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The mouse wheel's per-frame delta is a Vec2, so it maps directly onto axis actions alongside gamepad sticks. hardware_to_actions now reads AccumulatedMouseScroll in the Axis branch (max-magnitude combine); the digital branch ignores it, and Scalar is unchanged. Since an axis is refreshed every frame and the scroll delta is zero when idle, on_action fires exactly while the wheel turns and the piped value is the delta — no persistence or edge-guarding needed. Enables e.g. `.bind(Action::Zoom, [Binding::Scroll])`. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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