leafwing_input_manager/action_state/mod.rs
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//! This module contains [`ActionState`] and its supporting methods and impls.
use crate::input_map::UpdatedValue;
use crate::{action_diff::ActionDiff, input_map::UpdatedActions};
use crate::{Actionlike, InputControlKind};
use bevy::prelude::Resource;
use bevy::reflect::Reflect;
#[cfg(feature = "timing")]
use bevy::utils::Duration;
use bevy::utils::{HashMap, Instant};
use bevy::{ecs::component::Component, prelude::ReflectComponent};
use bevy::{
math::{Vec2, Vec3},
prelude::ReflectResource,
};
use serde::{Deserialize, Serialize};
mod action_data;
pub use action_data::*;
/// Stores the canonical input-method-agnostic representation of the inputs received
///
/// Can be used as either a resource or as a [`Component`] on entities that you wish to control directly from player input.
///
/// # Disabling actions
///
/// Actions can be disabled in four different ways, with increasing granularity:
///
/// 1. By disabling updates to all actions using a run condition on [`InputManagerSystem::Update`](crate::plugin::InputManagerSystem::Update).
/// 2. By disabling updates to all actions of type `A` using a run condition on [`TickActionStateSystem::<A>`](crate::plugin::TickActionStateSystem).
/// 3. By setting a specific action state to disabled using [`ActionState::disable`].
/// 4. By disabling a specific action using [`ActionState::disable_action`].
///
/// More general mechanisms of disabling actions will cause specific mechanisms to be ignored.
/// For example, if an entire action state is disabled, then enabling or disabling individual actions will have no effect.
///
/// Actions that are disabled will report as released (but not just released), and their values will be zero.
/// Under the hood, their values are still updated to avoid surprising behavior when re-enabled,
/// but they are not reported to the user using standard methods like [`ActionState::pressed`].
/// To check the underlying values, access their [`ActionData`] directly.
///
/// # Example
///
/// ```rust
/// use bevy::reflect::Reflect;
/// use leafwing_input_manager::prelude::*;
/// use bevy::utils::Instant;
///
/// #[derive(Actionlike, PartialEq, Eq, Hash, Clone, Copy, Debug, Reflect)]
/// enum Action {
/// Left,
/// Right,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
///
/// // Typically, this is done automatically by the `InputManagerPlugin` from user inputs
/// // using the `ActionState::update` method
/// action_state.press(&Action::Jump);
///
/// assert!(action_state.pressed(&Action::Jump));
/// assert!(action_state.just_pressed(&Action::Jump));
/// assert!(action_state.released(&Action::Left));
///
/// // Resets just_pressed and just_released
/// let t0 = Instant::now();
/// let t1 = Instant::now();
///
/// action_state.tick(t1, t0);
/// assert!(action_state.pressed(&Action::Jump));
/// assert!(!action_state.just_pressed(&Action::Jump));
///
/// action_state.release(&Action::Jump);
/// assert!(!action_state.pressed(&Action::Jump));
/// assert!(action_state.released(&Action::Jump));
/// assert!(action_state.just_released(&Action::Jump));
///
/// let t2 = Instant::now();
/// action_state.tick(t2, t1);
/// assert!(action_state.released(&Action::Jump));
/// assert!(!action_state.just_released(&Action::Jump));
/// ```
#[derive(Resource, Component, Clone, Debug, PartialEq, Serialize, Deserialize, Reflect)]
#[reflect(Resource, Component)]
pub struct ActionState<A: Actionlike> {
/// Whether or not all of the actions are disabled.
disabled: bool,
/// The shared action data for each action
action_data: HashMap<A, ActionData>,
}
// The derive does not work unless A: Default,
// so we have to implement it manually
impl<A: Actionlike> Default for ActionState<A> {
fn default() -> Self {
Self {
disabled: false,
action_data: HashMap::default(),
}
}
}
impl<A: Actionlike> ActionState<A> {
/// Returns a reference to the complete [`ActionData`] for all actions.
#[inline]
#[must_use]
pub fn all_action_data(&self) -> &HashMap<A, ActionData> {
&self.action_data
}
/// We are about to enter the `Main` schedule, so we:
/// - save all the changes applied to `state` into the `fixed_update_state`
/// - switch to loading the `update_state`
pub(crate) fn swap_to_update_state(&mut self) {
for action_datum in self.action_data.values_mut() {
action_datum.kind_data.swap_to_update_state();
}
}
/// We are about to enter the `FixedMain` schedule, so we:
/// - save all the changes applied to `state` into the `update_state`
/// - switch to loading the `fixed_update_state`
pub(crate) fn swap_to_fixed_update_state(&mut self) {
for action_datum in self.action_data.values_mut() {
action_datum.kind_data.swap_to_fixed_update_state();
}
}
/// Updates the [`ActionState`] based on the provided [`UpdatedActions`].
///
/// The `action_data` is typically constructed from [`InputMap::process_actions`](crate::input_map::InputMap::process_actions),
/// which reads from the assorted [`ButtonInput`](bevy::input::ButtonInput) resources.
///
/// Actions that are disabled will still be updated: instead, their values will be read as released / zero.
/// You can see their underlying values by checking their [`ActionData`] directly.
pub fn update(&mut self, updated_actions: UpdatedActions<A>) {
for (action, updated_value) in updated_actions.iter() {
match updated_value {
UpdatedValue::Button(pressed) => {
if *pressed {
self.press(action);
} else {
self.release(action);
}
}
UpdatedValue::Axis(value) => {
self.set_value(action, *value);
}
UpdatedValue::DualAxis(pair) => {
self.set_axis_pair(action, *pair);
}
UpdatedValue::TripleAxis(triple) => {
self.set_axis_triple(action, *triple);
}
}
}
}
/// Advances the time for all actions,
/// transitioning them from `just_pressed` to `pressed`, and `just_released` to `released`.
///
/// If the `timing` feature flag is enabled, the underlying timing and action data will be advanced according to the `current_instant`.
/// - if no [`Instant`] is set, the `current_instant` will be set as the initial time at which the button was pressed / released
/// - the [`Duration`] will advance to reflect elapsed time
///
///
/// # Example
/// ```rust
/// use bevy::prelude::Reflect;
/// use leafwing_input_manager::prelude::*;
/// use leafwing_input_manager::buttonlike::ButtonState;
/// use bevy::utils::Instant;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut action_state = ActionState::<Action>::default();
///
/// // Actions start released
/// assert!(action_state.released(&Action::Jump));
/// assert!(!action_state.just_released(&Action::Run));
///
/// // Ticking time moves causes buttons just released to no longer be just released
/// let t0 = Instant::now();
/// let t1 = Instant::now();
///
/// action_state.tick(t1, t0);
/// assert!(action_state.released(&Action::Jump));
/// assert!(!action_state.just_released(&Action::Jump));
///
/// action_state.press(&Action::Jump);
/// assert!(action_state.just_pressed(&Action::Jump));
///
/// // Ticking time moves causes buttons just pressed to no longer be just pressed
/// let t2 = Instant::now();
///
/// action_state.tick(t2, t1);
/// assert!(action_state.pressed(&Action::Jump));
/// assert!(!action_state.just_pressed(&Action::Jump));
/// ```
pub fn tick(&mut self, _current_instant: Instant, _previous_instant: Instant) {
// Advanced the action states
self.action_data
.values_mut()
.for_each(|action_datum| action_datum.tick(_current_instant, _previous_instant));
}
/// A reference to the [`ActionData`] corresponding to the `action`.
#[inline]
#[must_use]
pub fn action_data(&self, action: &A) -> Option<&ActionData> {
self.action_data.get(action)
}
/// A mutable reference to the [`ActionData`] corresponding to the `action`.
///
/// To initialize the [`ActionData`] if it has not yet been triggered,
/// use [`action_data_mut_or_default`](Self::action_data_mut_or_default) method.
#[inline]
#[must_use]
pub fn action_data_mut(&mut self, action: &A) -> Option<&mut ActionData> {
self.action_data.get_mut(action)
}
/// A mutable reference to the [`ActionData`] corresponding to the `action`, initializing it if needed.
///
/// If the `action` has no data yet (because the `action` has not been triggered),
/// this method will create and insert a default [`ActionData`] for you,
/// avoiding potential errors from unwrapping [`None`].
pub fn action_data_mut_or_default(&mut self, action: &A) -> &mut ActionData {
if self.action_data.contains_key(action) {
// Safe to unwrap because we just checked
self.action_data.get_mut(action).unwrap()
} else {
self.action_data.insert(
action.clone(),
ActionData::from_kind(action.input_control_kind()),
);
// Safe to unwrap because we just inserted
self.action_data_mut(action).unwrap()
}
}
/// A reference of the [`ButtonData`] corresponding to the `action`.
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
///
/// # Caution
///
/// To access the [`ButtonData`] regardless of whether the `action` has been triggered,
/// use [`unwrap_or_default`](Option::unwrap_or_default) on the returned [`Option`].
///
/// # Returns
///
/// - `Some(ButtonData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
pub fn button_data(&self, action: &A) -> Option<&ButtonData> {
match self.action_data(action) {
Some(action_data) => match action_data.kind_data {
ActionKindData::Button(ref button_data) => Some(button_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`ButtonData`] corresponding to the `action`.
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
///
/// # Caution
///
/// To access the [`ButtonData`] regardless of whether the `action` has been triggered,
/// use [`unwrap_or_default`](Option::unwrap_or_default) on the returned [`Option`].
///
/// To insert a default [`ButtonData`] if it doesn't exist,
/// use [`button_data_mut_or_default`](Self::button_data_mut_or_default) method.
///
/// # Returns
///
/// - `Some(ButtonData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
pub fn button_data_mut(&mut self, action: &A) -> Option<&mut ButtonData> {
match self.action_data_mut(action) {
Some(action_data) => match &mut action_data.kind_data {
ActionKindData::Button(ref mut button_data) => Some(button_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`ButtonData`] corresponding to the `action`, initializing it if needed.
///
/// If the `action` has no data yet (because the `action` has not been triggered),
/// this method will create and insert a default [`ButtonData`] for you,
/// avoiding potential errors from unwrapping [`None`].
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
#[inline]
#[must_use]
#[track_caller]
pub fn button_data_mut_or_default(&mut self, action: &A) -> &mut ButtonData {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
let action_data = self.action_data_mut_or_default(action);
let ActionKindData::Button(ref mut button_data) = action_data.kind_data else {
panic!("{action:?} is not a Button");
};
button_data
}
/// A reference of the [`AxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To access the [`AxisData`] regardless of whether the `action` has been triggered,
/// use [`unwrap_or_default`](Option::unwrap_or_default) on the returned [`Option`].
///
/// # Returns
///
/// - `Some(AxisData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
#[track_caller]
pub fn axis_data(&self, action: &A) -> Option<&AxisData> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Axis);
match self.action_data(action) {
Some(action_data) => match action_data.kind_data {
ActionKindData::Axis(ref axis_data) => Some(axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`AxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To insert a default [`AxisData`] if it doesn't exist,
/// use [`axis_data_mut_or_default`](Self::axis_data_mut_or_default) method.
///
/// # Returns
///
/// - `Some(AxisData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
pub fn axis_data_mut(&mut self, action: &A) -> Option<&mut AxisData> {
match self.action_data_mut(action) {
Some(action_data) => match &mut action_data.kind_data {
ActionKindData::Axis(ref mut axis_data) => Some(axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`AxisData`] corresponding to the `action`, initializing it if needed..
///
/// If the `action` has no data yet (because the `action` has not been triggered),
/// this method will create and insert a default [`AxisData`] for you,
/// avoiding potential errors from unwrapping [`None`].
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
#[inline]
#[must_use]
#[track_caller]
pub fn axis_data_mut_or_default(&mut self, action: &A) -> &mut AxisData {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Axis);
let action_data = self.action_data_mut_or_default(action);
let ActionKindData::Axis(ref mut axis_data) = action_data.kind_data else {
panic!("{action:?} is not an Axis");
};
axis_data
}
/// A reference of the [`DualAxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To access the [`DualAxisData`] regardless of whether the `action` has been triggered,
/// use [`unwrap_or_default`](Option::unwrap_or_default) on the returned [`Option`].
///
/// # Returns
///
/// - `Some(DualAxisData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
#[track_caller]
pub fn dual_axis_data(&self, action: &A) -> Option<&DualAxisData> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::DualAxis);
match self.action_data(action) {
Some(action_data) => match action_data.kind_data {
ActionKindData::DualAxis(ref dual_axis_data) => Some(dual_axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`DualAxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To insert a default [`DualAxisData`] if it doesn't exist,
/// use [`dual_axis_data_mut_or_default`](Self::dual_axis_data_mut_or_default) method.
///
/// # Returns
///
/// - `Some(DualAxisData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
#[track_caller]
pub fn dual_axis_data_mut(&mut self, action: &A) -> Option<&mut DualAxisData> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::DualAxis);
match self.action_data_mut(action) {
Some(action_data) => match &mut action_data.kind_data {
ActionKindData::DualAxis(ref mut dual_axis_data) => Some(dual_axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`DualAxisData`] corresponding to the `action` initializing it if needed.
///
/// If the `action` has no data yet (because the `action` has not been triggered),
/// this method will create and insert a default [`DualAxisData`] for you,
/// avoiding potential errors from unwrapping [`None`].
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
#[inline]
#[must_use]
#[track_caller]
pub fn dual_axis_data_mut_or_default(&mut self, action: &A) -> &mut DualAxisData {
debug_assert_eq!(action.input_control_kind(), InputControlKind::DualAxis);
let action_data = self.action_data_mut_or_default(action);
let ActionKindData::DualAxis(ref mut dual_axis_data) = action_data.kind_data else {
panic!("{action:?} is not a DualAxis");
};
dual_axis_data
}
/// A reference of the [`TripleAxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To access the [`TripleAxisData`] regardless of whether the `action` has been triggered,
/// use [`unwrap_or_default`](Option::unwrap_or_default) on the returned [`Option`].
///
/// # Returns
///
/// - `Some(TripleAxisData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
#[track_caller]
pub fn triple_axis_data(&self, action: &A) -> Option<&TripleAxisData> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::TripleAxis);
match self.action_data(action) {
Some(action_data) => match action_data.kind_data {
ActionKindData::TripleAxis(ref triple_axis_data) => Some(triple_axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`TripleAxisData`] corresponding to the `action`.
///
/// # Caution
///
/// To insert a default [`TripleAxisData`] if it doesn't exist,
/// use [`triple_axis_data_mut_or_default`](Self::dual_axis_data_mut_or_default) method.
///
/// # Returns
///
/// - `Some(ButtonData)` if it exists.
/// - `None` if the `action` has never been triggered (pressed, clicked, etc.).
#[inline]
#[must_use]
#[track_caller]
pub fn triple_axis_data_mut(&mut self, action: &A) -> Option<&mut TripleAxisData> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::TripleAxis);
match self.action_data_mut(action) {
Some(action_data) => match &mut action_data.kind_data {
ActionKindData::TripleAxis(ref mut triple_axis_data) => Some(triple_axis_data),
_ => None,
},
None => None,
}
}
/// A mutable reference of the [`TripleAxisData`] corresponding to the `action` initializing it if needed.
///
/// If the `action` has no data yet (because the `action` has not been triggered),
/// this method will create and insert a default [`TripleAxisData`] for you,
/// avoiding potential errors from unwrapping [`None`].
///
/// Generally, it'll be clearer to call `pressed` or so on directly on the [`ActionState`].
/// However, accessing the raw data directly allows you to examine detailed metadata holistically.
#[inline]
#[must_use]
#[track_caller]
pub fn triple_axis_data_mut_or_default(&mut self, action: &A) -> &mut TripleAxisData {
debug_assert_eq!(action.input_control_kind(), InputControlKind::TripleAxis);
let action_data = self.action_data_mut_or_default(action);
let ActionKindData::TripleAxis(ref mut triple_axis_data) = action_data.kind_data else {
panic!("{action:?} is not a TripleAxis");
};
triple_axis_data
}
/// Get the value associated with the corresponding `action` if present.
///
/// Different kinds of bindings have different ways of calculating the value:
///
/// - Binary buttons will have a value of `0.0` when the button is not pressed, and a value of `1.0` when the button is pressed.
/// - Some axes, such as an analog stick, will have a value in the range `[-1.0, 1.0]`.
/// - Some axes, such as a variable trigger, will have a value in the range `[0.0, 1.0]`.
/// - Some buttons will also return a value in the range `[0.0, 1.0]`, such as analog gamepad triggers which may be tracked as buttons or axes. Examples of these include the Xbox LT/Rtriggers and the Playstation L2/R2 triggers. See also the `axis_inputs` example in the repository.
/// - Dual axis inputs will return the magnitude of its [`Vec2`] and will be in the range `0.0..=1.0`.
/// - Chord inputs will return the value of its first input.
///
/// If multiple inputs trigger the same game action at the same time, the value of each
/// triggering input will be added together.
///
/// # Warnings
///
/// This value will be 0. if the action has never been pressed or released.
///
/// This value may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs,
/// typically using the [`clamped_value`](Self::clamped_value) method instead.
#[inline]
#[must_use]
#[track_caller]
pub fn value(&self, action: &A) -> f32 {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Axis);
if self.action_disabled(action) {
return 0.0;
}
match self.axis_data(action) {
Some(axis_data) => axis_data.value,
None => 0.0,
}
}
/// Sets the value of the `action` to the provided `value`.
#[track_caller]
pub fn set_value(&mut self, action: &A, value: f32) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Axis);
let axis_data = self.axis_data_mut_or_default(action);
axis_data.value = value;
}
/// Get the value associated with the corresponding `action`, clamped to `[-1.0, 1.0]`.
///
/// # Warning
///
/// This value will be 0. by default,
/// even if the action is not an axislike action.
pub fn clamped_value(&self, action: &A) -> f32 {
self.value(action).clamp(-1., 1.)
}
/// Get the [`Vec2`] from the binding that triggered the corresponding `action`.
///
/// Only events that represent dual-axis control provide a [`Vec2`],
/// and this will return [`None`] for other events.
///
/// If multiple inputs with an axis pair trigger the same game action at the same time, the
/// value of each axis pair will be added together.
///
/// # Warning
///
/// This value will be [`Vec2::ZERO`] by default,
/// even if the action is not a dual-axislike action.
///
/// These values may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs,
/// typically using the [`clamped_axis_pair`](Self::clamped_axis_pair) method instead.
#[must_use]
#[track_caller]
pub fn axis_pair(&self, action: &A) -> Vec2 {
debug_assert_eq!(action.input_control_kind(), InputControlKind::DualAxis);
if self.action_disabled(action) {
return Vec2::ZERO;
}
let action_data = self.dual_axis_data(action);
action_data.map_or(Vec2::ZERO, |action_data| action_data.pair)
}
/// Sets the [`Vec2`] of the `action` to the provided `pair`.
#[track_caller]
pub fn set_axis_pair(&mut self, action: &A, pair: Vec2) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::DualAxis);
let dual_axis_data = self.dual_axis_data_mut_or_default(action);
dual_axis_data.pair = pair;
}
/// Get the [`Vec2`] associated with the corresponding `action`, clamped to `[-1.0, 1.0]`.
///
/// # Warning
///
/// This value will be [`Vec2::ZERO`] by default,
/// even if the action is not a dual-axislike action.
pub fn clamped_axis_pair(&self, action: &A) -> Vec2 {
let pair = self.axis_pair(action);
pair.clamp(Vec2::NEG_ONE, Vec2::ONE)
}
/// Get the [`Vec3`] from the binding that triggered the corresponding `action`.
///
/// Only events that represent triple-axis control provide a [`Vec3`],
/// and this will return [`None`] for other events.
///
/// If multiple inputs with an axis triple trigger the same game action at the same time, the
/// value of each axis triple will be added together.
///
/// # Warning
///
/// This value will be [`Vec3::ZERO`] by default,
/// even if the action is not a triple-axislike action.
///
/// These values may not be bounded as you might expect.
/// Consider clamping this to account for multiple triggering inputs,
/// typically using the [`clamped_axis_triple`](Self::clamped_axis_triple) method instead.
#[must_use]
#[track_caller]
pub fn axis_triple(&self, action: &A) -> Vec3 {
debug_assert_eq!(action.input_control_kind(), InputControlKind::TripleAxis);
if self.action_disabled(action) {
return Vec3::ZERO;
}
let action_data = self.triple_axis_data(action);
action_data.map_or(Vec3::ZERO, |action_data| action_data.triple)
}
/// Sets the [`Vec2`] of the `action` to the provided `pair`.
#[track_caller]
pub fn set_axis_triple(&mut self, action: &A, triple: Vec3) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::TripleAxis);
let triple_axis_data = self.triple_axis_data_mut_or_default(action);
triple_axis_data.triple = triple;
}
/// Get the [`Vec3`] associated with the corresponding `action`, clamped to the cube of values bounded by -1 and 1 on all axes.
///
/// # Warning
///
/// This value will be [`Vec3::ZERO`] by default,
/// even if the action is not a dual-axislike action.
pub fn clamped_axis_triple(&self, action: &A) -> Vec3 {
let triple = self.axis_triple(action);
triple.clamp(Vec3::NEG_ONE, Vec3::ONE)
}
/// Manually sets the [`ButtonData`] of the corresponding `action`
///
/// You should almost always use more direct methods, as they are simpler and less error-prone.
///
/// However, this method can be useful for testing,
/// or when transferring [`ButtonData`] between action states.
///
/// # Example
/// ```rust
/// use bevy::prelude::Reflect;
/// use leafwing_input_manager::prelude::*;
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)]
/// enum AbilitySlot {
/// Slot1,
/// Slot2,
/// }
///
/// #[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)]
/// enum Action {
/// Run,
/// Jump,
/// }
///
/// let mut ability_slot_state = ActionState::<AbilitySlot>::default();
/// let mut action_state = ActionState::<Action>::default();
///
/// // Extract the state from the ability slot
/// let slot_1_state = ability_slot_state.button_data(&AbilitySlot::Slot1);
///
/// // And transfer it to the actual ability that we care about
/// // without losing timing information
/// if let Some(state) = slot_1_state {
/// action_state.set_button_data(Action::Run, state.clone());
/// }
/// ```
#[inline]
#[track_caller]
pub fn set_button_data(&mut self, action: A, data: ButtonData) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
let button_data = self.button_data_mut_or_default(&action);
*button_data = data;
}
/// Press the `action`
///
/// No initial instant or reasons why the button was pressed will be recorded.
/// Instead, this is set through [`ActionState::tick()`]
#[inline]
#[track_caller]
pub fn press(&mut self, action: &A) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
let action_data = self.button_data_mut_or_default(action);
#[cfg(feature = "timing")]
if action_data.state.released() {
action_data.timing.flip();
}
action_data.state.press();
}
/// Release the `action`
///
/// No initial instant will be recorded.
/// Instead, this is set through [`ActionState::tick()`]
#[inline]
pub fn release(&mut self, action: &A) {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
let action_data = self.button_data_mut_or_default(action);
#[cfg(feature = "timing")]
if action_data.state.pressed() {
action_data.timing.flip();
}
action_data.state.release();
}
/// Resets an action to its default state.
///
/// Buttons will be released, and axes will be set to 0.
pub fn reset(&mut self, action: &A) {
match action.input_control_kind() {
InputControlKind::Button => self.release(action),
InputControlKind::Axis => {
self.set_value(action, 0.0);
}
InputControlKind::DualAxis => {
self.set_axis_pair(action, Vec2::ZERO);
}
InputControlKind::TripleAxis => {
self.set_axis_triple(action, Vec3::ZERO);
}
}
}
/// Releases all [`Buttonlike`](crate::user_input::Buttonlike) actions,
/// sets all [`Axislike`](crate::user_input::Axislike) actions to 0,
/// sets all [`DualAxislike`](crate::user_input::DualAxislike) actions to [`Vec2::ZERO`],
/// and sets all [`TripleAxislike`](crate::user_input::TripleAxislike) actions to [`Vec3::ZERO`].
pub fn reset_all(&mut self) {
// Collect out to avoid angering the borrow checker
let all_actions = self.action_data.keys().cloned().collect::<Vec<A>>();
for action in all_actions.into_iter() {
self.reset(&action);
}
}
/// Is the entire [`ActionState`] currently disabled?
pub fn disabled(&self) -> bool {
self.disabled
}
/// Is this `action` currently disabled?
#[inline]
#[must_use]
pub fn action_disabled(&self, action: &A) -> bool {
if self.disabled {
return true;
}
match self.action_data(action) {
Some(action_data) => action_data.disabled,
None => false,
}
}
/// Disables the entire [`ActionState`].
///
/// All values will be reset to their default state.
#[inline]
pub fn disable(&mut self) {
self.disabled = true;
self.reset_all();
}
/// Disables the `action`.
///
/// The action's value will be reset to its default state.
#[inline]
pub fn disable_action(&mut self, action: &A) {
let action_data = self.action_data_mut_or_default(action);
action_data.disabled = true;
self.reset(action);
}
/// Disables all actions
#[inline]
pub fn disable_all_actions(&mut self) {
for action in self.keys() {
self.disable_action(&action);
}
}
/// Enables the entire [`ActionState`]
#[inline]
pub fn enable(&mut self) {
self.disabled = false;
}
/// Enables the `action`
#[inline]
pub fn enable_action(&mut self, action: &A) {
let action_data = self.action_data_mut_or_default(action);
action_data.disabled = false;
}
/// Enables all actions
#[inline]
pub fn enable_all_actions(&mut self) {
for action in self.keys() {
self.enable_action(&action);
}
}
/// Is this `action` currently pressed?
///
/// # Warning
///
/// This value will be `false` by default,
/// even if the action is not a buttonlike action.
#[inline]
#[must_use]
#[track_caller]
pub fn pressed(&self, action: &A) -> bool {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
if self.action_disabled(action) {
return false;
}
match self.button_data(action) {
Some(button_data) => button_data.pressed(),
None => false,
}
}
/// Was this `action` pressed since the last time [tick](ActionState::tick) was called?
///
/// # Warning
///
/// This value will be `false` by default,
/// even if the action is not a buttonlike action.
#[inline]
#[must_use]
#[track_caller]
pub fn just_pressed(&self, action: &A) -> bool {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
if self.action_disabled(action) {
return false;
}
match self.button_data(action) {
Some(button_data) => button_data.just_pressed(),
None => false,
}
}
/// Is this `action` currently released?
///
/// This is always the logical negation of [pressed](ActionState::pressed)
///
/// # Warning
///
/// This value will be `true` by default,
/// even if the action is not a buttonlike action.
#[inline]
#[must_use]
#[track_caller]
pub fn released(&self, action: &A) -> bool {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
if self.action_disabled(action) {
return true;
}
match self.button_data(action) {
Some(button_data) => button_data.released(),
None => true,
}
}
/// Was this `action` released since the last time [tick](ActionState::tick) was called?
///
/// # Warning
///
/// This value will be `false` by default,
/// even if the action is not a buttonlike action.
#[inline]
#[must_use]
#[track_caller]
pub fn just_released(&self, action: &A) -> bool {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
if self.action_disabled(action) {
return false;
}
match self.button_data(action) {
Some(button_data) => button_data.just_released(),
None => false,
}
}
#[must_use]
/// Which actions are currently pressed?
pub fn get_pressed(&self) -> Vec<A> {
let all_actions = self.action_data.keys().cloned();
all_actions
.into_iter()
.filter(|action| action.input_control_kind() == InputControlKind::Button)
.filter(|action| self.pressed(action))
.collect()
}
#[must_use]
/// Which actions were just pressed?
pub fn get_just_pressed(&self) -> Vec<A> {
let all_actions = self.action_data.keys().cloned();
all_actions
.into_iter()
.filter(|action| action.input_control_kind() == InputControlKind::Button)
.filter(|action| self.just_pressed(action))
.collect()
}
#[must_use]
/// Which actions are currently released?
pub fn get_released(&self) -> Vec<A> {
let all_actions = self.action_data.keys().cloned();
all_actions
.into_iter()
.filter(|action| action.input_control_kind() == InputControlKind::Button)
.filter(|action| self.released(action))
.collect()
}
#[must_use]
/// Which actions were just released?
pub fn get_just_released(&self) -> Vec<A> {
let all_actions = self.action_data.keys().cloned();
all_actions
.into_iter()
.filter(|action| action.input_control_kind() == InputControlKind::Button)
.filter(|action| self.just_released(action))
.collect()
}
/// The [`Instant`] that the action was last pressed or released
///
///
///
/// If the action was pressed or released since the last time [`ActionState::tick`] was called
/// the value will be [`None`].
/// This ensures that all our actions are assigned a timing and duration
/// that corresponds exactly to the start of a frame, rather than relying on idiosyncratic timing.
///
/// This will also be [`None`] if the action was never pressed or released.
#[cfg(feature = "timing")]
#[must_use]
#[track_caller]
pub fn instant_started(&self, action: &A) -> Option<Instant> {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
let button_data = self.button_data(action)?;
button_data.timing.instant_started
}
/// The [`Duration`] for which the action has been held or released
///
/// This will be [`Duration::ZERO`] if the action was never pressed or released.
#[cfg(feature = "timing")]
#[must_use]
#[track_caller]
pub fn current_duration(&self, action: &A) -> Duration {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
self.button_data(action)
.map(|data| data.timing.current_duration)
.unwrap_or_default()
}
/// The [`Duration`] for which the action was last held or released
///
/// This is a snapshot of the [`ActionState::current_duration`] state at the time
/// the action was last pressed or released.
///
/// This will be [`Duration::ZERO`] if the action was never pressed or released.
#[cfg(feature = "timing")]
#[must_use]
#[track_caller]
pub fn previous_duration(&self, action: &A) -> Duration {
debug_assert_eq!(action.input_control_kind(), InputControlKind::Button);
self.button_data(action)
.map(|data| data.timing.previous_duration)
.unwrap_or_default()
}
/// Applies an [`ActionDiff`] (usually received over the network) to the [`ActionState`].
///
/// This lets you reconstruct an [`ActionState`] from a stream of [`ActionDiff`]s
pub fn apply_diff(&mut self, action_diff: &ActionDiff<A>) {
match action_diff {
ActionDiff::Pressed { action } => {
self.press(action);
}
ActionDiff::Released { action } => {
self.release(action);
}
ActionDiff::AxisChanged { action, value } => {
self.set_value(action, *value);
}
ActionDiff::DualAxisChanged { action, axis_pair } => {
self.set_axis_pair(action, *axis_pair);
}
ActionDiff::TripleAxisChanged {
action,
axis_triple,
} => {
self.set_axis_triple(action, *axis_triple);
}
};
}
/// Returns an owned list of the [`Actionlike`] keys in this [`ActionState`].
#[inline]
#[must_use]
pub fn keys(&self) -> Vec<A> {
self.action_data.keys().cloned().collect()
}
}
#[cfg(test)]
mod tests {
use crate as leafwing_input_manager;
use crate::action_state::ActionState;
use bevy::prelude::*;
use leafwing_input_manager_macros::Actionlike;
#[cfg(feature = "keyboard")]
#[test]
fn press_lifecycle() {
use std::time::{Duration, Instant};
use crate::input_map::InputMap;
use crate::plugin::{AccumulatorPlugin, CentralInputStorePlugin};
use crate::prelude::updating::CentralInputStore;
use crate::prelude::ClashStrategy;
use crate::user_input::Buttonlike;
use bevy::input::InputPlugin;
let mut app = App::new();
app.add_plugins((InputPlugin, AccumulatorPlugin, CentralInputStorePlugin));
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, bevy::prelude::Reflect)]
enum Action {
Run,
Jump,
Hide,
}
// Action state
let mut action_state = ActionState::<Action>::default();
println!(
"Default button data: {:?}",
action_state.button_data(&Action::Run)
);
// Input map
let mut input_map = InputMap::default();
input_map.insert(Action::Run, KeyCode::KeyR);
// Starting state
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PressAll,
));
println!(
"Initialized button data: {:?}",
action_state.button_data(&Action::Run)
);
assert!(!action_state.pressed(&Action::Run));
assert!(!action_state.just_pressed(&Action::Run));
assert!(action_state.released(&Action::Run));
assert!(!action_state.just_released(&Action::Run));
// Pressing
KeyCode::KeyR.press(app.world_mut());
// Process the input events into Input<KeyCode> data
app.update();
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PressAll,
));
assert!(action_state.pressed(&Action::Run));
assert!(action_state.just_pressed(&Action::Run));
assert!(!action_state.released(&Action::Run));
assert!(!action_state.just_released(&Action::Run));
// Waiting
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PressAll,
));
assert!(action_state.pressed(&Action::Run));
assert!(!action_state.just_pressed(&Action::Run));
assert!(!action_state.released(&Action::Run));
assert!(!action_state.just_released(&Action::Run));
// Releasing
KeyCode::KeyR.release(app.world_mut());
app.update();
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PressAll,
));
assert!(!action_state.pressed(&Action::Run));
assert!(!action_state.just_pressed(&Action::Run));
assert!(action_state.released(&Action::Run));
assert!(action_state.just_released(&Action::Run));
// Waiting
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PressAll,
));
assert!(!action_state.pressed(&Action::Run));
assert!(!action_state.just_pressed(&Action::Run));
assert!(action_state.released(&Action::Run));
assert!(!action_state.just_released(&Action::Run));
}
#[test]
fn synthetic_press() {
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)]
enum Action {
One,
Two,
}
let mut action_state = ActionState::<Action>::default();
action_state.press(&Action::One);
dbg!(&action_state);
assert!(action_state.pressed(&Action::One));
assert!(action_state.just_pressed(&Action::One));
assert!(!action_state.released(&Action::One));
assert!(!action_state.just_released(&Action::One));
assert!(!action_state.pressed(&Action::Two));
assert!(!action_state.just_pressed(&Action::Two));
assert!(action_state.released(&Action::Two));
assert!(!action_state.just_released(&Action::Two));
}
#[cfg(feature = "keyboard")]
#[test]
#[ignore = "Clashing inputs for non-buttonlike inputs is broken."]
fn update_with_clashes_prioritizing_longest() {
use std::time::{Duration, Instant};
use crate::input_map::InputMap;
use crate::plugin::{AccumulatorPlugin, CentralInputStorePlugin};
use crate::prelude::updating::CentralInputStore;
use crate::prelude::ClashStrategy;
use crate::user_input::chord::ButtonlikeChord;
use crate::user_input::Buttonlike;
use bevy::input::InputPlugin;
use bevy::prelude::KeyCode::*;
use bevy::prelude::*;
#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)]
enum Action {
One,
Two,
OneAndTwo,
}
// Input map
let mut input_map = InputMap::default();
input_map.insert(Action::One, Digit1);
input_map.insert(Action::Two, Digit2);
input_map.insert(Action::OneAndTwo, ButtonlikeChord::new([Digit1, Digit2]));
let mut app = App::new();
app.add_plugins(InputPlugin)
.add_plugins((AccumulatorPlugin, CentralInputStorePlugin));
// Action state
let mut action_state = ActionState::<Action>::default();
// Starting state
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PrioritizeLongest,
));
assert!(action_state.released(&Action::One));
assert!(action_state.released(&Action::Two));
assert!(action_state.released(&Action::OneAndTwo));
// Pressing One
Digit1.press(app.world_mut());
app.update();
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PrioritizeLongest,
));
assert!(action_state.pressed(&Action::One));
assert!(action_state.released(&Action::Two));
assert!(action_state.released(&Action::OneAndTwo));
// Waiting
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PrioritizeLongest,
));
assert!(action_state.pressed(&Action::One));
assert!(action_state.released(&Action::Two));
assert!(action_state.released(&Action::OneAndTwo));
// Pressing Two
Digit2.press(app.world_mut());
app.update();
let input_store = app.world().resource::<CentralInputStore>();
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PrioritizeLongest,
));
// Now only the longest OneAndTwo has been pressed,
// while both One and Two have been released
assert!(action_state.released(&Action::One));
assert!(action_state.released(&Action::Two));
assert!(action_state.pressed(&Action::OneAndTwo));
// Waiting
action_state.tick(Instant::now(), Instant::now() - Duration::from_micros(1));
action_state.update(input_map.process_actions(
&Gamepads::default(),
input_store,
ClashStrategy::PrioritizeLongest,
));
assert!(action_state.released(&Action::One));
assert!(action_state.released(&Action::Two));
assert!(action_state.pressed(&Action::OneAndTwo));
}
}