Added comments / reformat

This commit is contained in:
Olly Rybak
2023-05-11 21:10:40 +10:00
parent f80ded2057
commit 395a72b7d4
3 changed files with 23 additions and 11 deletions
+14 -8
View File
@@ -264,28 +264,34 @@ API_ENUM() enum class InputActionMode
};
/// <summary>
/// The input action event trigger modes.
/// The input action event phases.
/// </summary>
API_ENUM() enum class InputActionPhase
{
/// <summary>
/// The key/button is not assigned.
/// </summary>
None = 0,
/// <summary>
/// The key/button is waiting for input.
/// </summary>
Waiting = 1,
/// <summary>
/// User is pressing the key/button.
/// </summary>
Pressing = 0,
Pressing = 2,
/// <summary>
/// User pressed the key/button (but wasn't pressing it in the previous frame).
/// </summary>
Press = 1,
Press = 3,
/// <summary>
/// User released the key/button (was pressing it in the previous frame).
/// </summary>
Release = 2,
Waiting = 3,
None = 4,
Release = 4,
};
/// <summary>
+8 -2
View File
@@ -25,7 +25,7 @@ struct AxisEvaluation
bool Used;
};
struct ActionData
struct ActionData
{
bool Active;
uint64 FrameIndex;
@@ -35,7 +35,7 @@ struct ActionData
{
Active = false;
FrameIndex = 0;
Phase = InputActionPhase::None;
Phase = InputActionPhase::Waiting;
}
};
@@ -844,11 +844,17 @@ void InputService::Update()
}
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;
}
+1 -1
View File
@@ -313,7 +313,7 @@ public:
/// 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>
/// <returns>A InputActionPhase determining the current phase of the Action (e.g If it was just pressed, is being held or just released).</returns>
/// <seealso cref="ActionMappings"/>
API_FUNCTION() static InputActionPhase GetActionPhase(const StringView& name);