The platform gave these keys no code at all, so a game's rebinding screen could not take one and nothing said why. Windows asked the active layout what they type and got nothing (w_vk_char answers 0 for a key with no character); macOS let them fall through to charactersIgnoringModifiers, which reports NSF1FunctionKey and its neighbours at 0xF704 and up - outside the 256-bit held set either way. w_keyval and ev_keyval now name them, with the same codes on both: 132-143 F1-F12, 144-149 Home / End / PageUp / PageDown / Insert / Delete, 150 Caps Lock, 152-161 the numpad digits, 162-166 its * + - . and /. The numpad's Enter is Enter. Key.F1, Key.Home, Key.Numpad0 and the rest fold at compile time, and Input.key_label names them without asking the layout - a key that types nothing is called the same thing on every layout. examples/library/input_typeless_keys.ludic covers the codes, the names, the held set and the press edge; 150 passed in ludic-dev test, 33 in selfhost-test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
646 lines
27 KiB
Text
646 lines
27 KiB
Text
# ============================================================================
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# input.ludic — action maps + deterministic input recording/replay (#7).
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#
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# The raw platform gives one key per frame (Input.key / rt_poll). This layer
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# adds the two ideas the input proposal leads with:
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#
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# * Action maps — gameplay reads *named actions*, not physical keys, so a key
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# is rebindable at runtime and a scheme is data. Bind with Input.bind, read
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# with Input.down / Input.pressed, remap with Input.rebind.
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# * Deterministic record/replay — because the sim is deterministic in its input
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# stream, snapshotting the per-frame key and feeding it back reproduces a run
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# exactly (free replays, the seed of lockstep netcode). Input.poll is the one
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# call that advances a frame of input; it reads the live key, records it, or
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# replays a recorded one depending on the mode — "read input" and "read a
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# recorded snapshot" are the same call, as the proposal asks.
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#
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# All integer and deterministic. The device layer the proposal also sketches —
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# multiple simultaneous keys, gamepads, touch, analog axes/vectors — needs a
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# platform key-state backend and is tracked separately; this layer stands on the
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# single-key poll every target already provides.
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# ============================================================================
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const INPUT_MAX_ACT: int = 32 # named actions
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const INPUT_MAX_KEYS: int = 4 # physical keys bound per action
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const INPUT_REC_CAP: int = 8192 # recordable frames
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var input_names: pointers = null # action name per slot (0..input_nact)
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var input_keys: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS key codes (0 = empty)
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var input_pads: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS pad buttons, stored +1 (0 = empty) — #83
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var input_nact: int = 0
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var input_frame: int = 0 # the key polled this frame
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var input_last: int = 0 # the key polled last frame (for edges)
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var input_mode: int = 0 # 0 = live, 1 = record, 2 = replay
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var input_rec: words = null # recorded key per frame
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var input_recn: int = 0 # frames recorded
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var input_pos: int = 0 # replay / record cursor
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function input_init() -> void {
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if input_names == null {
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input_names = bytes(INPUT_MAX_ACT * 8) # a pointer (8 bytes) per action slot
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input_keys = words(INPUT_MAX_ACT * INPUT_MAX_KEYS)
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input_pads = words(INPUT_MAX_ACT * INPUT_MAX_KEYS) # #83 pad buttons per action (+1 encoded)
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}
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}
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# slot of the action `name`, or -1. Names compare by byte-string equality.
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function input_find(name: pointer) -> int {
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input_init()
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var i = 0
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while i < input_nact {
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if input_names[i] == name { return i }
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i += 1
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}
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return -1
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}
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# get-or-create the slot for `name`.
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function input_slot(name: pointer) -> int {
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let f = input_find(name)
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if f >= 0 { return f }
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if input_nact >= INPUT_MAX_ACT { return INPUT_MAX_ACT - 1 } # silently reuse the last slot when full
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let s = input_nact
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input_names[s] = name
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input_nact += 1
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return s
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}
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# bind physical `key` to the named action, creating the action if new. A key
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# already bound to the action is left as-is (idempotent).
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function input_bind(name: pointer, key: int) -> void {
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let s = input_slot(name)
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let base = s * INPUT_MAX_KEYS
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var i = 0
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while i < INPUT_MAX_KEYS {
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if input_keys[base + i] == key { return } # already bound
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i += 1
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}
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i = 0
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while i < INPUT_MAX_KEYS {
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if input_keys[base + i] == 0 { input_keys[base + i] = key; return }
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i += 1
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}
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}
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# #83 — a *default* binding: bind `key` only if the action has no key bound yet.
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# A game ships its defaults with Input.action in Boot; a player's later Input.rebind
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# (or a loaded key-map) is not clobbered, and re-running the defaults is idempotent.
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function input_default(name: pointer, key: int) -> void {
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let s = input_slot(name)
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let base = s * INPUT_MAX_KEYS
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var i = 0
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while i < INPUT_MAX_KEYS {
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if input_keys[base + i] != 0 { return } # already has a binding — keep it
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i += 1
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}
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input_keys[base] = key
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}
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# #83 — device-agnostic actions: also fire the named action from a gamepad button.
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# Buttons are stored +1 so 0 stays the empty marker. The same action can carry both
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# keyboard keys (input_bind / input_default) and pad buttons; a read fires on either.
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function input_bind_pad(name: pointer, button: int) -> void {
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let s = input_slot(name)
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let base = s * INPUT_MAX_KEYS
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var i = 0
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while i < INPUT_MAX_KEYS {
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if input_pads[base + i] == (button + 1) { return } # already bound
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i += 1
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}
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i = 0
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while i < INPUT_MAX_KEYS {
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if input_pads[base + i] == 0 { input_pads[base + i] = button + 1; return }
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i += 1
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}
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}
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# runtime rebinding: replace `oldkey` with `newkey` on the named action. A no-op
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# if the action or the old key is not found.
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function input_rebind(name: pointer, oldkey: int, newkey: int) -> void {
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let s = input_find(name)
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if s < 0 { return }
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let base = s * INPUT_MAX_KEYS
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var i = 0
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while i < INPUT_MAX_KEYS {
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if input_keys[base + i] == oldkey { input_keys[base + i] = newkey; return }
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i += 1
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}
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}
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# does key `k` (0 = none) fire the action in slot `s`?
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function input_slot_has(s: int, k: int) -> bool {
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if s < 0 { return false }
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if k == 0 { return false }
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let base = s * INPUT_MAX_KEYS
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var i = 0
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while i < INPUT_MAX_KEYS {
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if input_keys[base + i] == k { return true }
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i += 1
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}
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return false
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}
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# #87 — a frame-loop game now has its device layer committed automatically by the
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# generated loop (which calls input_drive once per frame). in_have_frame_driver
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# records that a loop is driving input, so a *manual* Input.poll in a handler
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# becomes a no-op instead of committing a second time in the same frame — a double
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# commit copied in_held into in_prev twice, which destroyed the key_pressed /
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# key_released edges (in_prev ended up equal to in_held). An entry-driven harness
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# has no loop, so the flag stays false and each Input.poll commits a frame as before.
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var in_have_frame_driver: bool = false
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# The actual per-frame input read: read the live key (or a recorded one), advance
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# the record/replay tape, and rebuild the multi-key device layer (held keys, mouse,
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# gamepad — #50). Returns the frame's key.
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function input_commit() -> int {
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input_last = input_frame
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if input_mode == 2 { # replay
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var k = 0
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if input_pos < input_recn { k = input_rec[input_pos]; input_pos += 1 }
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input_frame = k
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input_device_commit(k, 1) # rebuild the device state from the tape
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return k
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}
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let k = rt_poll()
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if input_mode == 1 { # record
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if input_rec == null { input_rec = words(INPUT_REC_CAP) }
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if input_recn < INPUT_REC_CAP { input_rec[input_recn] = k; input_recn += 1 }
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}
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input_frame = k
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input_device_commit(k, 0)
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return k
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}
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# Called by the generated frame loop once per frame (#83). Marks that a loop is
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# driving input so a later manual Input.poll this frame does not double-commit.
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function input_drive() -> int {
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in_have_frame_driver = true
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return input_commit()
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}
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# Input.poll — the single per-frame input read a game can call by hand. In a
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# frame-loop game the loop already drove input this frame (input_drive), so this is
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# a no-op that returns the frame's key; in an entry-driven harness (no loop) it
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# commits a frame of input each call, exactly as before.
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function input_poll() -> int {
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if in_have_frame_driver { return input_frame }
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return input_commit()
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}
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# ============================================================================
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# device layer (#50) — multiple simultaneous keys, analog axes/vectors, the
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# mouse, gamepads and touch, plus a full-state record/replay snapshot.
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#
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# The single-key poll above can express one key per frame; a game that reads
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# "hold left AND jump" needs a held-key *set*. This layer keeps that set (fed by
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# the platform when windowed, by the polled key when headless, and by the
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# Input.press / Input.set_* injection on every target — the same idea as Godot's
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# action_press, and what a replay or an AI or the network feeds). key_down /
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# key_pressed / key_released read it with clean frame edges; the analog helpers
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# derive axes and vectors from it; mouse / gamepad / touch state ride alongside.
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# Everything is integer and deterministic: the same inputs reproduce the same
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# frame on every run and headless, and Input.record / replay snapshot the whole
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# thing so a recorded run replays exactly — free replays and lockstep netcode.
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# ============================================================================
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const IN_WORDS: int = 8 # 256-bit key set (keycodes 0..255)
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const IN_PADS: int = 4 # gamepads
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const IN_AXES: int = 4 # axes per pad (2 sticks: lx, ly, rx, ry)
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const IN_TOUCH: int = 8 # simultaneous touch points
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const IN_STRIDE: int = 12 # tape words / frame: 8 held + mx, my, buttons, wheel
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var in_ready: bool = false
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var in_sim: words = null # simulated held set (Input.press / release) — persists
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var in_dev: words = null # platform / polled held set — refreshed each poll
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var in_held: words = null # committed effective set this frame (what reads see)
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var in_prev: words = null # committed set last frame (for edges)
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# mouse
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var in_mx: int = 0 # current x/y
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var in_my: int = 0
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var in_mx0: int = 0 # x/y at the previous frame (for the delta)
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var in_my0: int = 0
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var in_mdx: int = 0 # delta this frame
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var in_mdy: int = 0
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var in_rdx: int = 0 # the raw motion the platform reports while captured
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var in_rdy: int = 0
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var in_cursor_mode: int = 0
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# the next commit reports no mouse delta: true before the first position is read (the previous one
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# is not a position, it is 0,0) and after a cursor-mode change (the position source switches between
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# the virtual reticle and the real cursor, which are unrelated points)
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var in_mouse_rebase: bool = true
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var in_mbtn: int = 0 # button bitmask (bit 0 left, 1 right, 2 middle)
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var in_wheel: int = 0 # wheel delta this frame
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# gamepads: connected flag, button bitmask, and IN_AXES fixed axes each
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var in_pad_conn: words = null # IN_PADS
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var in_pad_btn: words = null # IN_PADS
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var in_pad_btn0: words = null # IN_PADS — pad button mask last frame (edges) — #83
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var in_pad_axis: words = null # IN_PADS * IN_AXES (fixed)
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# touch points: active flag, x, y each
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var in_touch_on: words = null # IN_TOUCH
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var in_touch_x: words = null # IN_TOUCH
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var in_touch_y: words = null # IN_TOUCH
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# full-state tape (held + mouse), recorded / replayed alongside the key tape
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var in_tape: words = null # INPUT_REC_CAP * IN_STRIDE
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function in_init() -> void {
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if in_ready { return }
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in_sim = words(IN_WORDS)
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in_dev = words(IN_WORDS)
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in_held = words(IN_WORDS)
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in_prev = words(IN_WORDS)
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in_pad_conn = words(IN_PADS)
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in_pad_btn = words(IN_PADS)
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in_pad_btn0 = words(IN_PADS)
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in_pad_axis = words(IN_PADS * IN_AXES)
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in_touch_on = words(IN_TOUCH)
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in_touch_x = words(IN_TOUCH)
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in_touch_y = words(IN_TOUCH)
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in_ready = true
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}
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# ---- key-set bit helpers ---------------------------------------------------
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function in_bit_get(set: words, k: int) -> bool {
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if (k < 0) or (k >= 256) { return false }
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return (set[k >> 5] & (1 << (k & 31))) != 0
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}
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function in_bit_set(set: words, k: int, on: bool) -> void {
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if (k < 0) or (k >= 256) { return }
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let w = k >> 5
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let m = 1 << (k & 31)
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if on { set[w] = set[w] | m } else { set[w] = set[w] & (~m) }
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}
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function in_set_clear(set: words) -> void { var i = 0; while i < IN_WORDS { set[i] = 0; i += 1 } }
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function in_set_copy(dst: words, src: words) -> void { var i = 0; while i < IN_WORDS { dst[i] = src[i]; i += 1 } }
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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 } }
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# ---- the per-frame device commit (called by input_poll) --------------------
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# Snapshot the committed set into prev (for edges), refresh the platform set (or
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# rebuild it from the tape on replay), then recombine into the committed set.
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function input_device_commit(k: int, replaying: int) -> void {
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in_init()
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in_set_copy(in_prev, in_held) # last frame's committed set
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# #83: snapshot last frame's pad-button masks for the just_pressed/released edges.
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# Taken before the platform refresh (win_pad, below, runs after this), so it holds
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# the previous frame's committed value against which this frame's edge is measured.
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var pj = 0
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while pj < IN_PADS { in_pad_btn0[pj] = in_pad_btn[pj]; pj += 1 }
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if replaying == 1 {
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# rebuild the platform set + mouse from the tape; sim/injection is ignored so
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# a replay is authoritative (as #7's key replay ignores the live device).
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let base = (input_pos - 1) * IN_STRIDE
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if (in_tape != null) and (base >= 0) {
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var i = 0
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while i < IN_WORDS { in_dev[i] = in_tape[base + i]; i += 1 }
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in_mx = in_tape[base + 8]
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in_my = in_tape[base + 9]
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in_mbtn = in_tape[base + 10]
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in_wheel = in_tape[base + 11]
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}
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in_set_copy(in_held, in_dev)
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} else {
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# live: fill the platform set from the window (real simultaneous keys) or,
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# headless, from the single polled key. Injection (in_sim) is OR-ed on top.
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if is_windowed() {
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win_held(in_dev)
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let mbuf = words(6) # [x, y, button-mask, wheel, raw dx, raw dy]
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mbuf[4] = 0; mbuf[5] = 0
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win_mouse(mbuf)
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in_mx = mbuf[0]; in_my = mbuf[1]; in_mbtn = mbuf[2]; in_wheel = mbuf[3]
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in_rdx = mbuf[4]; in_rdy = mbuf[5]
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# #51 — feed the platform gamepad + touch state into the same buffers the
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# read APIs use. Each is windowed-only glue (win_pad / win_touch are DCE'd
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# in a headless build); on hardware they overwrite the injected state.
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let pbuf = words(IN_PADS * 6) # [conn, mask, lx, ly, rx, ry]/pad
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win_pad(pbuf)
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var pi = 0
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while pi < IN_PADS {
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let pb = pi * 6
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input_set_pad(pi, pbuf[pb] != 0, pbuf[pb + 1],
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as_fixed(pbuf[pb + 2]), as_fixed(pbuf[pb + 3]),
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as_fixed(pbuf[pb + 4]), as_fixed(pbuf[pb + 5]))
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pi += 1
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}
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let tbuf = words(IN_TOUCH * 3) # [active, x, y]/point
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win_touch(tbuf)
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var ti = 0
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while ti < IN_TOUCH {
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let tb = ti * 3
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input_set_touch(ti, tbuf[tb + 1], tbuf[tb + 2], tbuf[tb] != 0)
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ti += 1
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}
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} else {
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in_set_clear(in_dev)
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if k > 0 { in_bit_set(in_dev, k, true) }
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}
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in_set_or(in_held, in_dev, in_sim)
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if input_mode == 1 { input_device_record() } # snapshot the frame into the tape
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}
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# mouse delta vs the previous frame's committed position (in_mx set by the
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# platform above when windowed, by Input.set_mouse before this poll otherwise).
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in_mdx = in_mx - in_mx0
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in_mdy = in_my - in_my0
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# captured (mode 2): the cursor is a clamped reticle, the motion is the raw delta
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if is_windowed() and in_cursor_mode == 2 { in_mdx = in_rdx; in_mdy = in_rdy }
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# No motion on the first frame or across a cursor-mode change. The previous position there is
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# 0,0 or a point in another coordinate source, so the difference is the cursor's whole distance
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# from it: a camera that adds mouse_dy to its pitch came up pointing at the ground.
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if in_mouse_rebase { in_mdx = 0; in_mdy = 0; in_mouse_rebase = false }
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in_mx0 = in_mx
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in_my0 = in_my
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}
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# write this frame's committed set + mouse into the tape at the record cursor.
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function input_device_record() -> void {
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if in_tape == null { in_tape = words(INPUT_REC_CAP * IN_STRIDE) }
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let f = input_recn - 1
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if (f < 0) or (f >= INPUT_REC_CAP) { return }
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let base = f * IN_STRIDE
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var i = 0
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while i < IN_WORDS { in_tape[base + i] = in_held[i]; i += 1 }
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in_tape[base + 8] = in_mx
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in_tape[base + 9] = in_my
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in_tape[base + 10] = in_mbtn
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in_tape[base + 11] = in_wheel
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}
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# ---- held keys -------------------------------------------------------------
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function input_key_down(k: int) -> bool { in_init(); return in_bit_get(in_held, k) }
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function input_key_pressed(k: int) -> bool { in_init(); return in_bit_get(in_held, k) and (not in_bit_get(in_prev, k)) }
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function input_key_released(k: int) -> bool { in_init(); return (not in_bit_get(in_held, k)) and in_bit_get(in_prev, k) }
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# The name to show a player for key code `k`. A letter, digit or punctuation code is a
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# PHYSICAL key - the one that types it on a US layout - so the name is what the player's
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# own layout types there: 'w' reads "W" on QWERTY and "Z" on AZERTY, and a binding
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# shown as "W" is never a key the player cannot find. Named keys and the arrows get words.
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# Headless, and on a platform that cannot ask the layout, it is the US character.
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function input_key_label(k: int) -> string {
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if k == 32 { return "Space" }
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|
if k == 10 { return "Enter" }
|
|
if k == 27 { return "Esc" }
|
|
if k == 9 { return "Tab" }
|
|
if k == 8 { return "Backspace" }
|
|
if k == 16 { return "Shift" }
|
|
if k == 17 { return "Ctrl" }
|
|
if k == 18 { return "Alt" }
|
|
if k == 128 { return "Up" }
|
|
if k == 129 { return "Down" }
|
|
if k == 130 { return "Left" }
|
|
if k == 131 { return "Right" }
|
|
# the keys that type nothing on any layout, so there is no character to show: the name is
|
|
# the same everywhere, which is why it is not asked of the layout
|
|
if k >= 132 and k <= 143 { return "F" + string(k - 131) }
|
|
if k == 144 { return "Home" }
|
|
if k == 145 { return "End" }
|
|
if k == 146 { return "PageUp" }
|
|
if k == 147 { return "PageDown" }
|
|
if k == 148 { return "Insert" }
|
|
if k == 149 { return "Delete" }
|
|
if k == 150 { return "CapsLock" }
|
|
if k >= 152 and k <= 161 { return "Num " + string(k - 152) }
|
|
if k == 162 { return "Num *" }
|
|
if k == 163 { return "Num +" }
|
|
if k == 164 { return "Num -" }
|
|
if k == 165 { return "Num ." }
|
|
if k == 166 { return "Num /" }
|
|
var c = 0
|
|
if is_windowed() { c = win_key_char(k) }
|
|
if c <= 0 and k > 32 and k < 127 {
|
|
c = k
|
|
if c >= 97 and c <= 122 { c = c - 32 }
|
|
}
|
|
if c <= 0 { return "" }
|
|
return in_utf8(c)
|
|
}
|
|
# one code point as a UTF-8 string
|
|
function in_utf8(c: int) -> string {
|
|
let out = bytes(5)
|
|
var n = 0
|
|
if c < 128 { out[0] = c; n = 1 }
|
|
else if c < 2048 { out[0] = 192 | (c >> 6); out[1] = 128 | (c & 63); n = 2 }
|
|
else if c < 65536 { out[0] = 224 | (c >> 12); out[1] = 128 | ((c >> 6) & 63); out[2] = 128 | (c & 63); n = 3 }
|
|
else { out[0] = 240 | (c >> 18); out[1] = 128 | ((c >> 12) & 63); out[2] = 128 | ((c >> 6) & 63); out[3] = 128 | (c & 63); n = 4 }
|
|
out[n] = 0
|
|
let s: string = out
|
|
return s
|
|
}
|
|
|
|
# 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 {
|
|
if mode != in_cursor_mode { in_mouse_rebase = true }
|
|
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
|
|
}
|