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bccd26fb29 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>
2026-09-02 07:04:10 +03:00