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ludus::input::ActionState

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Struct

The current value and per-step edge flags for one action.
Button: Value is 1 when active, else 0. Pressed is a false->true aggregate transition within the step; Released is true->false. Axis1D: Value is the final aggregate (-1/0/+1); Pressed/Released mean inactive<->active where active is nonzero. A +1 to -1 change without an intervening zero changes Value but is NOT a new Pressed. Cancelled marks an action that a reset/map-replace cancelled; it can coexist with a fresh Pressed later in the same step and does NOT fabricate a Released. Flags are OR-accumulated over the step.

Declared in modules/input/include/ludus/input/actions.h

#include <ludus/input/actions.h>
struct ludus::input::ActionState final

Fields

Kind

ActionKind ludus::input::ActionState::Kind = ActionKind::Button

Related types: ActionKind

Declared in modules/input/include/ludus/input/actions.h

Value

float32 ludus::input::ActionState::Value = 0.0F

Related types: float32

Declared in modules/input/include/ludus/input/actions.h

Pressed

bool ludus::input::ActionState::Pressed = false

Declared in modules/input/include/ludus/input/actions.h

Released

bool ludus::input::ActionState::Released = false

Declared in modules/input/include/ludus/input/actions.h

Cancelled

bool ludus::input::ActionState::Cancelled = false

Declared in modules/input/include/ludus/input/actions.h