<commit_before>#include "InputManager.h"

InputManager::InputManager()
	: mouseDelta(0, 0) { }

bool InputManager::keyPressed(const SDL_Event &e, SDL_Keycode keycode) const
{
	return (e.type == SDL_KEYDOWN) && (e.key.keysym.sym == keycode);
}

bool InputManager::keyReleased(const SDL_Event &e, SDL_Keycode keycode) const
{
	return (e.type == SDL_KEYUP) && (e.key.keysym.sym == keycode);
}

bool InputManager::keyIsDown(SDL_Scancode scancode) const<commit_msg>Ignore key repeating on key press events.<commit_after>#include "InputManager.h"

InputManager::InputManager()
	: mouseDelta(0, 0) { }

bool InputManager::keyPressed(const SDL_Event &e, SDL_Keycode keycode) const
{
	return (e.type == SDL_KEYDOWN) && (e.key.keysym.sym == keycode) && (e.key.repeat == 0);
}

bool InputManager::keyReleased(const SDL_Event &e, SDL_Keycode keycode) const
{
	return (e.type == SDL_KEYUP) && (e.key.keysym.sym == keycode);
}

bool InputManager::keyIsDown(SDL_Scancode scancode) const
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