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:: Example when reusing the existing input handling:
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:: Example when using custom engine actions:
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:: Engines with engine-driven input handing should prefer using custom action events as this approach it is more powerful. Engines where input handling is script-driven probably have no choice but to use the first option. It's up to the engine developer to choose which is the best in each specific context.
* Keymaps can be situational, thus engines may define multiple keymaps. Keymaps can be enabled / disabled at any time to select which actions are relevant for the current situation. For example for a RPG game there may be one keymap for the overworld, one for combat and one for shops.


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