ludic/changes/input-device-layer.md
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feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50)
The raw device layer the input proposal sketched, over the action maps +
record/replay of #7. Beyond one key per frame, gameplay can read:

- Multiple simultaneous held keys: Input.key_down / key_pressed / key_released,
  with clean rising/falling edges (hold left AND jump).
- Analog from keys: Input.axis(neg, pos) and a normalized Input.vector(l,r,u,d)
  (diagonals scaled by 1/sqrt(2)), plus Input.strength(action).
- Mouse: Input.mouse_x/y, mouse_dx/dy (per-frame delta), mouse_down(btn), wheel.
- Gamepads: Input.pad_connected/pad_button/pad_axis (SDL-order buttons, -1..1
  sticks); touch: Input.touch_count/touch_x/touch_y.

The held set is fed by the platform when windowed — cocoa.ll now tracks
keyDown/keyUp into a 256-bit held-key bitset (win_held) and the mouse
buttons/wheel (win_mouse), gated so headless builds DCE the native calls — and
by the Input.press / Input.set_mouse / Input.set_pad / Input.set_touch injection
on every target (Godot-style action injection: replays, AI, network-fed input).
Input.record / replay now snapshot the full per-frame device state (held set +
mouse), extending #7's single-key tape.

Everything is integer and deterministic, so the same inputs reproduce the same
frame on every run and headless. The gamepad/touch native hardware bindings
(GameController.framework / NSTouch) feed the same injected state and are the one
remaining platform-glue follow-up; the software layer, semantics and replay are
complete and driven deterministically today.

Worked example + regression: examples/library/input_device.ludic
(1 1 0 1 0 1 71 -71 5 1 3 1 2 1 0 0 1, injection-driven headless). 23 new
docs/language/input pages. Full suite 78 passed, self-host C-free fixpoint
intact, no golden drift; cocoa.ll assembles and a windowed build links.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 17:14:24 +03:00

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Markdown

bump: minor
type: feat
**Input device layer (#50).** Beyond one key per frame, gameplay can now read
multiple simultaneous held keys (`Input.key_down` / `key_pressed` /
`key_released`), analog `Input.axis` and a normalized `Input.vector`, the mouse
(`Input.mouse_x/y`, `mouse_dx/dy`, `mouse_down`, `wheel`), gamepads
(`Input.pad_button` / `pad_axis` / `pad_connected`) and touch
(`Input.touch_count` / `touch_x/y`). The held set is fed by the window when
windowed — cocoa.ll now tracks keyDown/keyUp into a held-key bitset and the mouse
buttons/wheel — and by the `Input.press` / `Input.set_mouse` / `Input.set_pad` /
`Input.set_touch` injection on every target (Godot-style action injection, for
replays, AI, and network-fed input). All integer and deterministic, and
`Input.record` / `replay` snapshot the full per-frame device state, extending
#7's single-key tape.