layout de TITOL
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@@ -129,8 +129,8 @@ class Input {
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private:
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// --- Constantes ---
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static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
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static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
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static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
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static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
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static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::SHOOT}; // Inputs que usan botones
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// --- Métodos ---
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@@ -4,57 +4,57 @@
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// Definición de los mapas
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const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
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{InputAction::LEFT, "LEFT"},
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{InputAction::RIGHT, "RIGHT"},
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{InputAction::THRUST, "THRUST"},
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{InputAction::SHOOT, "SHOOT"},
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{InputAction::WINDOW_INC_ZOOM, "WINDOW_INC_ZOOM"},
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{InputAction::WINDOW_DEC_ZOOM, "WINDOW_DEC_ZOOM"},
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{InputAction::TOGGLE_FULLSCREEN, "TOGGLE_FULLSCREEN"},
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{InputAction::TOGGLE_VSYNC, "TOGGLE_VSYNC"},
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{InputAction::EXIT, "EXIT"},
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{InputAction::NONE, "NONE"}};
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{InputAction::LEFT, "LEFT"},
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{InputAction::RIGHT, "RIGHT"},
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{InputAction::THRUST, "THRUST"},
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{InputAction::SHOOT, "SHOOT"},
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{InputAction::WINDOW_INC_ZOOM, "WINDOW_INC_ZOOM"},
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{InputAction::WINDOW_DEC_ZOOM, "WINDOW_DEC_ZOOM"},
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{InputAction::TOGGLE_FULLSCREEN, "TOGGLE_FULLSCREEN"},
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{InputAction::TOGGLE_VSYNC, "TOGGLE_VSYNC"},
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{InputAction::EXIT, "EXIT"},
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{InputAction::NONE, "NONE"}};
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const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
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{"LEFT", InputAction::LEFT},
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{"RIGHT", InputAction::RIGHT},
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{"THRUST", InputAction::THRUST},
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{"SHOOT", InputAction::SHOOT},
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{"WINDOW_INC_ZOOM", InputAction::WINDOW_INC_ZOOM},
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{"WINDOW_DEC_ZOOM", InputAction::WINDOW_DEC_ZOOM},
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{"TOGGLE_FULLSCREEN", InputAction::TOGGLE_FULLSCREEN},
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{"TOGGLE_VSYNC", InputAction::TOGGLE_VSYNC},
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{"EXIT", InputAction::EXIT},
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{"NONE", InputAction::NONE}};
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{"LEFT", InputAction::LEFT},
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{"RIGHT", InputAction::RIGHT},
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{"THRUST", InputAction::THRUST},
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{"SHOOT", InputAction::SHOOT},
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{"WINDOW_INC_ZOOM", InputAction::WINDOW_INC_ZOOM},
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{"WINDOW_DEC_ZOOM", InputAction::WINDOW_DEC_ZOOM},
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{"TOGGLE_FULLSCREEN", InputAction::TOGGLE_FULLSCREEN},
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{"TOGGLE_VSYNC", InputAction::TOGGLE_VSYNC},
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{"EXIT", InputAction::EXIT},
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{"NONE", InputAction::NONE}};
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const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING = {
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{SDL_GAMEPAD_BUTTON_WEST, "WEST"},
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{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"},
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{SDL_GAMEPAD_BUTTON_EAST, "EAST"},
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{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"},
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{SDL_GAMEPAD_BUTTON_START, "START"},
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{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
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{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
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{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
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{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
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{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
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{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
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{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
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{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
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{SDL_GAMEPAD_BUTTON_WEST, "WEST"},
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{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"},
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{SDL_GAMEPAD_BUTTON_EAST, "EAST"},
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{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"},
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{SDL_GAMEPAD_BUTTON_START, "START"},
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{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
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{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
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{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
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{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
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{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
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{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
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{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
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{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
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const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
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{"WEST", SDL_GAMEPAD_BUTTON_WEST},
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{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
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{"EAST", SDL_GAMEPAD_BUTTON_EAST},
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{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
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{"START", SDL_GAMEPAD_BUTTON_START},
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{"BACK", SDL_GAMEPAD_BUTTON_BACK},
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{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
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{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
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{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
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{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
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{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
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{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
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{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};
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{"WEST", SDL_GAMEPAD_BUTTON_WEST},
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{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
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{"EAST", SDL_GAMEPAD_BUTTON_EAST},
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{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
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{"START", SDL_GAMEPAD_BUTTON_START},
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{"BACK", SDL_GAMEPAD_BUTTON_BACK},
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{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
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{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
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{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
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{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
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{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
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{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
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{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};
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@@ -8,23 +8,23 @@
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// --- Enums ---
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enum class InputAction : int { // Acciones de entrada posibles en el juego
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// Inputs de juego (movimiento y acción)
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LEFT, // Rotar izquierda
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RIGHT, // Rotar derecha
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THRUST, // Acelerar
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SHOOT, // Disparar
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START, // Empezar partida
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// Inputs de juego (movimiento y acción)
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LEFT, // Rotar izquierda
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RIGHT, // Rotar derecha
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THRUST, // Acelerar
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SHOOT, // Disparar
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START, // Empezar partida
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// Inputs de sistema (globales)
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WINDOW_INC_ZOOM, // F2
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WINDOW_DEC_ZOOM, // F1
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TOGGLE_FULLSCREEN, // F3
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TOGGLE_VSYNC, // F4
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EXIT, // ESC
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// Inputs de sistema (globales)
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WINDOW_INC_ZOOM, // F2
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WINDOW_DEC_ZOOM, // F1
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TOGGLE_FULLSCREEN, // F3
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TOGGLE_VSYNC, // F4
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EXIT, // ESC
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// Input obligatorio
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NONE,
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SIZE,
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// Input obligatorio
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NONE,
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SIZE,
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};
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// --- Variables ---
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@@ -36,7 +36,6 @@ extern const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON
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// --- Constantes ---
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// Physical arcade buttons (excludes directional controls LEFT/RIGHT)
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static constexpr std::array<InputAction, 3> ARCADE_BUTTONS = {
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InputAction::SHOOT,
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InputAction::THRUST,
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InputAction::START
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};
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InputAction::SHOOT,
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InputAction::THRUST,
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InputAction::START};
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