Initial setup

This commit is contained in:
Olly Rybak
2023-05-11 17:30:20 +10:00
parent 0c2c643ea8
commit f80ded2057
4 changed files with 56 additions and 0 deletions

View File

@@ -263,6 +263,31 @@ API_ENUM() enum class InputActionMode
Release = 2,
};
/// <summary>
/// The input action event trigger modes.
/// </summary>
API_ENUM() enum class InputActionPhase
{
/// <summary>
/// User is pressing the key/button.
/// </summary>
Pressing = 0,
/// <summary>
/// User pressed the key/button (but wasn't pressing it in the previous frame).
/// </summary>
Press = 1,
/// <summary>
/// User released the key/button (was pressing it in the previous frame).
/// </summary>
Release = 2,
Waiting = 3,
None = 4,
};
/// <summary>
/// The input gamepad index.
/// </summary>

View File

@@ -29,11 +29,13 @@ struct ActionData
{
bool Active;
uint64 FrameIndex;
InputActionPhase Phase;
ActionData()
{
Active = false;
FrameIndex = 0;
Phase = InputActionPhase::None;
}
};
@@ -597,6 +599,16 @@ bool Input::GetAction(const StringView& name)
return e ? e->Active : false;
}
InputActionPhase Input::GetActionPhase(const StringView& name)
{
const auto e = Actions.TryGet(name);
if (e != nullptr)
{
return e->Phase;
}
return InputActionPhase::None;
}
float Input::GetAxis(const StringView& name)
{
const auto e = Axes.TryGet(name);
@@ -806,6 +818,7 @@ void InputService::Update()
ActionData& data = Actions[name];
data.Active = false;
data.Phase = InputActionPhase::Waiting;
// Mark as updated in this frame
data.FrameIndex = frame;
@@ -830,6 +843,13 @@ void InputService::Update()
isActive = Input::GetKeyUp(config.Key) || Input::GetMouseButtonUp(config.MouseButton) || Input::GetGamepadButtonUp(config.Gamepad, config.GamepadButton);
}
if (Input::GetKeyDown(config.Key) || Input::GetMouseButtonDown(config.MouseButton) || Input::GetGamepadButtonDown(config.Gamepad, config.GamepadButton))
data.Phase = InputActionPhase::Press;
else if (Input::GetKey(config.Key) || Input::GetMouseButton(config.MouseButton) || Input::GetGamepadButton(config.Gamepad, config.GamepadButton))
data.Phase = InputActionPhase::Pressing;
else if (Input::GetKeyUp(config.Key) || Input::GetMouseButtonUp(config.MouseButton) || Input::GetGamepadButtonUp(config.Gamepad, config.GamepadButton))
data.Phase = InputActionPhase::Release;
data.Active |= isActive;
}

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@@ -309,6 +309,14 @@ public:
/// <seealso cref="ActionMappings"/>
API_FUNCTION() static bool GetAction(const StringView& name);
/// <summary>
/// Gets the value of the virtual action identified by name. Use <see cref="ActionMappings"/> to get the current config.
/// </summary>
/// <param name="name">The action name.</param>
/// <returns>True if action has been triggered in the current frame (e.g. button pressed), otherwise false.</returns>
/// <seealso cref="ActionMappings"/>
API_FUNCTION() static InputActionPhase GetActionPhase(const StringView& name);
/// <summary>
/// Gets the value of the virtual axis identified by name. Use <see cref="AxisMappings"/> to get the current config.
/// </summary>

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@@ -48,6 +48,9 @@ API_STRUCT() struct ActionConfig
/// </summary>
API_FIELD(Attributes="EditorOrder(40)")
InputGamepadIndex Gamepad;
API_FIELD(Attributes = "EditorOrder(50)")
InputActionMode Phase;
};
/// <summary>