text: #include "AnimationProgramming/Input/InputManager.h"
  
  void AnimationProgramming::Input::InputManager::Update()
  {
  	m_keyEvents.clear();
  
  	for (uint8_t i = 0; i < 255; ++i)
  	{
  		bool keyState = GetKeyState(static_cast<int>(i)) & 0x8000;
  		m_keyEvents[i] = keyState && !m_keyStates[i]; /* Boolean = the key wasn't pressed and is now pressed */
  		m_keyStates[i] = keyState;
  	}
  }
  
  bool AnimationProgramming::Input::InputManager::IsKeyPressed(char p_key)
  {
  	return m_keyStates[p_key];
  }
  
  bool AnimationProgramming::Input::InputManager::IsKeyEventOccured(char p_key)
  {
  	return m_keyEvents[p_key];
  }
  