Popcorning Guinea Pig
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    Namespace PopcorningGuineaPig.Engine.Input

    Classes

    ContextStack

    Manages a stack of input contexts with priority-based resolution. Allows for layered input handling (e.g., menus over gameplay).

    InputBinding

    Represents a binding between an input and a command. Defines how input events are mapped to command execution.

    InputContext

    Represents a context for input bindings with priority-based resolution. Input contexts allow for scene-specific or layered input handling.

    InputEvent

    Represents an input event that occurred.

    InputManager

    Manages high-performance input polling and state tracking. Detects input changes and raises events for the input system.

    InputSystemDemoScene

    Demonstration scene showing the Command Pattern Input System in action. Shows different types of input bindings: method commands, lambda commands, static commands.

    Structs

    InputKey

    Represents a unique input key combining device type, key code, modifiers, and device index. Uses value semantics for efficient dictionary lookups and comparisons.

    InputManager.GamepadState

    Per-pad snapshot: buttons bitset + stick/trigger axes.

    Interfaces

    IInputCommand

    Interface for input commands that can be executed by the input system. Commands encapsulate actions that can be triggered by input events.

    Enums

    InputModifiers

    Flags for input modifiers (Ctrl, Shift, Alt). Can be combined using bitwise operations.

    InputTriggerType

    Defines how input triggers are handled.

    InputType

    Represents different types of input devices.

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