// 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 use ;
pub use ;
pub use ;
pub use ButtonState;
pub use ;
pub use ;