--- id: input title: Input order: 6 --- Reading input. At the base, Input.key gives this frame's key and Input.poll is the single per-frame read that also drives deterministic record/replay. Over that sit named actions — Input.bind / Input.down / Input.pressed / Input.rebind — so gameplay reads rebindable actions, not physical keys. The device layer adds everything past one key per frame: multiple simultaneous held keys (Input.key_down / key_pressed / key_released), analog Input.axis and normalized Input.vector, the mouse (position, delta, buttons, wheel), gamepads and touch. The held set is fed by the platform when windowed and by the Input.press / Input.set_* injection on every target — the same idea as Godot's action_press, and what a replay, an AI, or the network feeds. Everything is integer and deterministic, and record/replay snapshots the whole per-frame state.