Engine & Game Library Interface Update
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108
Engine/Src/Imp/CPP/InputManager.cpp
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108
Engine/Src/Imp/CPP/InputManager.cpp
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <InputManager.hpp>
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#include <IAEngine/Engine.hpp>
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namespace ia::iae
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{
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VOID InputManager::Initialize()
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{
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}
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VOID InputManager::Terminate()
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{
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}
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VOID InputManager::OnSDLEvent(IN SDL_Event *event)
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{
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}
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}
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namespace ia::iae
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{
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Vec2 Engine::GetInputAxis()
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{
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return {};
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}
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VOID Engine::SwitchInputModeToText()
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{
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}
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VOID Engine::SwitchInputModeToAction()
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{
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}
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Vec2 Engine::GetInputPointerPosition()
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{
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return {};
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}
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BOOL Engine::IsInputKeyDown(IN InputKey key)
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{
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return false;
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}
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BOOL Engine::WasInputKeyPressed(IN InputKey key)
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{
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return false;
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}
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BOOL Engine::WasInputKeyReleased(IN InputKey key)
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{
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return false;
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}
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BOOL Engine::IsInputActionDown(IN Handle action)
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{
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return false;
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}
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BOOL Engine::WasInputActionPressed(IN Handle action)
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{
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return false;
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}
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BOOL Engine::WasInputActionReleased(IN Handle action)
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{
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return false;
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}
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BOOL Engine::IsInputActionDown(IN PCCHAR action)
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{
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return false;
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}
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BOOL Engine::WasInputActionPressed(IN PCCHAR action)
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{
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return false;
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}
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BOOL Engine::WasInputActionReleased(IN PCCHAR action)
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{
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return false;
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}
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Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
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{
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return INVALID_HANDLE;
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}
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VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
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{
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}
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} // namespace ia::iae
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