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Focused context for application-level input handling. More...
#include <app_input.h>
Data Fields | |
| GLFWwindow * | window |
| Camera * | camera |
| Scene * | scene |
| PostProcess * | postprocess |
| EnvManager * | env_mgr |
| ActionNotifier * | notifier |
| AppUIOverlay * | overlay |
| GPUProfilerUI * | timeline_ui |
| EffectBenchmark * | effect_bench |
| PerfModeContext * | perf_context |
| GamepadState * | gamepad |
| AsyncLoader * | async_loader |
| int * | width |
| int * | height |
| int * | camera_enabled |
| int * | is_fullscreen |
| int * | saved_x |
| int * | saved_y |
| int * | saved_width |
| int * | saved_height |
| int * | resize_pending |
| int * | pending_width |
| int * | pending_height |
| int * | perf_mode_active |
| int * | log_gpu_metrics |
Focused context for application-level input handling.
Decouples input logic from the App God Object by exposing only the fields that input handlers actually need. Constructed once per frame (or per callback) from App fields in app.c.
| AsyncLoader* AppInputContext::async_loader |
| Camera* AppInputContext::camera |
| int* AppInputContext::camera_enabled |
| EffectBenchmark* AppInputContext::effect_bench |
| EnvManager* AppInputContext::env_mgr |
| GamepadState* AppInputContext::gamepad |
| int* AppInputContext::height |
| int* AppInputContext::is_fullscreen |
| int* AppInputContext::log_gpu_metrics |
| ActionNotifier* AppInputContext::notifier |
| AppUIOverlay* AppInputContext::overlay |
| int* AppInputContext::pending_height |
| int* AppInputContext::pending_width |
| PerfModeContext* AppInputContext::perf_context |
| int* AppInputContext::perf_mode_active |
| PostProcess* AppInputContext::postprocess |
| int* AppInputContext::resize_pending |
| int* AppInputContext::saved_height |
| int* AppInputContext::saved_width |
| int* AppInputContext::saved_x |
| int* AppInputContext::saved_y |
| Scene* AppInputContext::scene |
| GPUProfilerUI* AppInputContext::timeline_ui |
| int* AppInputContext::width |
| GLFWwindow* AppInputContext::window |