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-just_released.md
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docs/language/input/input-just_released.md
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---
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id: input-just_released
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name: Input.just_released
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category: input
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kind: namespace-method
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tokens: Input.just_released
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sig: Input.just_released(action: str) -> bool
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tip: Did a named action go inactive this frame (the on-release edge)?
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order: 35
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ns: Input
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member: just_released
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---
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Returns whether a named action went inactive this frame — not active now, active last frame. The on-release edge over the device layer (keyboard or pad), symmetric with <a href="input-just_pressed.html"><code>Input.just_pressed</code></a>. Use it for release-triggered actions (variable-height jump cut-off, charge-and-release). Deterministic, so a replay fires the same edges.
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```ludic
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program Release {
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entry {
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Input.action("charge", ' ')
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if Input.just_released("charge") { print(1) }
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}
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}
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```
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