mizchi/kagura_core/inputstate does not have a README file

    GamepadButtonDurationEntry

    type GamepadButtonDurationEntry derive(
    Debug
    )

    GamepadButtonDurationEntry::output

    fn GamepadButtonDurationEntry::output(self : GamepadButtonDurationEntry, logger : &Logger) -> Unit

    GamepadButtonDurationEntry::to_string

    GamepadButtonKey

    type GamepadButtonKey derive(
    Debug
    )

    GamepadButtonKey::output

    fn GamepadButtonKey::output(self : GamepadButtonKey, logger : &Logger) -> Unit

    GamepadButtonKey::to_string

    fn GamepadButtonKey::to_string(self : GamepadButtonKey) -> String

    GamepadDurationEntry

    type GamepadDurationEntry derive(
    Debug
    )

    GamepadDurationEntry::output

    fn GamepadDurationEntry::output(self : GamepadDurationEntry, logger : &Logger) -> Unit

    GamepadDurationEntry::to_string

    fn GamepadDurationEntry::to_string(self : GamepadDurationEntry) -> String

    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]
    }

    KeyDurationEntry

    type KeyDurationEntry derive(
    Debug
    )

    KeyDurationEntry::output

    fn KeyDurationEntry::output(self : KeyDurationEntry, logger : &Logger) -> Unit

    KeyDurationEntry::to_string

    fn KeyDurationEntry::to_string(self : KeyDurationEntry) -> String

    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]
    }

    MouseButtonDurationEntry

    type MouseButtonDurationEntry derive(
    Debug
    )

    MouseButtonDurationEntry::output

    fn MouseButtonDurationEntry::output(self : MouseButtonDurationEntry, logger : &Logger) -> Unit

    MouseButtonDurationEntry::to_string

    fn MouseButtonDurationEntry::to_string(self : MouseButtonDurationEntry) -> String

    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]
    }

    TouchDurationEntry

    type TouchDurationEntry derive(
    Debug
    )

    TouchDurationEntry::output

    fn TouchDurationEntry::output(self : TouchDurationEntry, logger : &Logger) -> Unit

    TouchDurationEntry::to_string

    fn TouchDurationEntry::to_string(self : TouchDurationEntry) -> String

    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]
    }

    append_connected_gamepad_ids

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

    append_just_connected_gamepad_ids

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

    append_just_disconnected_gamepad_ids

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

    append_just_pressed_keys

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

    append_just_pressed_mouse_buttons

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

    append_just_pressed_touch_ids

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

    append_just_released_keys

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

    append_just_released_mouse_buttons

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

    append_just_released_touch_ids

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

    append_pressed_keys

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

    append_pressed_mouse_buttons

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

    append_touch_ids

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

    gamepad_button_press_duration

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

    gamepad_connection_duration

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

    gamepad_just_pressed_button_count

    fn gamepad_just_pressed_button_count(state : GamepadInputState) -> Int

    gamepad_just_released_button_count

    fn gamepad_just_released_button_count(state : GamepadInputState) -> Int

    gamepad_pressed_button_count

    fn gamepad_pressed_button_count(state : GamepadInputState) -> Int

    is_gamepad_button_just_pressed

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

    is_gamepad_button_just_released

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

    is_gamepad_button_pressed

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

    is_gamepad_connected

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

    is_gamepad_just_connected

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

    is_gamepad_just_disconnected

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

    is_key_just_pressed

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

    is_key_just_released

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

    is_key_pressed

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

    is_mouse_button_just_pressed

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

    is_mouse_button_just_released

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

    is_mouse_button_pressed

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

    is_touch_just_pressed

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

    is_touch_just_released

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

    is_touch_pressed

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

    key_press_duration

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

    mouse_button_press_duration

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

    new_gamepad_input_state

    fn new_gamepad_input_state() -> GamepadInputState

    new_key_input_state

    fn new_key_input_state() -> KeyInputState

    new_mouse_input_state

    fn new_mouse_input_state() -> MouseButtonInputState

    new_touch_input_state

    fn new_touch_input_state() -> TouchInputState

    touch_press_duration

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

    update_gamepad_input_state

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

    update_key_input_state

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

    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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