ludic/runtime/native
Orkuncakilkaya 377b6d1186
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feat(input): action maps + deterministic record/replay (#7)
The two ideas the input revamp leads with, built in Ludic over the
single-key poll every target already provides:

- Action maps: gameplay reads named actions, not physical keys, so keys
  are rebindable and a scheme is data. Input.bind(action, key),
  Input.down/pressed(action), Input.rebind(action, from, to).
- Deterministic record/replay: Input.poll() is the one per-frame input
  read; Input.record() captures the key each frame and Input.replay()
  feeds the tape back, so a run reproduces exactly — the seed of lockstep
  netcode. "Read input" and "read a recorded snapshot" are the same call.

runtime/native/input.ludic (spliced when the new Input.* methods are used;
pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the
@fn_input_* runtime; parse.ludic gates the splice. Seven docs/language
pages; worked example + regression examples/library/input_actions.ludic
(1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden
drift. The device layer (multi-key held, gamepads, touch, analog) needs a
platform key-state backend and is tracked separately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 16:03:56 +03:00
..
cocoa.ll Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete 2026-08-27 15:15:35 +03:00
core.ludic feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
grid.ludic feat(stdlib): add Grid.* — tile geometry + A* pathfinding over the tilemap (#24) 2026-08-31 12:36:12 +03:00
image.ludic refactor(lang): rename the ptr/ptrs types to pointer/pointers 2026-08-30 01:58:54 +03:00
inflate.ludic refactor(lang): rename the ptr/ptrs types to pointer/pointers 2026-08-30 01:58:54 +03:00
input.ludic feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
light.ludic feat(rendering): add Light.* — deterministic 2D light accumulation with hard shadows (#4) 2026-08-31 14:07:19 +03:00
query.ludic feat(stdlib): add Query.* — ECS spatial queries over the reflection ABI (#42) 2026-08-31 13:19:25 +03:00
reflect_io.ludic feat(reflect): generic value tree + Reflect.serialize/apply + JSON bridge (#44) 2026-08-31 15:19:21 +03:00
regex.ludic feat(stdlib): add Regex.* — a linear-time regular-expression engine (#18) 2026-08-31 12:23:19 +03:00
regex_vm.ludic feat(stdlib): add Regex.* — a linear-time regular-expression engine (#18) 2026-08-31 12:23:19 +03:00
systems.ludic feat(ecs): engine-owned systems auto-tick user components (#43) 2026-08-31 15:41:44 +03:00
systems_light.ludic feat(ecs): Light2D/Occluder/Ambient as auto-consumed components (#47) 2026-08-31 15:49:50 +03:00
truetype.ludic refactor(lang): rename builtins flr->floor and fx->fixed 2026-08-30 02:01:56 +03:00
truetype_raster.ludic refactor(lang): rename builtins flr->floor and fx->fixed 2026-08-30 02:01:56 +03:00
ui.ludic refactor(lang): rename the ptr/ptrs types to pointer/pointers 2026-08-30 01:58:54 +03:00
ui_draw.ludic refactor(lang): rename the str type (and stringify builtin) to string 2026-08-30 01:51:11 +03:00
value.ludic feat(reflect): generic value tree + Reflect.serialize/apply + JSON bridge (#44) 2026-08-31 15:19:21 +03:00