feat(input): action maps + deterministic record/replay (#7)
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The two ideas the input revamp leads with, built in Ludic over the
single-key poll every target already provides:

- Action maps: gameplay reads named actions, not physical keys, so keys
  are rebindable and a scheme is data. Input.bind(action, key),
  Input.down/pressed(action), Input.rebind(action, from, to).
- Deterministic record/replay: Input.poll() is the one per-frame input
  read; Input.record() captures the key each frame and Input.replay()
  feeds the tape back, so a run reproduces exactly — the seed of lockstep
  netcode. "Read input" and "read a recorded snapshot" are the same call.

runtime/native/input.ludic (spliced when the new Input.* methods are used;
pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the
@fn_input_* runtime; parse.ludic gates the splice. Seven docs/language
pages; worked example + regression examples/library/input_actions.ludic
(1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden
drift. The device layer (multi-key held, gamepads, touch, analog) needs a
platform key-state backend and is tracked separately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 16:03:56 +03:00
parent 3679ce1797
commit 377b6d1186
15 changed files with 19159 additions and 18515 deletions

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changes/input-actions.md Normal file
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bump: minor
type: feat
Input action maps + deterministic record/replay (#7) — gameplay now reads named actions instead of physical keys, so keys are rebindable and a control scheme is data. `Input.bind(action, key)` binds a key to an action, `Input.down`/`Input.pressed` read it (held vs one-shot edge), and `Input.rebind(action, from, to)` remaps it at runtime for an options screen. `Input.poll` is the single per-frame input read, which makes deterministic replay fall out for free: `Input.record` captures the polled key each frame and `Input.replay` feeds the tape back so a run reproduces exactly — the seed of lockstep netcode. All integer and deterministic over the single-key poll every target provides; the multi-key/gamepad/touch/analog device layer is tracked as a follow-up.