diff --git a/Source/Engine/Input/Enums.h b/Source/Engine/Input/Enums.h
index 4c96f715f..82498f500 100644
--- a/Source/Engine/Input/Enums.h
+++ b/Source/Engine/Input/Enums.h
@@ -266,7 +266,7 @@ API_ENUM() enum class InputActionMode
///
/// The input action event phases.
///
-API_ENUM() enum class InputActionPhase
+API_ENUM() enum class InputActionState
{
///
/// The key/button is not assigned.
diff --git a/Source/Engine/Input/Input.cpp b/Source/Engine/Input/Input.cpp
index 2f45a4a16..b22efa4fc 100644
--- a/Source/Engine/Input/Input.cpp
+++ b/Source/Engine/Input/Input.cpp
@@ -29,13 +29,13 @@ struct ActionData
{
bool Active;
uint64 FrameIndex;
- InputActionPhase Phase;
+ InputActionState Phase;
ActionData()
{
Active = false;
FrameIndex = 0;
- Phase = InputActionPhase::Waiting;
+ Phase = InputActionState::Waiting;
}
};
@@ -599,14 +599,14 @@ bool Input::GetAction(const StringView& name)
return e ? e->Active : false;
}
-InputActionPhase Input::GetActionPhase(const StringView& name)
+InputActionState Input::GetActionState(const StringView& name)
{
const auto e = Actions.TryGet(name);
if (e != nullptr)
{
return e->Phase;
}
- return InputActionPhase::None;
+ return InputActionState::None;
}
float Input::GetAxis(const StringView& name)
@@ -818,7 +818,7 @@ void InputService::Update()
ActionData& data = Actions[name];
data.Active = false;
- data.Phase = InputActionPhase::Waiting;
+ data.Phase = InputActionState::Waiting;
// Mark as updated in this frame
data.FrameIndex = frame;
@@ -845,15 +845,15 @@ void InputService::Update()
if (Input::GetKeyDown(config.Key) || Input::GetMouseButtonDown(config.MouseButton) || Input::GetGamepadButtonDown(config.Gamepad, config.GamepadButton))
{
- data.Phase = InputActionPhase::Press;
+ data.Phase = InputActionState::Press;
}
else if (Input::GetKey(config.Key) || Input::GetMouseButton(config.MouseButton) || Input::GetGamepadButton(config.Gamepad, config.GamepadButton))
{
- data.Phase = InputActionPhase::Pressing;
+ data.Phase = InputActionState::Pressing;
}
else if (Input::GetKeyUp(config.Key) || Input::GetMouseButtonUp(config.MouseButton) || Input::GetGamepadButtonUp(config.Gamepad, config.GamepadButton))
{
- data.Phase = InputActionPhase::Release;
+ data.Phase = InputActionState::Release;
}
data.Active |= isActive;
diff --git a/Source/Engine/Input/Input.h b/Source/Engine/Input/Input.h
index 35f3dac32..1fcb352ea 100644
--- a/Source/Engine/Input/Input.h
+++ b/Source/Engine/Input/Input.h
@@ -315,7 +315,7 @@ public:
/// The action name.
/// A InputActionPhase determining the current phase of the Action (e.g If it was just pressed, is being held or just released).
///
- API_FUNCTION() static InputActionPhase GetActionPhase(const StringView& name);
+ API_FUNCTION() static InputActionState GetActionState(const StringView& name);
///
/// Gets the value of the virtual axis identified by name. Use to get the current config.