//! Input for the engine: the two systems that consume a frame's raw input, and
//! the gamepad vocabulary they share. `gamepad` folds backend-agnostic pad
//! events into a per-frame snapshot (with the OS-facing gilrs adapter isolated
//! at its edge); `stick` is the pure deadzone / response-curve math; `nav`
//! shapes the held d-pad + stick state into auto-repeating UI navigation pulses.
pub
pub
pub
// Per-frame input sampling + FrameInput publish. Internal system, constructed
// alongside GraphicsSystem (same gate) and scheduled immediately after it.
pub
// Editable TextInput field drive: focus, character entry, caret editing.
pub