using System; using GlitchyEngine.Events; using GlitchyEngine.Math; namespace GlitchyEngine { public static class Input { public static extern bool IsKeyPressed(Key keycode); public static extern bool IsKeyReleased(Key keycode); public static extern bool IsKeyToggled(Key keycode); public static extern bool WasKeyPressed(Key keycode); public static extern bool WasKeyReleased(Key keycode); public static extern bool WasKeyToggled(Key keycode); /* * Determines whether or not the key is being pressed down. * @remarks IsKeyPressing(kc) == IsKeyPressed(kc) && !IsKeyReleased(kc) */ public static extern bool IsKeyPressing(Key keycode); /* * Determines whether or not the key is being released down. * @remarks IsKeyReleasing(kc) == !IsKeyPressed(kc) && IsKeyReleased(kc) */ public static extern bool IsKeyReleasing(Key keycode); public static extern bool IsMouseButtonPressed(MouseButton button); public static extern bool IsMouseButtonReleased(MouseButton button); public static extern Point GetMousePosition(); public static extern int32 GetMouseX(); public static extern int32 GetMouseY(); public static extern bool WasMouseButtonPressed(MouseButton button); public static extern bool WasMouseButtonReleased(MouseButton button); public static extern Point GetLastMousePosition(); public static extern int32 GetLastMouseX(); public static extern int32 GetLastMouseY(); public static extern bool IsMouseButtonPressing(MouseButton button); public static extern bool IsMouseButtonReleasing(MouseButton button); public static extern Point GetMouseMovement(); public static extern void NewFrame(); } }