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Introduce engine::actions: an input-source-agnostic action layer that fans keyboard, gamepad, and Feathers UI (Button/Checkbox) input into a single ActionState<T> resource, so games gate systems on abstract actions rather than raw inputs. - GameAction trait + #[derive(GameAction)] proc macro (new engine_macros crate) to declare each enum variant's ActionKind via #[action_kind(...)]. - Three kinds: Instant (momentary), Toggle (persistent on/off), Axis (Vec2). - Remappable InputMap<T> with additive bind(action, [Binding, ...]). - Symmetrical entry points over a unified ActionValue: run_if(on_action(a)) to gate any kind, action_value(a).pipe(sys) to deliver its payload; typed axis_value/toggle_value helpers for bare Vec2/bool. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
1 week ago | |
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| src | 1 week ago | |
| Cargo.toml | 1 week ago | |