Input System
Overview
The Input system provides frame-aware input tracking for both the editor and gameplay scripts.
Editor Camera Controls
The editor viewport uses the following controls:
Gameplay Input via C++ Behaviors
For gameplay input, use the Input class accessible via engine.GetInput() in Behavior subclasses. The following methods are available:
Key Constants
Available key constants (from GLFW):
KEY_W, KEY_A, KEY_S, KEY_D, KEY_SPACE, KEY_ESCAPE
Example
Integration Notes
- Input state is updated automatically each frame in
Engine::BeginFrame() - GLFW callbacks feed into Input state and publish events to the EventBus
- The editor camera consumes input directly; gameplay input is accessed through
engine.GetInput()in C++ behaviors