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input_t init_input()
{
input_t input = {0};
input.mouse.first = 1;
return input;
}
void update_input(input_t *input)
{
input->mouse.last = input->mouse.pos;
input->mouse.offset = V2_ZERO;
input->mouse.left.last = input->mouse.left.state;
input->mouse.right.last = input->mouse.right.state;
input->move_right.last = input->move_right.state;
input->move_forward.last = input->move_forward.state;
input->move_left.last = input->move_left.state;
input->move_backward.last = input->move_backward.state;
input->move_up.last = input->move_up.state;
input->move_down.last = input->move_down.state;
input->jump.last = input->jump.state;
input->action_right.last = input->action_right.state;
input->action_up.last = input->action_up.state;
input->action_left.last = input->action_left.state;
input->action_down.last = input->action_down.state;
input->exit.last = input->exit.state;
}
i32 is_key_down(prge_key_t key)
{
i32 result = (key.state == key_state_press);
return result;
}
i32 is_key_pressed(prge_key_t key)
{
i32 result = ((key.last == key_state_release) && (key.state == key_state_press));
return result;
}
i32 was_key_pressed(prge_key_t key)
{
i32 result = ((key.last == key_state_press) && (key.state == key_state_release));
return result;
}
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