feat(input): #83 Input Manager + auto-commit the device layer in the frame loop
Fixes the papercut: the generated frame loop called rt_poll() (feeding only Input.key) but never input_poll(), so Input.active/key_down/mouse/pad read empty unless the game called Input.poll() by hand. The loop now calls input_poll() when the game uses any Input runtime method — committing the held-key/mouse/gamepad state, and record/replay — and stores its return as the frame key so Input.key still works. A game using no Input runtime keeps the plain rt_poll path, byte-identical. Adds the Input-Manager API: Input.action(name,key) ships a default binding (kept if already bound, so a rebind/loaded map isn't clobbered), Input.bind_pad(name,button) makes an action device-agnostic (keyboard OR pad), and Input.active/just_pressed/just_released read the multi-key device layer with clean on-press/on-release edges (deterministic, dispatch-free — a handler polls the edge; a replay fires identically). Examples input_manager + input_auto, 5 docs pages. Full suite 107/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/input/input-bind_pad.md
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docs/language/input/input-bind_pad.md
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---
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id: input-bind_pad
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name: Input.bind_pad
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category: input
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kind: namespace-method
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tokens: Input.bind_pad
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sig: Input.bind_pad(action: str, button: int) -> void
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tip: Also fire a named action from a gamepad button (device-agnostic).
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order: 32
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ns: Input
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member: bind_pad
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---
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Maps a gamepad <code>button</code> (on pad 0) to a named action, so the action fires from the keyboard <em>or</em> the pad. The same action can carry both keyboard keys (<a href="input-bind.html"><code>Input.bind</code></a> / <a href="input-action.html"><code>Input.action</code></a>) and pad buttons; <a href="input-active.html"><code>Input.active</code></a> and its edges fire on either device — one action, any input.
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```ludic
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program Pad {
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entry {
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Input.action("fire", 'j')
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Input.bind_pad("fire", 0)
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if Input.active("fire") { print(1) }
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}
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}
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```
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