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Documentation Author: Niko Procopi 2020 This tutorial was designed for Visual Studio 2019 If the solution does not compile, retarget the solution to a different version of the Windows SDK. If you do not have any version of the Windows SDK, it can be installed from the Visual Studio Installer Tool AtlasEngine - Input Prerequisites Intro C tutorials, Basic OpenGL tutorials, and physics tutorials are required before starting the engine series input.cpp handles if keyboard buttons are tapped, held, or released. globals.h now had a global Keyboard struct main.cpp tests Tap, Hold, and Release Each state (tap, hold, release) is an array of 16 ints this saves memory by storing each key as a bit, rather than 512 bytes per state (one byte per key) By storing keys as bits, we save memory, and loop through ProcessState less, but then we need bit shifting for gameplay to check each key [ Hypothetically ] By storing keys as bytes, more memory is used, more processing is used to "ProcessState", but then less processing is used in gameplay scripts to determine button presses In other words, it's a trade-off.
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