dreamwell-engine 1.0.0

Dreamwell pure-logic engine library — transforms, hierarchy, canon pipeline, spatial math, hashing, tile rules, validation, waymark schema, material/lighting descriptors. No SpacetimeDB dependency.
Documentation
// Input — platform-agnostic input control plane.
//
// Provides the engine-level input abstraction consumed by all clients (runtime, editor,
// React, TUI). Platform adapters translate native events (winit, egui, browser) into
// these types. Game systems consume InputFrame without knowing the source device.
//
// Architecture:
//   VirtualKey     — platform-independent key/button codes
//   ButtonState<T> — generic three-state tracker (pressed, just_pressed, just_released)
//   AxisValue/Pair — float axes with dead zones
//   InputAction    — semantic game actions (MoveForward, Attack, OpenInventory, ...)
//   InputMode      — context switches (TileMap, FreeCamera, UiFocus, Cinematic)
//   InputBinding   — rebindable VirtualKey → InputAction mapping
//   InputFrame     — per-frame snapshot consumed by game logic

pub mod action;
pub mod axis;
pub mod binding;
pub mod button;
pub mod frame;
pub mod particle;
pub mod wave;

pub use action::{InputAction, InputMode};
pub use axis::{digital_axis, digital_axis_pair, AxisPair, AxisValue};
pub use binding::{InputBindingMap, VirtualKey};
pub use button::ButtonState;
pub use frame::{InputFrame, InputFrameBuilder, InputPacket};
pub use wave::{
    parse_decoherence_tag, DecoherenceField, DecoherenceState, DecoherenceTagValue, DreamWaveController, WaveForm,
};