Refactor input handling in Controller to improve event processing structure
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@@ -82,13 +82,14 @@ void Controller::OnInput() {
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ImGui_ImplSDL2_ProcessEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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switch (event.type) {
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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case SDL_KEYUP: {
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ImGuiIO &io = ImGui::GetIO();
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ImGuiIO &io = ImGui::GetIO();
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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break;
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}
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case SDL_WINDOWEVENT:
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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case SDL_WINDOWEVENT_CLOSE:
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@@ -107,7 +108,6 @@ void Controller::OnInput() {
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}
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}
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}
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}
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ImGuiIO &io = ImGui::GetIO();
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int mouseX;
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int mouseX;
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int mouseY;
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int mouseY;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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