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@@ -29,13 +29,13 @@ struct ActionData
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{
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{
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bool Active;
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bool Active;
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uint64 FrameIndex;
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uint64 FrameIndex;
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InputActionState Phase;
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InputActionState State;
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ActionData()
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ActionData()
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{
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{
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Active = false;
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Active = false;
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FrameIndex = 0;
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FrameIndex = 0;
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Phase = InputActionState::Waiting;
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State = InputActionState::Waiting;
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}
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}
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};
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};
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@@ -604,7 +604,7 @@ InputActionState Input::GetActionState(const StringView& name)
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const auto e = Actions.TryGet(name);
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const auto e = Actions.TryGet(name);
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if (e != nullptr)
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if (e != nullptr)
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{
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{
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return e->Phase;
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return e->State;
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}
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}
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return InputActionState::None;
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return InputActionState::None;
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}
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}
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@@ -818,7 +818,7 @@ void InputService::Update()
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ActionData& data = Actions[name];
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ActionData& data = Actions[name];
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data.Active = false;
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data.Active = false;
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data.Phase = InputActionState::Waiting;
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data.State = InputActionState::Waiting;
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// Mark as updated in this frame
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// Mark as updated in this frame
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data.FrameIndex = 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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if (Input::GetKeyDown(config.Key) || Input::GetMouseButtonDown(config.MouseButton) || Input::GetGamepadButtonDown(config.Gamepad, config.GamepadButton))
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{
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{
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data.Phase = InputActionState::Press;
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data.State = InputActionState::Press;
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}
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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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else if (Input::GetKey(config.Key) || Input::GetMouseButton(config.MouseButton) || Input::GetGamepadButton(config.Gamepad, config.GamepadButton))
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{
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{
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data.Phase = InputActionState::Pressing;
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data.State = InputActionState::Pressing;
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}
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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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else if (Input::GetKeyUp(config.Key) || Input::GetMouseButtonUp(config.MouseButton) || Input::GetGamepadButtonUp(config.Gamepad, config.GamepadButton))
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{
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{
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data.Phase = InputActionState::Release;
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data.State = InputActionState::Release;
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}
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}
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data.Active |= isActive;
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data.Active |= isActive;
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