rework to context: now there's engine and user code copies, renaming of fields, most things that shouldn't be there are hidden
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@ -194,8 +194,8 @@ void input_state_update(InputState *input) {
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SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
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&input->mouse_relative_position.y);
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ctx.game.mouse_window_position = input->mouse_window_position;
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ctx.game.mouse_relative_position = input->mouse_relative_position;
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ctx.game.mouse_position = input->mouse_window_position;
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ctx.game.mouse_movement = input->mouse_relative_position;
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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