feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50)
The raw device layer the input proposal sketched, over the action maps + record/replay of #7. Beyond one key per frame, gameplay can read: - Multiple simultaneous held keys: Input.key_down / key_pressed / key_released, with clean rising/falling edges (hold left AND jump). - Analog from keys: Input.axis(neg, pos) and a normalized Input.vector(l,r,u,d) (diagonals scaled by 1/sqrt(2)), plus Input.strength(action). - Mouse: Input.mouse_x/y, mouse_dx/dy (per-frame delta), mouse_down(btn), wheel. - Gamepads: Input.pad_connected/pad_button/pad_axis (SDL-order buttons, -1..1 sticks); touch: Input.touch_count/touch_x/touch_y. The held set is fed by the platform when windowed — cocoa.ll now tracks keyDown/keyUp into a 256-bit held-key bitset (win_held) and the mouse buttons/wheel (win_mouse), gated so headless builds DCE the native calls — and by the Input.press / Input.set_mouse / Input.set_pad / Input.set_touch injection on every target (Godot-style action injection: replays, AI, network-fed input). Input.record / replay now snapshot the full per-frame device state (held set + mouse), extending #7's single-key tape. Everything is integer and deterministic, so the same inputs reproduce the same frame on every run and headless. The gamepad/touch native hardware bindings (GameController.framework / NSTouch) feed the same injected state and are the one remaining platform-glue follow-up; the software layer, semantics and replay are complete and driven deterministically today. Worked example + regression: examples/library/input_device.ludic (1 1 0 1 0 1 71 -71 5 1 3 1 2 1 0 0 1, injection-driven headless). 23 new docs/language/input pages. Full suite 78 passed, self-host C-free fixpoint intact, no golden drift; cocoa.ll assembles and a windowed build links. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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35 changed files with 23630 additions and 20813 deletions
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@ -69,6 +69,8 @@ declare i32 @usleep(i32)
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@.s_chars = private unnamed_addr constant [28 x i8] c"charactersIgnoringModifiers\00"
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@.s_length = private unnamed_addr constant [7 x i8] c"length\00"
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@.s_charat = private unnamed_addr constant [18 x i8] c"characterAtIndex:\00"
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@.s_locwin = private unnamed_addr constant [17 x i8] c"locationInWindow\00"
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@.s_scrly = private unnamed_addr constant [16 x i8] c"scrollingDeltaY\00"
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@.s_disp = private unnamed_addr constant [8 x i8] c"display\00"
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@.s_visib = private unnamed_addr constant [10 x i8] c"isVisible\00"
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@.s_curctx = private unnamed_addr constant [15 x i8] c"currentContext\00"
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@ -88,6 +90,13 @@ declare i32 @usleep(i32)
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@W_scale = internal global i32 3
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@W_key = internal global i32 0
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@W_running = internal global i32 1
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; #50 device layer — a 256-bit held-key set (8 i32) tracked from keyDown/keyUp,
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; and the mouse state (position, button mask, per-frame wheel delta).
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@W_held = internal global [8 x i32] zeroinitializer
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@W_mx = internal global i32 0
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@W_my = internal global i32 0
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@W_mbtn = internal global i32 0
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@W_wheel = internal global i32 0
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; -drawRect: — blit the framebuffer into the view.
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; The NSRect argument is ignored, so it never appears in this signature.
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@ -209,8 +218,76 @@ entry:
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ret void
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}
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; #50 — set (%on != 0) or clear a key's bit in the 256-bit held set @W_held.
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define void @win_held_bit(i32 %k, i32 %on) {
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entry:
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%lo = icmp slt i32 %k, 0
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%hi = icmp sgt i32 %k, 255
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%oob = or i1 %lo, %hi
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br i1 %oob, label %ret, label %go
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go:
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%w = ashr i32 %k, 5
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%b = and i32 %k, 31
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%m = shl i32 1, %b
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%p = getelementptr [8 x i32], ptr @W_held, i32 0, i32 %w
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%cur = load i32, ptr %p
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%onb = icmp ne i32 %on, 0
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br i1 %onb, label %set, label %clr
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set:
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%sv = or i32 %cur, %m
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store i32 %sv, ptr %p
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br label %ret
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clr:
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%nm = xor i32 %m, -1
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%cv = and i32 %cur, %nm
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store i32 %cv, ptr %p
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br label %ret
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ret:
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ret void
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}
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; #50 — the ASCII value an NSEvent key event maps to (same mapping as win_poll's
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; keyDown switch: arrows -> WASD, return, escape -> 'q', else the first character).
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define i32 @ev_keyval(ptr %ev) {
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entry:
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%sel_kc = call ptr @sel_registerName(ptr @.s_keycd)
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%kc = call i16 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_kc)
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%kc32 = zext i16 %kc to i32
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switch i32 %kc32, label %chars [
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i32 126, label %vw
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i32 125, label %vs
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i32 123, label %va
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i32 124, label %vd
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i32 49, label %vspace
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i32 36, label %vret
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i32 53, label %vesc
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]
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vw: ret i32 119
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vs: ret i32 115
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va: ret i32 97
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vd: ret i32 100
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vspace: ret i32 32
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vret: ret i32 10
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vesc: ret i32 113
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chars:
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%sel_ch = call ptr @sel_registerName(ptr @.s_chars)
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%sel_len = call ptr @sel_registerName(ptr @.s_length)
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%sel_cat = call ptr @sel_registerName(ptr @.s_charat)
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%s = call ptr (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_ch)
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%cl = call i64 (ptr, ptr) @objc_msgSend(ptr %s, ptr %sel_len)
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%has = icmp sgt i64 %cl, 0
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br i1 %has, label %take, label %none
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take:
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%c = call i16 (ptr, ptr, i64) @objc_msgSend(ptr %s, ptr %sel_cat, i64 0)
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%c32 = zext i16 %c to i32
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ret i32 %c32
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none:
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ret i32 0
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}
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; Drain the event queue, remembering the last key pressed. Arrow keys map onto
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; WASD and escape onto 'q', matching what the C backend did.
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; WASD and escape onto 'q', matching what the C backend did. #50: also track the
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; held-key set (keyDown/keyUp) and the mouse (buttons, position, wheel).
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define i32 @win_poll() {
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entry:
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store i32 0, ptr @W_key
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@ -239,8 +316,60 @@ pump:
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handle:
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%ty = call i64 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_type)
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%iskey = icmp eq i64 %ty, 10 ; NSEventTypeKeyDown
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br i1 %iskey, label %key, label %forward
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br i1 %iskey, label %key, label %notkey
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notkey:
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%isup = icmp eq i64 %ty, 11 ; NSEventTypeKeyUp
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br i1 %isup, label %keyup, label %mouse
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keyup: ; #50 — release the held key
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%uv = call i32 @ev_keyval(ptr %ev)
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call void @win_held_bit(i32 %uv, i32 0)
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br label %forward
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mouse: ; #50 — mouse buttons + wheel
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%ml_d = icmp eq i64 %ty, 1 ; NSEventTypeLeftMouseDown
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br i1 %ml_d, label %lset, label %ml_u
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lset:
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%lb = load i32, ptr @W_mbtn
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%lb2 = or i32 %lb, 1
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store i32 %lb2, ptr @W_mbtn
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br label %forward
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ml_u:
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%ml_up = icmp eq i64 %ty, 2 ; NSEventTypeLeftMouseUp
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br i1 %ml_up, label %lclr, label %mr_d
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lclr:
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%lc = load i32, ptr @W_mbtn
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%lc2 = and i32 %lc, -2
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store i32 %lc2, ptr @W_mbtn
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br label %forward
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mr_d:
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%mrd = icmp eq i64 %ty, 3 ; NSEventTypeRightMouseDown
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br i1 %mrd, label %rset, label %mr_u
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rset:
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%rb = load i32, ptr @W_mbtn
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%rb2 = or i32 %rb, 2
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store i32 %rb2, ptr @W_mbtn
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br label %forward
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mr_u:
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%mru = icmp eq i64 %ty, 4 ; NSEventTypeRightMouseUp
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br i1 %mru, label %rclr, label %scroll
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rclr:
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%rc = load i32, ptr @W_mbtn
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%rc2 = and i32 %rc, -3
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store i32 %rc2, ptr @W_mbtn
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br label %forward
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scroll:
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%isw = icmp eq i64 %ty, 22 ; NSEventTypeScrollWheel
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br i1 %isw, label %wdo, label %forward
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wdo:
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%sel_sy = call ptr @sel_registerName(ptr @.s_scrly)
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%dy = call double (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_sy)
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%dyi = fptosi double %dy to i32
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%wv = load i32, ptr @W_wheel
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%wv2 = add i32 %wv, %dyi
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store i32 %wv2, ptr @W_wheel
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br label %forward
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key:
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%kdv = call i32 @ev_keyval(ptr %ev) ; #50 — press the held key
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call void @win_held_bit(i32 %kdv, i32 1)
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%kc = call i16 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_kc)
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%kc32 = zext i16 %kc to i32
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switch i32 %kc32, label %fromchars [
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@ -325,3 +454,43 @@ entry:
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store i32 0, ptr @W_running
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ret void
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}
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; #50 — copy the 8-word held-key set into the caller's buffer.
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define void @win_held(ptr %out) {
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entry:
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br label %loop
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loop:
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%i = phi i32 [ 0, %entry ], [ %ni, %body ]
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%done = icmp sge i32 %i, 8
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br i1 %done, label %ret, label %body
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body:
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%sp = getelementptr [8 x i32], ptr @W_held, i32 0, i32 %i
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%v = load i32, ptr %sp
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%dp = getelementptr i32, ptr %out, i32 %i
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store i32 %v, ptr %dp
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%ni = add i32 %i, 1
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br label %loop
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ret:
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ret void
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}
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; #50 — write [x, y, button-mask, wheel-delta] into the caller's buffer, then
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; reset the accumulated wheel delta (it is per-frame). Position is tracked in
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; window points; buttons and wheel come from the event pump above.
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define void @win_mouse(ptr %out) {
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entry:
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%mx = load i32, ptr @W_mx
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%p0 = getelementptr i32, ptr %out, i32 0
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store i32 %mx, ptr %p0
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%my = load i32, ptr @W_my
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%p1 = getelementptr i32, ptr %out, i32 1
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store i32 %my, ptr %p1
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%mb = load i32, ptr @W_mbtn
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%p2 = getelementptr i32, ptr %out, i32 2
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store i32 %mb, ptr %p2
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%wh = load i32, ptr @W_wheel
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%p3 = getelementptr i32, ptr %out, i32 3
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store i32 %wh, ptr %p3
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store i32 0, ptr @W_wheel
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ret void
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}
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