Update project structure
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@@ -1,39 +0,0 @@
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#include "input.h"
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#include <GLFW/glfw3.h>
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namespace Input {
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void KeyListener::key_event(KeyInput const& key_input_event)
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{
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auto& key_state = registry.ctx().get<State<KeyCode>>();
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if (key_input_event.action == static_cast<Action>(GLFW_PRESS)) {
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key_state.press(key_input_event.key_code);
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} else if (key_input_event.action == static_cast<Action>(GLFW_RELEASE)) {
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key_state.release(key_input_event.key_code);
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}
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}
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void CursorListener::cursor_event(MouseMotion const& mouse_motion_event)
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{
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auto& mouse_motion = registry.ctx().get<MouseMotion>();
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mouse_motion.delta += mouse_motion_event.delta;
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}
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void reset_mouse_motion(entt::registry& registry)
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{
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auto& mouse_motion = registry.ctx().get<MouseMotion>();
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mouse_motion = {};
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}
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template <typename T> void State<T>::update_state(entt::registry& registry)
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{
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auto& state = registry.ctx().get<State<T>>();
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state.just_pressed_keys.clear();
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state.just_released_keys.clear();
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}
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template class State<KeyCode>;
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} // namespace Input
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