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Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
AppInputContext Struct Reference

Focused context for application-level input handling. More...

#include <app_input.h>

Collaboration diagram for AppInputContext:
[legend]

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
 

Detailed Description

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.

Field Documentation

◆ async_loader

AsyncLoader* AppInputContext::async_loader

◆ camera

Camera* AppInputContext::camera

◆ camera_enabled

int* AppInputContext::camera_enabled

◆ effect_bench

EffectBenchmark* AppInputContext::effect_bench

◆ env_mgr

EnvManager* AppInputContext::env_mgr

◆ gamepad

GamepadState* AppInputContext::gamepad

◆ height

int* AppInputContext::height

◆ is_fullscreen

int* AppInputContext::is_fullscreen

◆ log_gpu_metrics

int* AppInputContext::log_gpu_metrics

◆ notifier

ActionNotifier* AppInputContext::notifier

◆ overlay

AppUIOverlay* AppInputContext::overlay

◆ pending_height

int* AppInputContext::pending_height

◆ pending_width

int* AppInputContext::pending_width

◆ perf_context

PerfModeContext* AppInputContext::perf_context

◆ perf_mode_active

int* AppInputContext::perf_mode_active

◆ postprocess

PostProcess* AppInputContext::postprocess

◆ resize_pending

int* AppInputContext::resize_pending

◆ saved_height

int* AppInputContext::saved_height

◆ saved_width

int* AppInputContext::saved_width

◆ saved_x

int* AppInputContext::saved_x

◆ saved_y

int* AppInputContext::saved_y

◆ scene

Scene* AppInputContext::scene

◆ timeline_ui

GPUProfilerUI* AppInputContext::timeline_ui

◆ width

int* AppInputContext::width

◆ window

GLFWwindow* AppInputContext::window

The documentation for this struct was generated from the following file: