ludic/runtime/native/input.ludic
Orkuncakilkaya 34421b8015 runtime/input: the window's mouse, pad and touch buffers and the typed text made once
input_device_commit made words(6), words(IN_PADS * 6) and words(IN_TOUCH * 3)
every windowed frame and dropped them - the walk's exit scan found 7 MB of
them unreachable after ten minutes (headless never polls devices, so no
headless run saw it). They are made in in_init with the rest of the input
state and filled in place. input_text's UTF-8 buffer is the state's too,
sized for the most the window hands over (64 units, four bytes each): it
made one per keystroke.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:34:57 +03:00

728 lines
35 KiB
Text

# ============================================================================
# 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
export state RtInputState {
input_names: pointers = null # action name per slot (0..input_nact)
input_keys: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS key codes (0 = empty)
input_pads: words = null # INPUT_MAX_ACT * INPUT_MAX_KEYS pad buttons, stored +1 (0 = empty) — #83
input_nact: int = 0
input_frame: int = 0 # the key polled this frame
input_last: int = 0 # the key polled last frame (for edges)
input_mode: int = 0 # 0 = live, 1 = record, 2 = replay
input_rec: words = null # recorded key per frame
input_recn: int = 0 # frames recorded
input_pos: int = 0 # replay / record cursor
in_label_chr: words = null # input_key_label: the character each key's kept name was made for
in_label_str: []string = null
in_have_frame_driver: bool = false
in_ready: bool = false
in_sim: words = null # simulated held set (Input.press / release) — persists
in_dev: words = null # platform / polled held set — refreshed each poll
in_held: words = null # committed effective set this frame (what reads see)
in_prev: words = null # committed set last frame (for edges)
in_mx: int = 0 # current x/y
in_my: int = 0
in_mx0: int = 0 # x/y at the previous frame (for the delta)
in_my0: int = 0
in_mdx: int = 0 # delta this frame
in_mdy: int = 0
in_rdx: int = 0 # the raw motion the platform reports while captured
in_rdy: int = 0
in_cursor_mode: int = 0
in_mouse_rebase: bool = true
in_mbtn: int = 0 # button bitmask (bit 0 left, 1 right, 2 middle)
in_wheel: int = 0 # wheel delta this frame
in_pad_conn: words = null # IN_PADS
in_pad_btn: words = null # IN_PADS
in_pad_btn0: words = null # IN_PADS — pad button mask last frame (edges) — #83
in_pad_axis: fixeds = null # IN_PADS * IN_AXES
in_touch_on: words = null # IN_TOUCH
in_touch_x: words = null # IN_TOUCH
in_touch_y: words = null # IN_TOUCH
in_tape: words = null # INPUT_REC_CAP * IN_STRIDE
in_mbuf: words = null # 6 - the window's mouse, pads and touches, read each frame into these
in_pbuf: words = null # IN_PADS * 6
in_tbuf: words = null # IN_TOUCH * 3
in_text_out: pointer = null # the typed text as UTF-8, 64 units at four bytes: read, sliced and joined by its one reader
in_text_buf: words = null
}
function input_init(rt_input_st: mut RtInputState) -> void {
if rt_input_st.input_names == null {
rt_input_st.input_names = pointers(INPUT_MAX_ACT) # a pointer (8 bytes) per action slot
rt_input_st.input_keys = words(INPUT_MAX_ACT * INPUT_MAX_KEYS)
rt_input_st.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(rt_input_st: mut RtInputState, name: pointer) -> int {
input_init(rt_input_st)
var i = 0
while i < rt_input_st.input_nact {
if rt_input_st.input_names[i] == name { return i }
i += 1
}
return -1
}
# get-or-create the slot for `name`.
function input_slot(rt_input_st: mut RtInputState, name: pointer) -> int {
let f = input_find(rt_input_st, name)
if f >= 0 { return f }
if rt_input_st.input_nact >= INPUT_MAX_ACT { return INPUT_MAX_ACT - 1 } # silently reuse the last slot when full
let s = rt_input_st.input_nact
rt_input_st.input_names[s] = name
rt_input_st.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(rt_input_st: mut RtInputState, name: pointer, key: int) -> void {
let s = input_slot(rt_input_st, name)
let base = s * INPUT_MAX_KEYS
var i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_keys[base + i] == key { return } # already bound
i += 1
}
i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_keys[base + i] == 0 { rt_input_st.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(rt_input_st: mut RtInputState, name: pointer, key: int) -> void {
let s = input_slot(rt_input_st, name)
let base = s * INPUT_MAX_KEYS
var i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_keys[base + i] != 0 { return } # already has a binding — keep it
i += 1
}
rt_input_st.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(rt_input_st: mut RtInputState, name: pointer, button: int) -> void {
let s = input_slot(rt_input_st, name)
let base = s * INPUT_MAX_KEYS
var i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_pads[base + i] == (button + 1) { return } # already bound
i += 1
}
i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_pads[base + i] == 0 { rt_input_st.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(rt_input_st: mut RtInputState, name: pointer, oldkey: int, newkey: int) -> void {
let s = input_find(rt_input_st, name)
if s < 0 { return }
let base = s * INPUT_MAX_KEYS
var i = 0
while i < INPUT_MAX_KEYS {
if rt_input_st.input_keys[base + i] == oldkey { rt_input_st.input_keys[base + i] = newkey; return }
i += 1
}
}
# does key `k` (0 = none) fire the action in slot `s`?
function input_slot_has(rt_input_st: RtInputState, 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 rt_input_st.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.
# 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(rt_core_st: mut RtCoreState, rt_input_st: mut RtInputState) -> int {
rt_input_st.input_last = rt_input_st.input_frame
if rt_input_st.input_mode == 2 { # replay
var k = 0
if rt_input_st.input_pos < rt_input_st.input_recn { k = rt_input_st.input_rec[rt_input_st.input_pos]; rt_input_st.input_pos += 1 }
rt_input_st.input_frame = k
input_device_commit(rt_input_st, k, 1) # rebuild the device state from the tape
return k
}
let k = rt_poll(rt_core_st)
if rt_input_st.input_mode == 1 { # record
if rt_input_st.input_rec == null { rt_input_st.input_rec = words(INPUT_REC_CAP) }
if rt_input_st.input_recn < INPUT_REC_CAP { rt_input_st.input_rec[rt_input_st.input_recn] = k; rt_input_st.input_recn += 1 }
}
rt_input_st.input_frame = k
input_device_commit(rt_input_st, 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(rt_core_st: mut RtCoreState, rt_input_st: mut RtInputState) -> int {
rt_input_st.in_have_frame_driver = true
return input_commit(rt_core_st, rt_input_st)
}
# 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(rt_core_st: mut RtCoreState, rt_input_st: mut RtInputState) -> int {
if rt_input_st.in_have_frame_driver { return rt_input_st.input_frame }
return input_commit(rt_core_st, rt_input_st)
}
# ============================================================================
# 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
# mouse
# the next commit reports no mouse delta: true before the first position is read (the previous one
# is not a position, it is 0,0) and after a cursor-mode change (the position source switches between
# the virtual reticle and the real cursor, which are unrelated points)
# gamepads: connected flag, button bitmask, and IN_AXES fixed axes each
# touch points: active flag, x, y each
# full-state tape (held + mouse), recorded / replayed alongside the key tape
function in_init(rt_input_st: mut RtInputState) -> void {
if rt_input_st.in_ready { return }
rt_input_st.in_sim = words(IN_WORDS)
rt_input_st.in_dev = words(IN_WORDS)
rt_input_st.in_held = words(IN_WORDS)
rt_input_st.in_prev = words(IN_WORDS)
rt_input_st.in_pad_conn = words(IN_PADS)
rt_input_st.in_pad_btn = words(IN_PADS)
rt_input_st.in_pad_btn0 = words(IN_PADS)
rt_input_st.in_pad_axis = fixeds(IN_PADS * IN_AXES)
rt_input_st.in_touch_on = words(IN_TOUCH)
rt_input_st.in_touch_x = words(IN_TOUCH)
rt_input_st.in_touch_y = words(IN_TOUCH)
rt_input_st.in_mbuf = words(6)
rt_input_st.in_pbuf = words(IN_PADS * 6)
rt_input_st.in_tbuf = words(IN_TOUCH * 3)
rt_input_st.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(rt_input_st: mut RtInputState, k: int, replaying: int) -> void {
in_init(rt_input_st)
in_set_copy(rt_input_st.in_prev, rt_input_st.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 { rt_input_st.in_pad_btn0[pj] = rt_input_st.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 = (rt_input_st.input_pos - 1) * IN_STRIDE
if (rt_input_st.in_tape != null) and (base >= 0) {
var i = 0
while i < IN_WORDS { rt_input_st.in_dev[i] = rt_input_st.in_tape[base + i]; i += 1 }
rt_input_st.in_mx = rt_input_st.in_tape[base + 8]
rt_input_st.in_my = rt_input_st.in_tape[base + 9]
rt_input_st.in_mbtn = rt_input_st.in_tape[base + 10]
rt_input_st.in_wheel = rt_input_st.in_tape[base + 11]
}
in_set_copy(rt_input_st.in_held, rt_input_st.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(rt_input_st.in_dev)
let mbuf = rt_input_st.in_mbuf # [x, y, button-mask, wheel, raw dx, raw dy]
mbuf[4] = 0; mbuf[5] = 0
win_mouse(mbuf)
rt_input_st.in_mx = mbuf[0]; rt_input_st.in_my = mbuf[1]; rt_input_st.in_mbtn = mbuf[2]; rt_input_st.in_wheel = mbuf[3]
rt_input_st.in_rdx = mbuf[4]; rt_input_st.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 = rt_input_st.in_pbuf # [conn, mask, lx, ly, rx, ry]/pad
win_pad(pbuf)
var pi = 0
while pi < IN_PADS {
let pb = pi * 6
input_set_pad(rt_input_st, 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 = rt_input_st.in_tbuf # [active, x, y]/point
win_touch(tbuf)
var ti = 0
while ti < IN_TOUCH {
let tb = ti * 3
input_set_touch(rt_input_st, ti, tbuf[tb + 1], tbuf[tb + 2], tbuf[tb] != 0)
ti += 1
}
} else {
in_set_clear(rt_input_st.in_dev)
if k > 0 { in_bit_set(rt_input_st.in_dev, k, true) }
}
in_set_or(rt_input_st.in_held, rt_input_st.in_dev, rt_input_st.in_sim)
if rt_input_st.input_mode == 1 { input_device_record(rt_input_st) } # 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).
rt_input_st.in_mdx = rt_input_st.in_mx - rt_input_st.in_mx0
rt_input_st.in_mdy = rt_input_st.in_my - rt_input_st.in_my0
# captured (mode 2): the cursor is a clamped reticle, the motion is the raw delta
if is_windowed() and rt_input_st.in_cursor_mode == 2 { rt_input_st.in_mdx = rt_input_st.in_rdx; rt_input_st.in_mdy = rt_input_st.in_rdy }
# No motion on the first frame or across a cursor-mode change. The previous position there is
# 0,0 or a point in another coordinate source, so the difference is the cursor's whole distance
# from it: a camera that adds mouse_dy to its pitch came up pointing at the ground.
if rt_input_st.in_mouse_rebase { rt_input_st.in_mdx = 0; rt_input_st.in_mdy = 0; rt_input_st.in_mouse_rebase = false }
rt_input_st.in_mx0 = rt_input_st.in_mx
rt_input_st.in_my0 = rt_input_st.in_my
}
# write this frame's committed set + mouse into the tape at the record cursor.
function input_device_record(rt_input_st: mut RtInputState) -> void {
if rt_input_st.in_tape == null { rt_input_st.in_tape = words(INPUT_REC_CAP * IN_STRIDE) }
let f = rt_input_st.input_recn - 1
if (f < 0) or (f >= INPUT_REC_CAP) { return }
let base = f * IN_STRIDE
var i = 0
while i < IN_WORDS { rt_input_st.in_tape[base + i] = rt_input_st.in_held[i]; i += 1 }
rt_input_st.in_tape[base + 8] = rt_input_st.in_mx
rt_input_st.in_tape[base + 9] = rt_input_st.in_my
rt_input_st.in_tape[base + 10] = rt_input_st.in_mbtn
rt_input_st.in_tape[base + 11] = rt_input_st.in_wheel
}
# ---- held keys -------------------------------------------------------------
function input_key_down(rt_input_st: mut RtInputState, k: int) -> bool { in_init(rt_input_st); return in_bit_get(rt_input_st.in_held, k) }
function input_key_pressed(rt_input_st: mut RtInputState, k: int) -> bool { in_init(rt_input_st); return in_bit_get(rt_input_st.in_held, k) and (not in_bit_get(rt_input_st.in_prev, k)) }
function input_key_released(rt_input_st: mut RtInputState, k: int) -> bool { in_init(rt_input_st); return (not in_bit_get(rt_input_st.in_held, k)) and in_bit_get(rt_input_st.in_prev, k) }
# The name to show a player for key code `k`. A letter, digit or punctuation code is a
# PHYSICAL key - the one that types it on a US layout - so the name is what the player's
# own layout types there: 'w' reads "W" on QWERTY and "Z" on AZERTY, and a binding
# shown as "W" is never a key the player cannot find. Named keys and the arrows get words.
# Headless, and on a platform that cannot ask the layout, it is the US character.
# a key's name, kept per key code and made again only when the layout gives the key another character -
# a HUD asks for its keys' names every frame, and each asking made a string (Ludic frees nothing)
function input_key_label(rt_input_st: mut RtInputState, k: int) -> string {
if k < 0 or k > 255 { return input_key_label_new(k) }
var c = -1
if is_windowed() { c = win_key_char(k) }
if rt_input_st.in_label_chr == null {
rt_input_st.in_label_chr = words(256)
rt_input_st.in_label_str = new []string
for i in 0 .. 256 {
rt_input_st.in_label_chr[i] = -2
push(rt_input_st.in_label_str, "")
}
}
if rt_input_st.in_label_chr[k] != c {
rt_input_st.in_label_str[k] = input_key_label_new(k)
rt_input_st.in_label_chr[k] = c
}
return rt_input_st.in_label_str[k]
}
function input_key_label_new(k: int) -> string {
if k == 32 { return "Space" }
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)
}
# What the player has TYPED since the last call, as UTF-8. This is a different question from which
# keys are DOWN, and both are needed: a binding is a physical key (input_key_down, so WASD is where
# W-A-S-D sit on any layout), while text is whatever the layout, the modifiers and any dead key
# actually produce. Building text out of key codes instead meant a Turkish player could not type
# c-cedilla, g-breve, dotless i, o-umlaut, s-cedilla or u-umlaut anywhere - their own name included.
# Empty headless, and where the platform has no text channel.
function input_text(rt_input_st: mut RtInputState) -> string {
if not is_windowed() { return "" }
if rt_input_st.in_text_buf == null {
rt_input_st.in_text_buf = words(64)
rt_input_st.in_text_out = bytes(64 * 4 + 1)
}
let n = win_text(rt_input_st.in_text_buf, 64)
if n <= 0 { return "" }
# one buffer for the whole text, made with the state: a string joined a character at a time kept every
# shorter one, and a buffer per call kept one a keystroke
let out = rt_input_st.in_text_out
var at = 0
var i = 0
while i < n {
var c = rt_input_st.in_text_buf[i]
# a code point outside the BMP arrives as a surrogate PAIR - two units, one character
if c >= 55296 and c < 56320 and i + 1 < n {
let lo = rt_input_st.in_text_buf[i + 1]
if lo >= 56320 and lo < 57344 { c = 65536 + ((c - 55296) * 1024) + (lo - 56320); i = i + 1 }
}
at = in_utf8_into(out, at, c)
i = i + 1
}
out[at] = 0
let s: string = out
return s
}
# one code point's UTF-8 bytes into out at `at`; where the next one goes
function in_utf8_into(out: bytes, at: int, c: int) -> int {
if c < 128 {
out[at] = c
return at + 1
}
if c < 2048 {
out[at] = 192 | (c >> 6); out[at + 1] = 128 | (c & 63)
return at + 2
}
if c < 65536 {
out[at] = 224 | (c >> 12); out[at + 1] = 128 | ((c >> 6) & 63); out[at + 2] = 128 | (c & 63)
return at + 3
}
out[at] = 240 | (c >> 18); out[at + 1] = 128 | ((c >> 12) & 63); out[at + 2] = 128 | ((c >> 6) & 63); out[at + 3] = 128 | (c & 63)
return at + 4
}
# 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(rt_input_st: mut RtInputState, k: int) -> void { in_init(rt_input_st); in_bit_set(rt_input_st.in_sim, k, true) }
function input_release(rt_input_st: mut RtInputState, k: int) -> void { in_init(rt_input_st); in_bit_set(rt_input_st.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(rt_input_st: mut RtInputState, neg: int, pos: int) -> fixed {
in_init(rt_input_st)
var v = fixed(0)
if in_bit_get(rt_input_st.in_held, pos) { v += fixed(1) }
if in_bit_get(rt_input_st.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(rt_input_st: mut RtInputState, neg: int, pos: int) -> int {
in_init(rt_input_st)
var v = 0
if in_bit_get(rt_input_st.in_held, pos) { v += 1 }
if in_bit_get(rt_input_st.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(rt_input_st: mut RtInputState) -> IVec2 {
in_init(rt_input_st)
var x = input_axis_i(rt_input_st, Key.A, Key.D) + input_axis_i(rt_input_st, Key.Left, Key.Right)
var y = input_axis_i(rt_input_st, Key.W, Key.S) + input_axis_i(rt_input_st, Key.Up, Key.Down)
if input_pad_connected(rt_input_st, 0) {
let sx = input_pad_axis(rt_input_st, 0, STICK_LEFT_X)
let sy = input_pad_axis(rt_input_st, 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(rt_input_st: mut RtInputState, left: int, right: int, up: int, down: int) -> Vector {
in_init(rt_input_st)
var x = fixed(0)
var y = fixed(0)
if in_bit_get(rt_input_st.in_held, right) { x += fixed(1) }
if in_bit_get(rt_input_st.in_held, left) { x -= fixed(1) }
if in_bit_get(rt_input_st.in_held, down) { y += fixed(1) }
if in_bit_get(rt_input_st.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(rt_input_st: mut RtInputState, name: pointer) -> fixed {
if input_down(rt_input_st, 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(rt_input_st: mut RtInputState, mode: int) -> void {
if mode != rt_input_st.in_cursor_mode { rt_input_st.in_mouse_rebase = true }
rt_input_st.in_cursor_mode = mode
if is_windowed() { win_cursor_mode(mode) }
}
# ---- mouse -----------------------------------------------------------------
function input_mouse_x(rt_input_st: mut RtInputState) -> int { in_init(rt_input_st); return rt_input_st.in_mx }
function input_mouse_y(rt_input_st: mut RtInputState) -> int { in_init(rt_input_st); return rt_input_st.in_my }
function input_mouse_dx(rt_input_st: mut RtInputState) -> int { in_init(rt_input_st); return rt_input_st.in_mdx }
function input_mouse_dy(rt_input_st: mut RtInputState) -> int { in_init(rt_input_st); return rt_input_st.in_mdy }
function input_mouse_down(rt_input_st: mut RtInputState, btn: int) -> bool { in_init(rt_input_st); return (rt_input_st.in_mbtn & (1 << btn)) != 0 }
function input_wheel(rt_input_st: mut RtInputState) -> int { in_init(rt_input_st); return rt_input_st.in_wheel }
# inject the mouse (headless / AI / testing). buttons is a bitmask; wheel is this
# frame's delta.
function input_set_mouse(rt_input_st: mut RtInputState, x: int, y: int, buttons: int, wheel: int) -> void {
in_init(rt_input_st)
rt_input_st.in_mx = x; rt_input_st.in_my = y; rt_input_st.in_mbtn = buttons; rt_input_st.in_wheel = wheel
}
# ---- gamepads --------------------------------------------------------------
function input_pad_connected(rt_input_st: mut RtInputState, pad: int) -> bool {
in_init(rt_input_st)
if (pad < 0) or (pad >= IN_PADS) { return false }
return rt_input_st.in_pad_conn[pad] != 0
}
function input_pad_button(rt_input_st: mut RtInputState, pad: int, btn: int) -> bool {
in_init(rt_input_st)
if (pad < 0) or (pad >= IN_PADS) { return false }
return (rt_input_st.in_pad_btn[pad] & (1 << btn)) != 0
}
function input_pad_axis(rt_input_st: mut RtInputState, pad: int, axis: int) -> fixed {
in_init(rt_input_st)
if (pad < 0) or (pad >= IN_PADS) { return fixed(0) }
if (axis < 0) or (axis >= IN_AXES) { return fixed(0) }
return rt_input_st.in_pad_axis[pad * IN_AXES + axis]
}
# inject a gamepad's whole state: connected, button bitmask, and four fixed axes.
function input_set_pad(rt_input_st: mut RtInputState, pad: int, connected: bool, buttons: int, lx: fixed, ly: fixed, rx: fixed, ry: fixed) -> void {
in_init(rt_input_st)
if (pad < 0) or (pad >= IN_PADS) { return }
var c = 0
if connected { c = 1 }
rt_input_st.in_pad_conn[pad] = c
rt_input_st.in_pad_btn[pad] = buttons
let b = pad * IN_AXES
rt_input_st.in_pad_axis[b] = lx
rt_input_st.in_pad_axis[b + 1] = ly
rt_input_st.in_pad_axis[b + 2] = rx
rt_input_st.in_pad_axis[b + 3] = ry
}
# ---- touch -----------------------------------------------------------------
function input_touch_count(rt_input_st: mut RtInputState) -> int {
in_init(rt_input_st)
var n = 0
var i = 0
while i < IN_TOUCH { if rt_input_st.in_touch_on[i] != 0 { n += 1 }; i += 1 }
return n
}
function input_touch_x(rt_input_st: mut RtInputState, i: int) -> int { in_init(rt_input_st); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return rt_input_st.in_touch_x[i] }
function input_touch_y(rt_input_st: mut RtInputState, i: int) -> int { in_init(rt_input_st); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return rt_input_st.in_touch_y[i] }
# inject a touch point i: active with a position, or inactive.
function input_set_touch(rt_input_st: mut RtInputState, i: int, x: int, y: int, active: bool) -> void {
in_init(rt_input_st)
if (i < 0) or (i >= IN_TOUCH) { return }
var a = 0
if active { a = 1 }
rt_input_st.in_touch_on[i] = a
rt_input_st.in_touch_x[i] = x
rt_input_st.in_touch_y[i] = y
}
# is the named action held on the frame last polled?
function input_down(rt_input_st: mut RtInputState, name: pointer) -> bool {
return input_slot_has(rt_input_st, input_find(rt_input_st, name), rt_input_st.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(rt_input_st: mut RtInputState, name: pointer, held: words, padmask: int) -> bool {
let s = input_find(rt_input_st, name)
if s < 0 { return false }
let base = s * INPUT_MAX_KEYS
var i = 0
while i < INPUT_MAX_KEYS {
let k = rt_input_st.input_keys[base + i]
if (k != 0) and in_bit_get(held, k) { return true }
let pb = rt_input_st.input_pads[base + i]
if (pb != 0) and ((padmask & (1 << (pb - 1))) != 0) { return true }
i += 1
}
return false
}
function input_active(rt_input_st: mut RtInputState, name: pointer) -> bool {
in_init(rt_input_st)
return input_active_in(rt_input_st, name, rt_input_st.in_held, rt_input_st.in_pad_btn[0])
}
# went active this frame (active now, not last frame) — the deterministic on-press.
function input_just_pressed(rt_input_st: mut RtInputState, name: pointer) -> bool {
in_init(rt_input_st)
let now = input_active_in(rt_input_st, name, rt_input_st.in_held, rt_input_st.in_pad_btn[0])
let was = input_active_in(rt_input_st, name, rt_input_st.in_prev, rt_input_st.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(rt_input_st: mut RtInputState, name: pointer) -> bool {
in_init(rt_input_st)
let now = input_active_in(rt_input_st, name, rt_input_st.in_held, rt_input_st.in_pad_btn[0])
let was = input_active_in(rt_input_st, name, rt_input_st.in_prev, rt_input_st.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(rt_input_st: mut RtInputState, name: pointer) -> bool {
let s = input_find(rt_input_st, name)
return input_slot_has(rt_input_st, s, rt_input_st.input_frame) and (not input_slot_has(rt_input_st, s, rt_input_st.input_last))
}
# begin recording polled input from the next frame (resets the tape).
function input_record(rt_input_st: mut RtInputState) -> void {
if rt_input_st.input_rec == null { rt_input_st.input_rec = words(INPUT_REC_CAP) }
rt_input_st.input_recn = 0
rt_input_st.input_pos = 0
rt_input_st.input_mode = 1
}
# replay the recording from its start; subsequent Input.poll calls read the tape.
function input_replay(rt_input_st: mut RtInputState) -> void {
rt_input_st.input_pos = 0
rt_input_st.input_mode = 2
}