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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examples/library/input_auto.ludic
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examples/library/input_auto.ludic
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# input_auto.ludic — proves the frame loop commits the device layer automatically
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# (#83): a real handler game reads Input.active in its Update phase and NEVER calls
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# Input.poll by hand, yet the action fires from the live key. Before this fix the
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# loop only fed Input.key(), so Input.active read empty unless the game polled.
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#
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# Driven headless by the keys on stdin — one char per frame. With "llq": frame 1
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# and 2 read 'l' (the action key), frame 3 reads 'q' (which quits). So the action
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# is active on exactly two frames.
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#
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# Run: printf 'llq' | bin/ludic examples/library/input_auto.ludic -> 2
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program InputAuto {
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property Tag { n: int = 0 }
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model Player { Tag }
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var hits: int = 0
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@OnStart handler Boot { Input.action("go", 'l') } # 'l' == 108
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handler Sense phase Update { if Input.active("go") { hits = hits + 1 } }
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@OnQuit handler Report { print(hits) }
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}
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examples/library/input_manager.ludic
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examples/library/input_manager.ludic
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# input_manager.ludic — the Input Manager (#83): default bindings a game ships and
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# a player rebinds, and device-agnostic actions that read the multi-key device
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# layer across keyboard and gamepad, with clean on-press / on-release edges. Driven
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# headless by injection (Input.press / Input.set_pad), the same way #7/#50 test.
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#
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# Deterministic; a full run prints: 1 1 1 0 1 0 0 1
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program InputManager {
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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entry {
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Input.action("jump", ' ') # ship a default binding (space)
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Input.action("jump", 'k') # ignored — jump already has a default, not clobbered
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Input.bind_pad("jump", 0) # device-agnostic: also fire jump from pad button 0
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# A. active via the keyboard, with on-press / on-release edges.
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Input.press(' ')
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Input.poll()
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print(bi(Input.active("jump"))) # 1 — space held
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print(bi(Input.just_pressed("jump"))) # 1 — went active this frame
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print(bi(Input.active("jump"))) # 1 — still active
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Input.poll()
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print(bi(Input.just_pressed("jump"))) # 0 — held, not a fresh press
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Input.release(' ')
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Input.poll()
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print(bi(Input.just_released("jump"))) # 1 — went inactive this frame
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print(bi(Input.active("jump"))) # 0
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# B. the default was not clobbered — 'k' never fires jump (2nd default ignored).
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Input.press('k')
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Input.poll()
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print(bi(Input.active("jump"))) # 0 — 'k' isn't bound to jump
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# C. device-agnostic — a gamepad button fires the same action, no key held.
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# (The just_pressed/just_released *edges* also work across the pad in a real
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# windowed game, where the platform refreshes the pad each frame; the headless
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# injection path here exercises the device-agnostic `active` read.)
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Input.release('k')
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Input.set_pad(0, true, 1, 0.0, 0.0, 0.0, 0.0) # pad 0, button-0 mask (bit 0)
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Input.poll()
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print(bi(Input.active("jump"))) # 1 — active via the pad, no key held
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}
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}
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