Great to know you are progressing.
Our API is very simple regarding input. You just need to find how Leadwerks input events are generated, listen to them and then inject the events to the Noesis View using these functions:
struct IView
{
/// ...
/// Notifies that a mouse button was pressed. Origin is in the upper-left corner
virtual void MouseButtonDown(int x, int y, MouseButton button) = 0;
/// Notifies that a mouse button was released. Origin is in the upper-left corner
virtual void MouseButtonUp(int x, int y, MouseButton button) = 0;
/// Notifies that a mouse button was double clicked. Origin is in the upper-left corner
virtual void MouseDoubleClick(int x, int y, MouseButton button) = 0;
/// Notifies that mouse was moved. Origin is in the upper-left corner
virtual void MouseMove(int x, int y) = 0;
/// Notifies that mouse vertical wheel was rotated. Origin is in the upper-left corner
/// The parameter wheelRotation indicates the distance the wheel is rotated, expressed in
/// multiples or divisions of 120 (is the default value for 3 lines of scrolling). A positive
/// value indicates that the wheel was rotated forward, away from the user; a negative value
/// indicates that the wheel was rotated backward, toward the user
virtual void MouseWheel(int x, int y, int wheelRotation) = 0;
/// Notifies that mouse horizontal wheel was rotated. Origin is in the upper-left corner
/// The parameter wheelRotation indicates the distance the wheel is rotated, expressed in
/// multiples or divisions of 120 (is the default value for 3 lines of scrolling). A positive
/// value indicates that the wheel was rotated to the right; a negative value indicates that
/// the wheel was rotated to the left
virtual void MouseHWheel(int x, int y, int wheelRotation) = 0;
/// Notifies that a vertical scroll is being actioned. This is normally mapped to a gamepad axis.
/// Value range from -1 (fully pressed down) to +1 (fully pressed up)
virtual void Scroll(float value) = 0;
/// Notifies that a horizontal scroll is being actioned. This is normally mapped to a gamepad axis.
/// Value range from -1 (fully pressed left) to +1 (fully pressed right)
virtual void HScroll(float value) = 0;
/// Notifies that a finger touched the screen. Origin is in the upper-left corner
virtual void TouchDown(int x, int y, uint64_t id) = 0;
/// Notifies that a finger moved on the screen. Origin is in the upper-left corner
virtual void TouchMove(int x, int y, uint64_t id) = 0;
/// Notifies that a finger raised off of the screen. Origin is in the upper-left corner
virtual void TouchUp(int x, int y, uint64_t id) = 0;
/// Notifies that a key was pressed
virtual void KeyDown(Key key) = 0;
/// Notifies that a key was released
virtual void KeyUp(Key key) = 0;
/// Notifies that a key was translated to the corresponding character
virtual void Char(uint32_t ch) = 0;
/// ...
};