struct SActionInput { EActionInputDevice inputDevice; TActionInputString input; TActionInputString defaultInput; SActionInputBlockData inputBlockData; uint32 inputCRC; float fPressedTime; float fPressTriggerDelay; float fPressTriggerDelayRepeatOverride; float fLastRepeatTime; float fAnalogCompareVal; float fHoldTriggerDelay; float fCurrentHoldValue; float fReleaseTriggerThreshold; float fHoldRepeatDelay; float fHoldTriggerDelayRepeatOverride; int activationMode; int iPressDelayPriority; EInputState currentState; EActionAnalogCompareOperation analogCompareOp; bool bHoldTriggerFired; bool bAnalogConditionFulfilled; };
IActionMapManager.h
int activationMode;
EActionAnalogCompareOperation analogCompareOp;
bool bAnalogConditionFulfilled;
bool bHoldTriggerFired;
EInputState currentState;
TActionInputString defaultInput;
float fAnalogCompareVal;
float fCurrentHoldValue;
A normalized amount for the current hold before triggering at the hold delay. Is 1 when hold is hit, & it does not reset when repeating
float fHoldRepeatDelay;
float fHoldTriggerDelay;
float fHoldTriggerDelayRepeatOverride;
float fLastRepeatTime;
float fPressedTime;
float fPressTriggerDelay;
float fPressTriggerDelayRepeatOverride;
float fReleaseTriggerThreshold;
TActionInputString input;
SActionInputBlockData inputBlockData;
uint32 inputCRC;
EActionInputDevice inputDevice;
int iPressDelayPriority;
If priority is higher than the current
void GetMemoryUsage(ICrySizer * pSizer) const;
SActionInput();