Change input event to trigger different input states.

This commit is contained in:
Chandler Cox
2023-09-26 08:35:10 -05:00
parent a672f6aa6b
commit ea1da0481f
3 changed files with 35 additions and 10 deletions

View File

@@ -16,14 +16,24 @@ namespace FlaxEngine
public string Name;
/// <summary>
/// Returns true if the event has been triggered during the current frame (e.g. user pressed a key). Use <see cref="Triggered"/> to catch events without active waiting.
/// Returns true if the event has been triggered during the current frame (e.g. user pressed a key). Use <see cref="Pressed"/>, <see cref="Pressing"/>, <see cref="Released"/> to catch events without active waiting.
/// </summary>
public bool Active => Input.GetAction(Name);
/// <summary>
/// Occurs when event is triggered (e.g. user pressed a key). Called before scripts update.
/// Occurs when event is pressed (e.g. user pressed a key). Called before scripts update.
/// </summary>
public event Action Triggered;
public event Action Pressed;
/// <summary>
/// Occurs when event is being pressing (e.g. user pressing a key). Called before scripts update.
/// </summary>
public event Action Pressing;
/// <summary>
/// Occurs when event is released (e.g. user releases a key). Called before scripts update.
/// </summary>
public event Action Released;
/// <summary>
/// Initializes a new instance of the <see cref="InputEvent"/> class.
@@ -51,10 +61,25 @@ namespace FlaxEngine
Input.ActionTriggered -= Handler;
}
private void Handler(string name)
private void Handler(string name, InputActionState state)
{
if (string.Equals(name, Name, StringComparison.OrdinalIgnoreCase))
Triggered?.Invoke();
if (!string.Equals(name, Name, StringComparison.OrdinalIgnoreCase))
return;
switch (state)
{
case InputActionState.None: break;
case InputActionState.Waiting: break;
case InputActionState.Pressing:
Pressing?.Invoke();
break;
case InputActionState.Press:
Pressed?.Invoke();
break;
case InputActionState.Release:
Released?.Invoke();
break;
default: break;
}
}
/// <summary>

View File

@@ -97,7 +97,7 @@ Action Input::MouseLeave;
Delegate<const Float2&, int32> Input::TouchDown;
Delegate<const Float2&, int32> Input::TouchMove;
Delegate<const Float2&, int32> Input::TouchUp;
Delegate<StringView> Input::ActionTriggered;
Delegate<StringView, const InputActionState&> Input::ActionTriggered;
Array<ActionConfig> Input::ActionMappings;
Array<AxisConfig> Input::AxisMappings;
@@ -1022,9 +1022,9 @@ void InputService::Update()
{
for (auto i = Actions.Begin(); i.IsNotEnd(); ++i)
{
if (i->Value.Active)
if (i->Value.State != InputActionState::Waiting)
{
Input::ActionTriggered(i->Key);
Input::ActionTriggered(i->Key, i->Value.State);
}
}
}

View File

@@ -293,7 +293,7 @@ public:
/// Event fired when virtual input action is triggered. Called before scripts update. See <see cref="ActionMappings"/> to edit configuration.
/// </summary>
/// <seealso cref="InputEvent"/>
API_EVENT() static Delegate<StringView> ActionTriggered;
API_EVENT() static Delegate<StringView, const InputActionState&> ActionTriggered;
/// <summary>
/// Gets the value of the virtual action identified by name. Use <see cref="ActionMappings"/> to get the current config.