fix(input): Key.Up/Down/Left/Right are the held set's 128-131
The arrow Key constants folded to the codes of w/s/a/d, which is what the per-frame key reports for an arrow, but cocoa.ll has always stored an arrow in the held-key set under 128-131. So Input.key_down(Key.Up) read the W bit and Input.move_i's arrow half never moved anything. Input.key keeps its WASD alias, so games comparing it with 'w' (snake, chronorift) still take the arrows. New example input_arrows.ludic, checked by ludic-dev test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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4 changed files with 54 additions and 10 deletions
9
changes/arrow-keys.md
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changes/arrow-keys.md
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bump: patch
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type: fix
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**Held arrow keys register** — `Key.Up`, `Key.Down`, `Key.Left` and `Key.Right` are 128-131.
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They folded to the codes of w, s, a and d, which is what the single per-frame key
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(`Input.key`) reports for an arrow. The held-key set has always stored an arrow under
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128-131, so `Input.key_down(Key.Up)` tested the W bit and `Input.move_i`'s arrow half never
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moved anything. `Input.key` keeps its WASD alias: a game comparing it with `'w'` still
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takes the arrows.
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30
examples/library/input_arrows.ludic
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examples/library/input_arrows.ludic
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# input_arrows.ludic — the arrow keys in the held-key set. Key.Up/Down/Left/Right are
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# 128-131, the codes the platform stores an arrow under; they used to fold to w/s/a/d,
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# so Input.key_down(Key.Up) read the W bit and Input.move_i ignored the arrows. Driven
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# headless by injection, the same way the #50 device tests are.
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#
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# Deterministic; a full run prints: 128 129 130 131 1 0 -1 1 0
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program InputArrows {
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry {
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print(Key.Up)
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print(Key.Down)
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print(Key.Left)
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print(Key.Right)
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Input.press(Key.Up) # hold the up arrow
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Input.poll()
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print(bi(Input.key_down(Key.Up))) # 1 — the arrow is held
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print(bi(Input.key_down('w'))) # 0 — and it is not W
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let m = Input.move_i()
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print(m.y) # -1 — move_i takes the arrows as well as WASD
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Input.release(Key.Up)
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Input.press(Key.Right)
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Input.poll()
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let r = Input.move_i()
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print(r.x) # 1
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print(bi(Input.key_down(Key.Up))) # 0 — released
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}
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}
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@ -1,7 +1,12 @@
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# emit_key.ludic — `Key.Name` -> the key code the input layer delivers, folded at
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# emit_key.ludic — `Key.Name` -> the key code the input layer delivers, folded at
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# compile time (like Color.*). Letters are the lowercase character (what the held-key
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# compile time (like Color.*). Letters are the lowercase character (what the held-key
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# set stores), digits their ASCII, plus the specials. Arrow keys alias WASD because the
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# set stores), digits their ASCII, plus the specials; Escape is 27 (0.3, #88).
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# platform layer maps them that way; Escape is 27 (0.3, #88).
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#
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# The arrows are 128-131, the codes the platform stores them under in the held-key set
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# (cocoa.ll's ev_keyval). They used to fold to w/s/a/d, which is what the single
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# per-frame key (Input.key) reports for an arrow - but the held set never had those bits
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# for an arrow, so Input.key_down(Key.Up) and Input.move_i's arrow half never fired.
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# Input.key keeps its WASD alias, so a game comparing it with 'w' still takes the arrows.
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function key_lookup(name: pointer) -> int {
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function key_lookup(name: pointer) -> int {
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if (name == "Space") { return 32 }
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if (name == "Space") { return 32 }
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if (name == "Enter") { return 10 }
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if (name == "Enter") { return 10 }
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@ -11,10 +16,10 @@ function key_lookup(name: pointer) -> int {
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if (name == "Shift") { return 16 }
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if (name == "Shift") { return 16 }
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if (name == "Tab") { return 9 }
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if (name == "Tab") { return 9 }
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if (name == "Backspace") { return 8 }
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if (name == "Backspace") { return 8 }
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if (name == "Up") { return 119 }
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if (name == "Up") { return 128 }
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if (name == "Down") { return 115 }
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if (name == "Down") { return 129 }
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if (name == "Left") { return 97 }
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if (name == "Left") { return 130 }
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if (name == "Right") { return 100 }
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if (name == "Right") { return 131 }
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if (name == "Digit0") { return 48 }
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if (name == "Digit0") { return 48 }
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if (name == "Digit1") { return 49 }
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if (name == "Digit1") { return 49 }
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if (name == "Digit2") { return 50 }
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if (name == "Digit2") { return 50 }
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@ -61197,7 +61197,7 @@ ifend23:
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%t27 = icmp ne i32 %t26, 0
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%t27 = icmp ne i32 %t26, 0
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br i1 %t27, label %then24, label %ifend26
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br i1 %t27, label %then24, label %ifend26
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then24:
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then24:
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store i32 119, ptr %retval
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store i32 128, ptr %retval
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br label %ret
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br label %ret
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ifend26:
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ifend26:
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%t28 = load ptr, ptr %t0
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%t28 = load ptr, ptr %t0
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@ -61205,7 +61205,7 @@ ifend26:
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%t30 = icmp ne i32 %t29, 0
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%t30 = icmp ne i32 %t29, 0
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br i1 %t30, label %then27, label %ifend29
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br i1 %t30, label %then27, label %ifend29
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then27:
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then27:
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store i32 115, ptr %retval
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store i32 129, ptr %retval
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br label %ret
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br label %ret
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ifend29:
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ifend29:
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%t31 = load ptr, ptr %t0
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%t31 = load ptr, ptr %t0
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@ -61213,7 +61213,7 @@ ifend29:
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%t33 = icmp ne i32 %t32, 0
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%t33 = icmp ne i32 %t32, 0
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br i1 %t33, label %then30, label %ifend32
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br i1 %t33, label %then30, label %ifend32
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then30:
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then30:
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store i32 97, ptr %retval
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store i32 130, ptr %retval
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br label %ret
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br label %ret
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ifend32:
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ifend32:
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%t34 = load ptr, ptr %t0
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%t34 = load ptr, ptr %t0
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@ -61221,7 +61221,7 @@ ifend32:
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%t36 = icmp ne i32 %t35, 0
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%t36 = icmp ne i32 %t35, 0
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br i1 %t36, label %then33, label %ifend35
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br i1 %t36, label %then33, label %ifend35
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then33:
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then33:
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store i32 100, ptr %retval
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store i32 131, ptr %retval
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br label %ret
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br label %ret
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ifend35:
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ifend35:
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%t37 = load ptr, ptr %t0
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%t37 = load ptr, ptr %t0
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