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#include "InputManager.h"
namespace_begin(AsuraEngine)
namespace_begin(Input)
InputManager::InputManager()
{
}
InputManager::~InputManager()
{
}
void InputManager::Reset()
{
}
bool InputManager::GetButton(const std::string& name)
{
return 0;
}
bool InputManager::GetButtonDown(const std::string& name)
{
return 0;
}
bool InputManager::GetButtonUp(const std::string& name)
{
return 0;
}
bool InputManager::HasAxisOrButton(const std::string& name)
{
return 0;
}
float InputManager::GetAxis(const std::string& name)
{
return 0;
}
float InputManager::GetAxisRaw(const std::string& name)
{
return 0;
}
bool InputManager::GetMouseButton(int mouseBut)
{
return 0;
}
bool InputManager::GetMouseButtonState(int mouseBut)
{
return 0;
}
bool InputManager::GetMouseButtonDown(int mouseBut)
{
return 0;
}
bool InputManager::GetMouseButtonUp(int mouseBut)
{
return 0;
}
bool InputManager::GetKey(int key)
{
return 0;
}
bool InputManager::GetKeyDown(int key)
{
return 0;
}
bool InputManager::GetKeyUp(int key)
{
return 0;
}
const Vector2f& InputManager::GetMouseDelta()
{
return m_MouseDelta;
}
const Vector2f& InputManager::GetMousePosition()
{
return m_MousePos;
}
float InputManager::GetJoystickPosition()
{
return 0;
}
void InputManager::setJoystickPosition()
{
}
void InputManager::SetKeyState(int key, bool state)
{
// This ignores keyRepeats (multiple keydown without a keyup event between)
if (state && !m_CurrentKeyState[key])
m_ThisFrameKeyDown[key] = true;
if (!state && m_CurrentKeyState[key])
m_ThisFrameKeyUp[key] = true;
m_CurrentKeyState[key] = state;
}
void InputManager::SetMouseDelta(const Vector2f& delta)
{
}
void InputManager::SetMousePosition(const Vector2f& pos)
{
}
void InputManager::SetMouseButton(int button, bool enabled)
{
}
void InputManager::ProcessInput()
{
}
void InputManager::SendInputEvents()
{
}
namespace_end
namespace_end
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