Merge branch 'fix/arrows-http-backspace': held arrow keys, ludic build Http.* link, macOS Backspace
# Conflicts: # tools/ludic-cli/build.ludic
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fb4d904ab6
10 changed files with 1071 additions and 990 deletions
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@ -1,7 +1,12 @@
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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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# set stores), digits their ASCII, plus the specials; Escape is 27 (0.3, #88).
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#
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# The arrows are 128-131, the codes the platform stores them under in the held-key set
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# (cocoa.ll's ev_keyval). They used to fold to w/s/a/d, which is what the single
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# per-frame key (Input.key) reports for an arrow - but the held set never had those bits
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# for an arrow, so Input.key_down(Key.Up) and Input.move_i's arrow half never fired.
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# Input.key keeps its WASD alias, so a game comparing it with 'w' still takes the arrows.
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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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@ -11,10 +16,10 @@ function key_lookup(name: pointer) -> int {
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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 == "Up") { return 128 }
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if (name == "Down") { return 129 }
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if (name == "Left") { return 130 }
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if (name == "Right") { return 131 }
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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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