README

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#
GamepadButtonDurationEntry

type GamepadButtonDurationEntry derive(
Debug
)

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GamepadButtonKey

type GamepadButtonKey derive(
Debug
)

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GamepadDurationEntry

type GamepadDurationEntry derive(
Debug
)

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GamepadInputState

pub struct GamepadInputState {
prev_gamepad_ids : Array[Int]
gamepad_ids : Array[Int]
just_connected_gamepad_ids : Array[Int]
just_disconnected_gamepad_ids : Array[Int]
durations : Array[GamepadDurationEntry]
prev_pressed_buttons : Array[GamepadButtonKey]
pressed_buttons : Array[GamepadButtonKey]
just_pressed_buttons : Array[GamepadButtonKey]
just_released_buttons : Array[GamepadButtonKey]
button_durations : Array[GamepadButtonDurationEntry]
}

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InputHelper

pub struct InputHelper {
key_state : KeyInputState
mouse_state : MouseButtonInputState
touch_state : TouchInputState
}

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KeyDurationEntry

type KeyDurationEntry derive(
Debug
)

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KeyInputState

pub struct KeyInputState {
prev_pressed_keys : Array[Int]
pressed_keys : Array[Int]
just_pressed_keys : Array[Int]
just_released_keys : Array[Int]
durations : Array[KeyDurationEntry]
}

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MouseButtonDurationEntry

type MouseButtonDurationEntry derive(
Debug
)

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MouseButtonInputState

pub struct MouseButtonInputState {
prev_pressed_buttons : Array[Int]
pressed_buttons : Array[Int]
just_pressed_buttons : Array[Int]
just_released_buttons : Array[Int]
durations : Array[MouseButtonDurationEntry]
}

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TouchDurationEntry

type TouchDurationEntry derive(
Debug
)

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TouchInputState

pub struct TouchInputState {
prev_touch_ids : Array[Int]
touch_ids : Array[Int]
just_pressed_touch_ids : Array[Int]
just_released_touch_ids : Array[Int]
durations : Array[TouchDurationEntry]
}

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append_connected_gamepad_ids

fn append_connected_gamepad_ids(state : GamepadInputState, dst : Array[Int]) -> Array[Int]

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append_just_connected_gamepad_ids

fn append_just_connected_gamepad_ids(state : GamepadInputState, dst : Array[Int]) -> Array[Int]

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append_just_disconnected_gamepad_ids

fn append_just_disconnected_gamepad_ids(state : GamepadInputState, dst : Array[Int]) -> Array[Int]

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append_just_pressed_keys

fn append_just_pressed_keys(state : KeyInputState, dst : Array[Int]) -> Array[Int]

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append_just_pressed_mouse_buttons

fn append_just_pressed_mouse_buttons(state : MouseButtonInputState, dst : Array[Int]) -> Array[Int]

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append_just_pressed_touch_ids

fn append_just_pressed_touch_ids(state : TouchInputState, dst : Array[Int]) -> Array[Int]

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append_just_released_keys

fn append_just_released_keys(state : KeyInputState, dst : Array[Int]) -> Array[Int]

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append_just_released_mouse_buttons

fn append_just_released_mouse_buttons(state : MouseButtonInputState, dst : Array[Int]) -> Array[Int]

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append_just_released_touch_ids

fn append_just_released_touch_ids(state : TouchInputState, dst : Array[Int]) -> Array[Int]

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append_pressed_keys

fn append_pressed_keys(state : KeyInputState, dst : Array[Int]) -> Array[Int]

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append_pressed_mouse_buttons

fn append_pressed_mouse_buttons(state : MouseButtonInputState, dst : Array[Int]) -> Array[Int]

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append_touch_ids

fn append_touch_ids(state : TouchInputState, dst : Array[Int]) -> Array[Int]

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gamepad_button_press_duration

fn gamepad_button_press_duration(state : GamepadInputState, gamepad_id : Int, button_id : Int) -> Int

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gamepad_connection_duration

fn gamepad_connection_duration(state : GamepadInputState, id : Int) -> Int

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gamepad_just_pressed_button_count

fn gamepad_just_pressed_button_count(state : GamepadInputState) -> Int

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gamepad_just_released_button_count

fn gamepad_just_released_button_count(state : GamepadInputState) -> Int

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gamepad_pressed_button_count

fn gamepad_pressed_button_count(state : GamepadInputState) -> Int

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is_any_action_just_pressed

fn is_any_action_just_pressed(helper : InputHelper, _input :
InputSnapshot
) -> Bool

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is_confirm_just_pressed

fn is_confirm_just_pressed(helper : InputHelper) -> Bool

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is_down_just_pressed

fn is_down_just_pressed(helper : InputHelper) -> Bool

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is_gamepad_button_just_pressed

fn is_gamepad_button_just_pressed(state : GamepadInputState, gamepad_id : Int, button_id : Int) -> Bool

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is_gamepad_button_just_released

fn is_gamepad_button_just_released(state : GamepadInputState, gamepad_id : Int, button_id : Int) -> Bool

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is_gamepad_button_pressed

fn is_gamepad_button_pressed(state : GamepadInputState, gamepad_id : Int, button_id : Int) -> Bool

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is_gamepad_connected

fn is_gamepad_connected(state : GamepadInputState, id : Int) -> Bool

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is_gamepad_just_connected

fn is_gamepad_just_connected(state : GamepadInputState, id : Int) -> Bool

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is_gamepad_just_disconnected

fn is_gamepad_just_disconnected(state : GamepadInputState, id : Int) -> Bool

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is_key_just_pressed

fn is_key_just_pressed(state : KeyInputState, key : Int) -> Bool

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is_key_just_released

fn is_key_just_released(state : KeyInputState, key : Int) -> Bool

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is_key_pressed

fn is_key_pressed(state : KeyInputState, key : Int) -> Bool

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is_mouse_button_just_pressed

fn is_mouse_button_just_pressed(state : MouseButtonInputState, button : Int) -> Bool

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is_mouse_button_just_released

fn is_mouse_button_just_released(state : MouseButtonInputState, button : Int) -> Bool

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is_mouse_button_pressed

fn is_mouse_button_pressed(state : MouseButtonInputState, button : Int) -> Bool

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is_move_down

fn is_move_down(key_state : KeyInputState) -> Bool

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is_move_left

fn is_move_left(key_state : KeyInputState) -> Bool

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is_move_right

fn is_move_right(key_state : KeyInputState) -> Bool

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is_move_up

fn is_move_up(key_state : KeyInputState) -> Bool

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is_touch_just_pressed

fn is_touch_just_pressed(state : TouchInputState, id : Int) -> Bool

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is_touch_just_released

fn is_touch_just_released(state : TouchInputState, id : Int) -> Bool

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is_touch_pressed

fn is_touch_pressed(state : TouchInputState, id : Int) -> Bool

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is_up_just_pressed

fn is_up_just_pressed(helper : InputHelper) -> Bool

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key_a

let key_a : Int

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key_comma

let key_comma : Int

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key_d

let key_d : Int

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key_down_glfw

let key_down_glfw : Int

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key_down_web

let key_down_web : Int

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key_e

let key_e : Int

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key_enter_glfw

let key_enter_glfw : Int

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key_enter_web

let key_enter_web : Int

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key_left_glfw

let key_left_glfw : Int

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key_left_web

let key_left_web : Int

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key_o

let key_o : Int

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key_press_duration

fn key_press_duration(state : KeyInputState, key : Int) -> Int

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key_right_glfw

let key_right_glfw : Int

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key_right_web

let key_right_web : Int

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key_s

let key_s : Int

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key_space

let key_space : Int

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key_up_glfw

let key_up_glfw : Int

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key_up_web

let key_up_web : Int

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key_w

let key_w : Int

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mouse_button_press_duration

fn mouse_button_press_duration(state : MouseButtonInputState, button : Int) -> Int

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new_gamepad_input_state

fn new_gamepad_input_state() -> GamepadInputState

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new_input_helper

fn new_input_helper() -> InputHelper

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new_key_input_state

fn new_key_input_state() -> KeyInputState

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new_mouse_input_state

fn new_mouse_input_state() -> MouseButtonInputState

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new_touch_input_state

fn new_touch_input_state() -> TouchInputState

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touch_press_duration

fn touch_press_duration(state : TouchInputState, id : Int) -> Int

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update_gamepad_input_state

fn update_gamepad_input_state(state : GamepadInputState, snapshot :
InputSnapshot
) -> Unit

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update_input_helper

fn update_input_helper(helper : InputHelper, snapshot :
InputSnapshot
) -> Unit

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update_key_input_state

fn update_key_input_state(state : KeyInputState, snapshot :
InputSnapshot
) -> Unit

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update_mouse_input_state

fn update_mouse_input_state(state : MouseButtonInputState, snapshot :
InputSnapshot
) -> Unit

#
update_touch_input_state

fn update_touch_input_state(state : TouchInputState, snapshot :
InputSnapshot
) -> Unit

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