# ============================================================================ # input.ludic — action maps + deterministic input recording/replay (#7). # # The raw platform gives one key per frame (Input.key / rt_poll). This layer # adds the two ideas the input proposal leads with: # # * Action maps — gameplay reads *named actions*, not physical keys, so a key # is rebindable at runtime and a scheme is data. Bind with Input.bind, read # with Input.down / Input.pressed, remap with Input.rebind. # * Deterministic record/replay — because the sim is deterministic in its input # stream, snapshotting the per-frame key and feeding it back reproduces a run # exactly (free replays, the seed of lockstep netcode). Input.poll is the one # call that advances a frame of input; it reads the live key, records it, or # replays a recorded one depending on the mode — "read input" and "read a # recorded snapshot" are the same call, as the proposal asks. # # All integer and deterministic. The device layer the proposal also sketches — # multiple simultaneous keys, gamepads, touch, analog axes/vectors — needs a # platform key-state backend and is tracked separately; this layer stands on the # single-key poll every target already provides. # ============================================================================ const INPUT_MAX_ACT: int = 32 # named actions const INPUT_MAX_KEYS: int = 4 # physical keys bound per action const INPUT_REC_CAP: int = 8192 # recordable frames var input_names: pointers = null # action name per slot (0..input_nact) var input_keys: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS key codes (0 = empty) var input_pads: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS pad buttons, stored +1 (0 = empty) — #83 var input_nact: int = 0 var input_frame: int = 0 # the key polled this frame var input_last: int = 0 # the key polled last frame (for edges) var input_mode: int = 0 # 0 = live, 1 = record, 2 = replay var input_rec: words = null # recorded key per frame var input_recn: int = 0 # frames recorded var input_pos: int = 0 # replay / record cursor function input_init() -> void { if input_names == null { input_names = bytes(INPUT_MAX_ACT * 8) # a pointer (8 bytes) per action slot input_keys = words(INPUT_MAX_ACT * INPUT_MAX_KEYS) input_pads = words(INPUT_MAX_ACT * INPUT_MAX_KEYS) # #83 pad buttons per action (+1 encoded) } } # slot of the action `name`, or -1. Names compare by byte-string equality. function input_find(name: pointer) -> int { input_init() var i = 0 while i < input_nact { if input_names[i] == name { return i } i += 1 } return -1 } # get-or-create the slot for `name`. function input_slot(name: pointer) -> int { let f = input_find(name) if f >= 0 { return f } if input_nact >= INPUT_MAX_ACT { return INPUT_MAX_ACT - 1 } # silently reuse the last slot when full let s = input_nact input_names[s] = name input_nact += 1 return s } # bind physical `key` to the named action, creating the action if new. A key # already bound to the action is left as-is (idempotent). function input_bind(name: pointer, key: int) -> void { let s = input_slot(name) let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { if input_keys[base + i] == key { return } # already bound i += 1 } i = 0 while i < INPUT_MAX_KEYS { if input_keys[base + i] == 0 { input_keys[base + i] = key; return } i += 1 } } # #83 — a *default* binding: bind `key` only if the action has no key bound yet. # A game ships its defaults with Input.action in Boot; a player's later Input.rebind # (or a loaded key-map) is not clobbered, and re-running the defaults is idempotent. function input_default(name: pointer, key: int) -> void { let s = input_slot(name) let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { if input_keys[base + i] != 0 { return } # already has a binding — keep it i += 1 } input_keys[base] = key } # #83 — device-agnostic actions: also fire the named action from a gamepad button. # Buttons are stored +1 so 0 stays the empty marker. The same action can carry both # keyboard keys (input_bind / input_default) and pad buttons; a read fires on either. function input_bind_pad(name: pointer, button: int) -> void { let s = input_slot(name) let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { if input_pads[base + i] == (button + 1) { return } # already bound i += 1 } i = 0 while i < INPUT_MAX_KEYS { if input_pads[base + i] == 0 { input_pads[base + i] = button + 1; return } i += 1 } } # runtime rebinding: replace `oldkey` with `newkey` on the named action. A no-op # if the action or the old key is not found. function input_rebind(name: pointer, oldkey: int, newkey: int) -> void { let s = input_find(name) if s < 0 { return } let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { if input_keys[base + i] == oldkey { input_keys[base + i] = newkey; return } i += 1 } } # does key `k` (0 = none) fire the action in slot `s`? function input_slot_has(s: int, k: int) -> bool { if s < 0 { return false } if k == 0 { return false } let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { if input_keys[base + i] == k { return true } i += 1 } return false } # #87 — a frame-loop game now has its device layer committed automatically by the # generated loop (which calls input_drive once per frame). in_have_frame_driver # records that a loop is driving input, so a *manual* Input.poll in a handler # becomes a no-op instead of committing a second time in the same frame — a double # commit copied in_held into in_prev twice, which destroyed the key_pressed / # key_released edges (in_prev ended up equal to in_held). An entry-driven harness # has no loop, so the flag stays false and each Input.poll commits a frame as before. var in_have_frame_driver: bool = false # The actual per-frame input read: read the live key (or a recorded one), advance # the record/replay tape, and rebuild the multi-key device layer (held keys, mouse, # gamepad — #50). Returns the frame's key. function input_commit() -> int { input_last = input_frame if input_mode == 2 { # replay var k = 0 if input_pos < input_recn { k = input_rec[input_pos]; input_pos += 1 } input_frame = k input_device_commit(k, 1) # rebuild the device state from the tape return k } let k = rt_poll() if input_mode == 1 { # record if input_rec == null { input_rec = words(INPUT_REC_CAP) } if input_recn < INPUT_REC_CAP { input_rec[input_recn] = k; input_recn += 1 } } input_frame = k input_device_commit(k, 0) return k } # Called by the generated frame loop once per frame (#83). Marks that a loop is # driving input so a later manual Input.poll this frame does not double-commit. function input_drive() -> int { in_have_frame_driver = true return input_commit() } # Input.poll — the single per-frame input read a game can call by hand. In a # frame-loop game the loop already drove input this frame (input_drive), so this is # a no-op that returns the frame's key; in an entry-driven harness (no loop) it # commits a frame of input each call, exactly as before. function input_poll() -> int { if in_have_frame_driver { return input_frame } return input_commit() } # ============================================================================ # device layer (#50) — multiple simultaneous keys, analog axes/vectors, the # mouse, gamepads and touch, plus a full-state record/replay snapshot. # # The single-key poll above can express one key per frame; a game that reads # "hold left AND jump" needs a held-key *set*. This layer keeps that set (fed by # the platform when windowed, by the polled key when headless, and by the # Input.press / Input.set_* injection on every target — the same idea as Godot's # action_press, and what a replay or an AI or the network feeds). key_down / # key_pressed / key_released read it with clean frame edges; the analog helpers # derive axes and vectors from it; mouse / gamepad / touch state ride alongside. # Everything is integer and deterministic: the same inputs reproduce the same # frame on every run and headless, and Input.record / replay snapshot the whole # thing so a recorded run replays exactly — free replays and lockstep netcode. # ============================================================================ const IN_WORDS: int = 8 # 256-bit key set (keycodes 0..255) const IN_PADS: int = 4 # gamepads const IN_AXES: int = 4 # axes per pad (2 sticks: lx, ly, rx, ry) const IN_TOUCH: int = 8 # simultaneous touch points const IN_STRIDE: int = 12 # tape words / frame: 8 held + mx, my, buttons, wheel var in_ready: bool = false var in_sim: words = null # simulated held set (Input.press / release) — persists var in_dev: words = null # platform / polled held set — refreshed each poll var in_held: words = null # committed effective set this frame (what reads see) var in_prev: words = null # committed set last frame (for edges) # mouse var in_mx: int = 0 # current x/y var in_my: int = 0 var in_mx0: int = 0 # x/y at the previous frame (for the delta) var in_my0: int = 0 var in_mdx: int = 0 # delta this frame var in_mdy: int = 0 var in_rdx: int = 0 # the raw motion the platform reports while captured var in_rdy: int = 0 var in_cursor_mode: int = 0 var in_mbtn: int = 0 # button bitmask (bit 0 left, 1 right, 2 middle) var in_wheel: int = 0 # wheel delta this frame # gamepads: connected flag, button bitmask, and IN_AXES fixed axes each var in_pad_conn: words = null # IN_PADS var in_pad_btn: words = null # IN_PADS var in_pad_btn0: words = null # IN_PADS — pad button mask last frame (edges) — #83 var in_pad_axis: words = null # IN_PADS * IN_AXES (fixed) # touch points: active flag, x, y each var in_touch_on: words = null # IN_TOUCH var in_touch_x: words = null # IN_TOUCH var in_touch_y: words = null # IN_TOUCH # full-state tape (held + mouse), recorded / replayed alongside the key tape var in_tape: words = null # INPUT_REC_CAP * IN_STRIDE function in_init() -> void { if in_ready { return } in_sim = words(IN_WORDS) in_dev = words(IN_WORDS) in_held = words(IN_WORDS) in_prev = words(IN_WORDS) in_pad_conn = words(IN_PADS) in_pad_btn = words(IN_PADS) in_pad_btn0 = words(IN_PADS) in_pad_axis = words(IN_PADS * IN_AXES) in_touch_on = words(IN_TOUCH) in_touch_x = words(IN_TOUCH) in_touch_y = words(IN_TOUCH) in_ready = true } # ---- key-set bit helpers --------------------------------------------------- function in_bit_get(set: words, k: int) -> bool { if (k < 0) or (k >= 256) { return false } return (set[k >> 5] & (1 << (k & 31))) != 0 } function in_bit_set(set: words, k: int, on: bool) -> void { if (k < 0) or (k >= 256) { return } let w = k >> 5 let m = 1 << (k & 31) if on { set[w] = set[w] | m } else { set[w] = set[w] & (~m) } } function in_set_clear(set: words) -> void { var i = 0; while i < IN_WORDS { set[i] = 0; i += 1 } } function in_set_copy(dst: words, src: words) -> void { var i = 0; while i < IN_WORDS { dst[i] = src[i]; i += 1 } } function in_set_or(dst: words, a: words, b: words) -> void { var i = 0; while i < IN_WORDS { dst[i] = a[i] | b[i]; i += 1 } } # ---- the per-frame device commit (called by input_poll) -------------------- # Snapshot the committed set into prev (for edges), refresh the platform set (or # rebuild it from the tape on replay), then recombine into the committed set. function input_device_commit(k: int, replaying: int) -> void { in_init() in_set_copy(in_prev, in_held) # last frame's committed set # #83: snapshot last frame's pad-button masks for the just_pressed/released edges. # Taken before the platform refresh (win_pad, below, runs after this), so it holds # the previous frame's committed value against which this frame's edge is measured. var pj = 0 while pj < IN_PADS { in_pad_btn0[pj] = in_pad_btn[pj]; pj += 1 } if replaying == 1 { # rebuild the platform set + mouse from the tape; sim/injection is ignored so # a replay is authoritative (as #7's key replay ignores the live device). let base = (input_pos - 1) * IN_STRIDE if (in_tape != null) and (base >= 0) { var i = 0 while i < IN_WORDS { in_dev[i] = in_tape[base + i]; i += 1 } in_mx = in_tape[base + 8] in_my = in_tape[base + 9] in_mbtn = in_tape[base + 10] in_wheel = in_tape[base + 11] } in_set_copy(in_held, in_dev) } else { # live: fill the platform set from the window (real simultaneous keys) or, # headless, from the single polled key. Injection (in_sim) is OR-ed on top. if is_windowed() { win_held(in_dev) let mbuf = words(6) # [x, y, button-mask, wheel, raw dx, raw dy] mbuf[4] = 0; mbuf[5] = 0 win_mouse(mbuf) in_mx = mbuf[0]; in_my = mbuf[1]; in_mbtn = mbuf[2]; in_wheel = mbuf[3] in_rdx = mbuf[4]; in_rdy = mbuf[5] # #51 — feed the platform gamepad + touch state into the same buffers the # read APIs use. Each is windowed-only glue (win_pad / win_touch are DCE'd # in a headless build); on hardware they overwrite the injected state. let pbuf = words(IN_PADS * 6) # [conn, mask, lx, ly, rx, ry]/pad win_pad(pbuf) var pi = 0 while pi < IN_PADS { let pb = pi * 6 input_set_pad(pi, pbuf[pb] != 0, pbuf[pb + 1], as_fixed(pbuf[pb + 2]), as_fixed(pbuf[pb + 3]), as_fixed(pbuf[pb + 4]), as_fixed(pbuf[pb + 5])) pi += 1 } let tbuf = words(IN_TOUCH * 3) # [active, x, y]/point win_touch(tbuf) var ti = 0 while ti < IN_TOUCH { let tb = ti * 3 input_set_touch(ti, tbuf[tb + 1], tbuf[tb + 2], tbuf[tb] != 0) ti += 1 } } else { in_set_clear(in_dev) if k > 0 { in_bit_set(in_dev, k, true) } } in_set_or(in_held, in_dev, in_sim) if input_mode == 1 { input_device_record() } # snapshot the frame into the tape } # mouse delta vs the previous frame's committed position (in_mx set by the # platform above when windowed, by Input.set_mouse before this poll otherwise). in_mdx = in_mx - in_mx0 in_mdy = in_my - in_my0 # captured (mode 2): the cursor is a clamped reticle, the motion is the raw delta if is_windowed() and in_cursor_mode == 2 { in_mdx = in_rdx; in_mdy = in_rdy } in_mx0 = in_mx in_my0 = in_my } # write this frame's committed set + mouse into the tape at the record cursor. function input_device_record() -> void { if in_tape == null { in_tape = words(INPUT_REC_CAP * IN_STRIDE) } let f = input_recn - 1 if (f < 0) or (f >= INPUT_REC_CAP) { return } let base = f * IN_STRIDE var i = 0 while i < IN_WORDS { in_tape[base + i] = in_held[i]; i += 1 } in_tape[base + 8] = in_mx in_tape[base + 9] = in_my in_tape[base + 10] = in_mbtn in_tape[base + 11] = in_wheel } # ---- held keys ------------------------------------------------------------- function input_key_down(k: int) -> bool { in_init(); return in_bit_get(in_held, k) } function input_key_pressed(k: int) -> bool { in_init(); return in_bit_get(in_held, k) and (not in_bit_get(in_prev, k)) } function input_key_released(k: int) -> bool { in_init(); return (not in_bit_get(in_held, k)) and in_bit_get(in_prev, k) } # inject a held key (AI, tutorial, testing, network) — persists until released. function input_press(k: int) -> void { in_init(); in_bit_set(in_sim, k, true) } function input_release(k: int) -> void { in_init(); in_bit_set(in_sim, k, false) } # ---- analog from keys ------------------------------------------------------ # A digital axis: +1.0 if the positive key is held, -1.0 if the negative, else 0. function input_axis(neg: int, pos: int) -> fixed { in_init() var v = fixed(0) if in_bit_get(in_held, pos) { v += fixed(1) } if in_bit_get(in_held, neg) { v -= fixed(1) } return v } # #79 — a directional intent as a plain int: +1 if the positive key is held, -1 if # the negative, 0 if neither or both. Reads the multi-key device set, so it needs # no bool->int glue (the `dx = ki(key_down('d')) - ki(key_down('a'))` boilerplate) # and feeds an int mover (TopDown.move) straight: dx = Input.axis_i('a','d'). function input_axis_i(neg: int, pos: int) -> int { in_init() var v = 0 if in_bit_get(in_held, pos) { v += 1 } if in_bit_get(in_held, neg) { v -= 1 } return v } # a stick has to leave its centre by this much before it counts as a direction const STICK_DEADZONE: fixed = 0.35 # gamepad axis indices as input_pad_axis numbers them const STICK_LEFT_X: int = 0 const STICK_LEFT_Y: int = 1 # The standard top-down movement intent as -1/0/1 per axis: WASD or the arrow # keys, and the left stick of pad 0 (past the deadzone) when one is connected. function input_move_i() -> IVec2 { in_init() var x = input_axis_i(Key.A, Key.D) + input_axis_i(Key.Left, Key.Right) var y = input_axis_i(Key.W, Key.S) + input_axis_i(Key.Up, Key.Down) if input_pad_connected(0) { let sx = input_pad_axis(0, STICK_LEFT_X) let sy = input_pad_axis(0, STICK_LEFT_Y) if sx > STICK_DEADZONE { x = 1 } if sx < -STICK_DEADZONE { x = -1 } if sy > STICK_DEADZONE { y = 1 } if sy < -STICK_DEADZONE { y = -1 } } return IVec2.make(clamp(x, -1, 1), clamp(y, -1, 1)) } # A 2D vector from four direction keys, normalized so a diagonal is not faster. function input_vector(left: int, right: int, up: int, down: int) -> Vector { in_init() var x = fixed(0) var y = fixed(0) if in_bit_get(in_held, right) { x += fixed(1) } if in_bit_get(in_held, left) { x -= fixed(1) } if in_bit_get(in_held, down) { y += fixed(1) } if in_bit_get(in_held, up) { y -= fixed(1) } if (x != 0) and (y != 0) { # diagonal: scale by 1/sqrt(2) x *= 0.7071 # fixed multiply (64-bit intermediate) y *= 0.7071 } return Vector.make(x, y) } # 0.0..1.0 strength of a named action (digital for keys: 1 if any bound key held). function input_strength(name: pointer) -> fixed { if input_down(name) { return fixed(1) } return fixed(0) } # ---- cursor capture (#89) -------------------------------------------------- # Set the OS cursor mode for a windowed game: # 0 normal — cursor visible and free (default). # 1 hidden — cursor hidden while the window is focused (draw your own reticle). # 2 locked — hidden + dissociated; the mouse feeds relative motion through # Input.mouse_dx/dy and Input.mouse_x/y is a clamped virtual cursor # (the FPS / twin-stick capture mode). # 3 confined — dissociated but visible; the mouse cannot leave the window. # The platform auto-releases (shows + reconnects) while the window is not key # (Cmd-Tab) and on close. Headless / non-windowed: a no-op. enum CursorMode { Normal, Hidden, Locked, Confined } # Input.cursor_mode(mode:) enum PadButton { A, B, X, Y, LeftShoulder, RightShoulder, Back, Start } # Input.bind_pad(button:) / pad_button enum MouseButton { Left, Right, Middle } # Input.mouse_down(button:) function input_cursor_mode(mode: int) -> void { in_cursor_mode = mode if is_windowed() { win_cursor_mode(mode) } } # ---- mouse ----------------------------------------------------------------- function input_mouse_x() -> int { in_init(); return in_mx } function input_mouse_y() -> int { in_init(); return in_my } function input_mouse_dx() -> int { in_init(); return in_mdx } function input_mouse_dy() -> int { in_init(); return in_mdy } function input_mouse_down(btn: int) -> bool { in_init(); return (in_mbtn & (1 << btn)) != 0 } function input_wheel() -> int { in_init(); return in_wheel } # inject the mouse (headless / AI / testing). buttons is a bitmask; wheel is this # frame's delta. function input_set_mouse(x: int, y: int, buttons: int, wheel: int) -> void { in_init() in_mx = x; in_my = y; in_mbtn = buttons; in_wheel = wheel } # ---- gamepads -------------------------------------------------------------- function input_pad_connected(pad: int) -> bool { in_init() if (pad < 0) or (pad >= IN_PADS) { return false } return in_pad_conn[pad] != 0 } function input_pad_button(pad: int, btn: int) -> bool { in_init() if (pad < 0) or (pad >= IN_PADS) { return false } return (in_pad_btn[pad] & (1 << btn)) != 0 } function input_pad_axis(pad: int, axis: int) -> fixed { in_init() if (pad < 0) or (pad >= IN_PADS) { return fixed(0) } if (axis < 0) or (axis >= IN_AXES) { return fixed(0) } return in_pad_axis[pad * IN_AXES + axis] } # inject a gamepad's whole state: connected, button bitmask, and four fixed axes. function input_set_pad(pad: int, connected: bool, buttons: int, lx: fixed, ly: fixed, rx: fixed, ry: fixed) -> void { in_init() if (pad < 0) or (pad >= IN_PADS) { return } var c = 0 if connected { c = 1 } in_pad_conn[pad] = c in_pad_btn[pad] = buttons let b = pad * IN_AXES in_pad_axis[b] = lx in_pad_axis[b + 1] = ly in_pad_axis[b + 2] = rx in_pad_axis[b + 3] = ry } # ---- touch ----------------------------------------------------------------- function input_touch_count() -> int { in_init() var n = 0 var i = 0 while i < IN_TOUCH { if in_touch_on[i] != 0 { n += 1 }; i += 1 } return n } function input_touch_x(i: int) -> int { in_init(); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return in_touch_x[i] } function input_touch_y(i: int) -> int { in_init(); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return in_touch_y[i] } # inject a touch point i: active with a position, or inactive. function input_set_touch(i: int, x: int, y: int, active: bool) -> void { in_init() if (i < 0) or (i >= IN_TOUCH) { return } var a = 0 if active { a = 1 } in_touch_on[i] = a in_touch_x[i] = x in_touch_y[i] = y } # is the named action held on the frame last polled? function input_down(name: pointer) -> bool { return input_slot_has(input_find(name), input_frame) } # #83 — the Input-Manager reads: an action is *active* when any of its bound # keyboard keys is in the multi-key device held-set OR any of its bound pad buttons # is down on pad 0. Unlike input_down (which reads the single per-frame key), these # see the whole device layer (hold left AND jump), and are device-agnostic. The # frame loop now commits the device layer automatically (input_poll), so these read # live without the game calling Input.poll by hand. function input_active_in(name: pointer, held: words, padmask: int) -> bool { let s = input_find(name) if s < 0 { return false } let base = s * INPUT_MAX_KEYS var i = 0 while i < INPUT_MAX_KEYS { let k = input_keys[base + i] if (k != 0) and in_bit_get(held, k) { return true } let pb = input_pads[base + i] if (pb != 0) and ((padmask & (1 << (pb - 1))) != 0) { return true } i += 1 } return false } function input_active(name: pointer) -> bool { in_init() return input_active_in(name, in_held, in_pad_btn[0]) } # went active this frame (active now, not last frame) — the deterministic on-press. function input_just_pressed(name: pointer) -> bool { in_init() let now = input_active_in(name, in_held, in_pad_btn[0]) let was = input_active_in(name, in_prev, in_pad_btn0[0]) return now and (not was) } # went inactive this frame (not active now, was last frame) — the on-release. function input_just_released(name: pointer) -> bool { in_init() let now = input_active_in(name, in_held, in_pad_btn[0]) let was = input_active_in(name, in_prev, in_pad_btn0[0]) return (not now) and was } # did the named action go down this frame (down now, not down last frame)? function input_pressed(name: pointer) -> bool { let s = input_find(name) return input_slot_has(s, input_frame) and (not input_slot_has(s, input_last)) } # begin recording polled input from the next frame (resets the tape). function input_record() -> void { if input_rec == null { input_rec = words(INPUT_REC_CAP) } input_recn = 0 input_pos = 0 input_mode = 1 } # replay the recording from its start; subsequent Input.poll calls read the tape. function input_replay() -> void { input_pos = 0 input_mode = 2 }