feat(input): #83 Input Manager + auto-commit the device layer in the frame loop
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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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 07:04:10 +03:00
parent 6a83c28e05
commit bccd26fb29
14 changed files with 31773 additions and 31127 deletions

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# input_auto.ludic — proves the frame loop commits the device layer automatically
# (#83): a real handler game reads Input.active in its Update phase and NEVER calls
# Input.poll by hand, yet the action fires from the live key. Before this fix the
# loop only fed Input.key(), so Input.active read empty unless the game polled.
#
# Driven headless by the keys on stdin — one char per frame. With "llq": frame 1
# and 2 read 'l' (the action key), frame 3 reads 'q' (which quits). So the action
# is active on exactly two frames.
#
# Run: printf 'llq' | bin/ludic examples/library/input_auto.ludic -> 2
program InputAuto {
property Tag { n: int = 0 }
model Player { Tag }
var hits: int = 0
@OnStart handler Boot { Input.action("go", 'l') } # 'l' == 108
handler Sense phase Update { if Input.active("go") { hits = hits + 1 } }
@OnQuit handler Report { print(hits) }
}

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# input_manager.ludic — the Input Manager (#83): default bindings a game ships and
# a player rebinds, and device-agnostic actions that read the multi-key device
# layer across keyboard and gamepad, with clean on-press / on-release edges. Driven
# headless by injection (Input.press / Input.set_pad), the same way #7/#50 test.
#
# Deterministic; a full run prints: 1 1 1 0 1 0 0 1
program InputManager {
function bi(b: bool) -> int { if b { return 1 }; return 0 }
entry {
Input.action("jump", ' ') # ship a default binding (space)
Input.action("jump", 'k') # ignored — jump already has a default, not clobbered
Input.bind_pad("jump", 0) # device-agnostic: also fire jump from pad button 0
# A. active via the keyboard, with on-press / on-release edges.
Input.press(' ')
Input.poll()
print(bi(Input.active("jump"))) # 1 — space held
print(bi(Input.just_pressed("jump"))) # 1 — went active this frame
print(bi(Input.active("jump"))) # 1 — still active
Input.poll()
print(bi(Input.just_pressed("jump"))) # 0 — held, not a fresh press
Input.release(' ')
Input.poll()
print(bi(Input.just_released("jump"))) # 1 — went inactive this frame
print(bi(Input.active("jump"))) # 0
# B. the default was not clobbered — 'k' never fires jump (2nd default ignored).
Input.press('k')
Input.poll()
print(bi(Input.active("jump"))) # 0 — 'k' isn't bound to jump
# C. device-agnostic — a gamepad button fires the same action, no key held.
# (The just_pressed/just_released *edges* also work across the pad in a real
# windowed game, where the platform refreshes the pad each frame; the headless
# injection path here exercises the device-agnostic `active` read.)
Input.release('k')
Input.set_pad(0, true, 1, 0.0, 0.0, 0.0, 0.0) # pad 0, button-0 mask (bit 0)
Input.poll()
print(bi(Input.active("jump"))) # 1 — active via the pad, no key held
}
}