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Fry3DX 0.4: an easy 3D modeller
Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
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engine/platform/input.h
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35
engine/platform/input.h
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#pragma once
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#include <string>
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union SDL_Event;
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namespace keel::input {
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bool keyDown(int scancode); // SDL_SCANCODE_*
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bool mouseDown(int button); // SDL_BUTTON_LEFT etc.
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// Mouse movement since the last call, in pixels.
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void takeMouseDelta(float& dx, float& dy);
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// While captured the cursor is hidden and the game owns the mouse and keyboard.
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bool captured();
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// Key bindings, Quake/Source style: "bind w +forward" runs "+forward" on press
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// and "-forward" on release; other commands run on press. Key names: letters,
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// digits, "space", "ctrl", "shift", "escape", "f1".., "mouse1".."mouse5",
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// "mwheelup", "mwheeldown".
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void bind(const char* key, const char* command);
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// Lines "unbindall" + "bind ..." for config.cfg.
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std::string bindingsConfig();
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// The key bound to `command` ("" if none), for menus.
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std::string keyFor(const char* command);
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// The next key pressed is reported here instead of running its binding (options menu).
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void captureNextKey(void (*callback)(const char* keyName));
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// Engine side.
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void setCaptured(bool on);
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// Never grab the mouse (test mode).
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void disableCapture();
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void handleEvent(const SDL_Event& ev);
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// Releases every held "+" action (when a menu opens mid-press).
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void releaseAll();
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} // namespace keel::input
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