Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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34
selfhost/backend/stdlib/emit_key.ludic
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selfhost/backend/stdlib/emit_key.ludic
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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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# set stores), digits their ASCII, plus the specials. Arrow keys alias WASD because the
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# platform layer maps them that way; Escape is 27 (0.3, #88).
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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 == "Enter") { return 10 }
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if (name == "Return") { return 10 }
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if (name == "Escape") { return 27 }
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if (name == "Esc") { return 27 }
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if (name == "Shift") { return 16 }
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if (name == "Tab") { return 9 }
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if (name == "Backspace") { return 8 }
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if (name == "Up") { return 119 }
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if (name == "Down") { return 115 }
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if (name == "Left") { return 97 }
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if (name == "Right") { return 100 }
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if (name == "Digit0") { return 48 }
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if (name == "Digit1") { return 49 }
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if (name == "Digit2") { return 50 }
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if (name == "Digit3") { return 51 }
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if (name == "Digit4") { return 52 }
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if (name == "Digit5") { return 53 }
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if (name == "Digit6") { return 54 }
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if (name == "Digit7") { return 55 }
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if (name == "Digit8") { return 56 }
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if (name == "Digit9") { return 57 }
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# a single capital letter names that letter key: Key.A .. Key.Z
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if (name[1] == 0) {
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let c = name[0]
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if (c >= 65) and (c <= 90) { return c + 32 }
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}
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return 0 - 1
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}
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