Capycore Engine  0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
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KeyState Struct Reference

Represents per-frame key transition state. More...

#include <key_state.h>

Public Member Functions

void reset ()
 

Public Attributes

bool current = false
 True if the key is down this frame.
 
bool previous = false
 True if the key was down in the previous frame.
 

Detailed Description

Represents per-frame key transition state.

Captures both current and previous key states to detect press and release edges. Enables deterministic input evaluation independent of event timing.

Member Function Documentation

◆ reset()

void KeyState::reset ( )

Member Data Documentation

◆ current

bool KeyState::current = false

True if the key is down this frame.

◆ previous

bool KeyState::previous = false

True if the key was down in the previous frame.


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