the latest TouchInput events
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/// Updates the `Touches` resource with the latest `TouchInput` events
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pub fn touch_screen_input_system(
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mut touch_state: ResMut<Touches>,
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mut touch_input_events: EventReader<TouchInput>,
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