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path: root/source/modules/asura-core/Input/InputManager.cpp
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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)
{
}

bool InputManager::GetButtonDown(const std::string& name)
{
}

bool InputManager::GetButtonUp(const std::string& name)
{
}

bool InputManager::HasAxisOrButton(const std::string& name)
{
}

float InputManager::GetAxis(const std::string& name)
{
}

float InputManager::GetAxisRaw(const std::string& name)
{
}

bool InputManager::GetMouseButton(int mouseBut)
{
}

bool InputManager::GetMouseButtonState(int mouseBut)
{
}

bool InputManager::GetMouseButtonDown(int mouseBut)
{
}

bool InputManager::GetMouseButtonUp(int mouseBut)
{
}


bool InputManager::GetKey(int key)
{
}

bool InputManager::GetKeyDown(int key)
{
}

bool InputManager::GetKeyUp(int key)
{
}


const AEMath::Vector2f& InputManager::GetMouseDelta()
{
}

const AEMath::Vector2f& InputManager::GetMousePosition()
{
}


float InputManager::GetJoystickPosition()
{
}

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 AEMath::Vector2f& delta)
{
}

void InputManager::SetMousePosition(const AEMath::Vector2f& pos)
{
}

void InputManager::SetMouseButton(int button, bool enabled)
{
}


void InputManager::ProcessInput()
{
}

void InputManager::SendInputEvents()
{
}


namespace_end
namespace_end