Multiple binds per input
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@@ -40,10 +40,10 @@ private:
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std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
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std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
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// Input binding tables
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std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
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std::unordered_map<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
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std::unordered_map<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
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std::unordered_map<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
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std::unordered_multimap<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
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std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
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std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
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std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
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// Input events
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EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
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