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//! Serialization-friendly representation of changes to [`ActionState`](crate::action_state::ActionState).
//!
//! These are predominantly intended for use in networked games, where the server needs to know what the players are doing,
//! and would like a compact, semantically-meaningful representation of the changes to the game state without needing to know
//! about things like keybindings or input devices.
use ;
use ;
use crateActionlike;
/// Stores presses and releases of buttons without timing information
///
/// These are typically accessed using the `Events<ActionDiffEvent>` resource.
/// Uses a minimal storage format, in order to facilitate transport over the network.
///
/// An `ActionState` can be fully reconstructed from a stream of `ActionDiff`.
/// Will store an `ActionDiff` as well as what generated it (either an Entity, or nothing if the
/// input actions are represented by a `Resource`)
///
/// These are typically accessed using the `Events<ActionDiffEvent>` resource.