Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
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camera_input.h
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1#ifndef CAMERA_INPUT_H
2#define CAMERA_INPUT_H
3
4/* Forward declaration */
5typedef struct Camera Camera;
6
25void camera_input_handle_key(Camera* cam, int key, int action);
26
37void camera_input_handle_mouse(Camera* cam, double xpos, double ypos);
38
45void camera_input_handle_scroll(Camera* cam, double yoffset);
46
47/* Forward declaration */
48typedef struct GamepadState GamepadState;
49
60void camera_apply_gamepad(Camera* cam, const GamepadState* state);
61
62#endif /* CAMERA_INPUT_H */
void camera_input_handle_mouse(Camera *cam, double xpos, double ypos)
Processes a mouse movement event to update camera orientation.
Definition camera_input.c:33
void camera_input_handle_key(Camera *cam, int key, int action)
Processes a keyboard event to update camera movement flags.
Definition camera_input.c:9
void camera_input_handle_scroll(Camera *cam, double yoffset)
Processes a scroll event to adjust camera speed or zoom.
Definition camera_input.c:51
void camera_apply_gamepad(Camera *cam, const GamepadState *state)
Applies gamepad input to camera within a fixed physics step.
Definition camera_input.c:56
Represents a 3D camera with orientation, movement, and physical properties.
Definition camera.h:41
Definition gamepad_input.h:45