Rename Phase > State
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@@ -266,7 +266,7 @@ API_ENUM() enum class InputActionMode
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/// <summary>
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/// The input action event phases.
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/// </summary>
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API_ENUM() enum class InputActionPhase
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API_ENUM() enum class InputActionState
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{
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/// <summary>
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/// The key/button is not assigned.
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@@ -29,13 +29,13 @@ struct ActionData
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{
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bool Active;
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uint64 FrameIndex;
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InputActionPhase Phase;
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InputActionState Phase;
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ActionData()
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{
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Active = false;
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FrameIndex = 0;
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Phase = InputActionPhase::Waiting;
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Phase = InputActionState::Waiting;
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}
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};
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@@ -599,14 +599,14 @@ bool Input::GetAction(const StringView& name)
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return e ? e->Active : false;
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}
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InputActionPhase Input::GetActionPhase(const StringView& name)
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InputActionState Input::GetActionState(const StringView& name)
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{
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const auto e = Actions.TryGet(name);
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if (e != nullptr)
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{
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return e->Phase;
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}
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return InputActionPhase::None;
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return InputActionState::None;
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}
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float Input::GetAxis(const StringView& name)
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@@ -818,7 +818,7 @@ void InputService::Update()
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ActionData& data = Actions[name];
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data.Active = false;
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data.Phase = InputActionPhase::Waiting;
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data.Phase = InputActionState::Waiting;
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// Mark as updated in this frame
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data.FrameIndex = frame;
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@@ -845,15 +845,15 @@ void InputService::Update()
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if (Input::GetKeyDown(config.Key) || Input::GetMouseButtonDown(config.MouseButton) || Input::GetGamepadButtonDown(config.Gamepad, config.GamepadButton))
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{
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data.Phase = InputActionPhase::Press;
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data.Phase = InputActionState::Press;
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}
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else if (Input::GetKey(config.Key) || Input::GetMouseButton(config.MouseButton) || Input::GetGamepadButton(config.Gamepad, config.GamepadButton))
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{
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data.Phase = InputActionPhase::Pressing;
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data.Phase = InputActionState::Pressing;
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}
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else if (Input::GetKeyUp(config.Key) || Input::GetMouseButtonUp(config.MouseButton) || Input::GetGamepadButtonUp(config.Gamepad, config.GamepadButton))
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{
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data.Phase = InputActionPhase::Release;
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data.Phase = InputActionState::Release;
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}
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data.Active |= isActive;
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@@ -315,7 +315,7 @@ public:
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/// <param name="name">The action name.</param>
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/// <returns>A InputActionPhase determining the current phase of the Action (e.g If it was just pressed, is being held or just released).</returns>
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/// <seealso cref="ActionMappings"/>
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API_FUNCTION() static InputActionPhase GetActionPhase(const StringView& name);
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API_FUNCTION() static InputActionState GetActionState(const StringView& name);
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/// <summary>
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/// Gets the value of the virtual axis identified by name. Use <see cref="AxisMappings"/> to get the current config.
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