this struct manages input.
Events are first abstracted into actions. An action occurs whenever
a KeyDown event happens with the corrisponding scan code.
KeyUp events are also tracked.
The state of an action can be queried with is_action_triggerd or
with is_action_down .
Controls are built on top of actions and they are mainly used for
things like player movement. Each control has a name and a value is
bound to an action. If multiple controls have the same name the
different values will be added whenever the event occurs.
Their value can be queried with get_control_value
the following is a minimal example:
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