feat: added basic window, input & drawing
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using Engine.Core;
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using SDL3;
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namespace Engine.Integration.SDL3;
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public class CameraController2D : Behaviour2D, IFirstFrameUpdate, IUpdate
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{
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private Sdl3KeyboardInputs keyboardInputs = null!;
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private ICamera2D camera = null!;
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public void FirstActiveFrame()
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{
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keyboardInputs = Universe.FindRequiredBehaviour<Sdl3KeyboardInputs>();
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camera = BehaviourController.GetRequiredBehaviourInParent<ICamera2D>();
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}
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public void Update()
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{
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if (keyboardInputs.IsPressed(SDL.Keycode.W)) Transform.Position += Transform.Up * Universe.Time.DeltaTime * 100f;
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if (keyboardInputs.IsPressed(SDL.Keycode.A)) Transform.Position += Transform.Left * Universe.Time.DeltaTime * 100f;
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if (keyboardInputs.IsPressed(SDL.Keycode.S)) Transform.Position += Transform.Down * Universe.Time.DeltaTime * 100f;
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if (keyboardInputs.IsPressed(SDL.Keycode.D)) Transform.Position += Transform.Right * Universe.Time.DeltaTime * 100f;
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if (keyboardInputs.IsPressed(SDL.Keycode.Q)) Transform.Rotation += Universe.Time.DeltaTime * 45f;
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if (keyboardInputs.IsPressed(SDL.Keycode.E)) Transform.Rotation -= Universe.Time.DeltaTime * 45f;
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if (keyboardInputs.IsPressed(SDL.Keycode.R)) camera.Zoom += Universe.Time.DeltaTime * 15f;
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if (keyboardInputs.IsPressed(SDL.Keycode.F)) camera.Zoom -= Universe.Time.DeltaTime * 15f;
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}
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}
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