Wire the macOS platform side of the #50 device layer, feeding the same state buffers the read APIs consume — no API changes, purely OS glue. - mouse: cocoa.ll reads the live cursor via mouseLocationOutsideOfEventStream, converted to framebuffer pixels and y-flipped, so windowed games get Input.mouse_x/y without injection (W_mx/W_my were never written before). - gamepad: win_pad polls GCController.controllers each frame, packing extended- gamepad buttons (SDL_GameControllerButton order) and thumbsticks (16.16 fixed, Y negated for SDL convention) into in_pad_*. Windowed builds now load GameController via -needed_framework (its classes are reached by name, so a plain -framework link dead-strips it); DCE'd in headless builds. - touch: the view's NSTouch phase handlers snapshot the touching set into in_touch_* (normalizedPosition -> framebuffer pixels). Web platform.js gains zero-fill stubs for win_held/mouse/pad/touch so a windowed wasm build resolves the device-layer imports. New test asserts the windowed link loads GameController. Reseeded; full + selfhost suites green (79 + 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
422 lines
17 KiB
Text
422 lines
17 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_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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}
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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 = i + 1
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}
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return 0 - 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 = 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 = 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 = 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 = 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 = i + 1
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}
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return false
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}
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# Advance one frame of input and return the frame's key. This is the single
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# per-frame input read: call it once at the top of a frame.
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# live — read the live key (rt_poll).
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# record — read the live key and append it to the recording.
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# replay — take the next key from the recording (the live device is ignored).
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# It also advances the multi-key device layer below (held keys, analog, mouse),
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# snapshotting or replaying the full per-frame state — #50 extends #7's tape.
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function input_poll() -> 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 = 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 = 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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# ============================================================================
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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_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_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_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 = 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 = 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 = 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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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 = 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(4) # [x, y, button-mask, wheel]
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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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# #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 = 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 = 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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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 = 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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# inject a held key (AI, tutorial, testing, network) — persists until released.
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function input_press(k: int) -> void { in_init(); in_bit_set(in_sim, k, true) }
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function input_release(k: int) -> void { in_init(); in_bit_set(in_sim, k, false) }
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# ---- analog from keys ------------------------------------------------------
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# A digital axis: +1.0 if the positive key is held, -1.0 if the negative, else 0.
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function input_axis(neg: int, pos: int) -> fixed {
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in_init()
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var v = fixed(0)
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if in_bit_get(in_held, pos) { v = v + fixed(1) }
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if in_bit_get(in_held, neg) { v = v - fixed(1) }
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return v
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}
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# A 2D vector from four direction keys, normalized so a diagonal is not faster.
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function input_vector(left: int, right: int, up: int, down: int) -> Vector {
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in_init()
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var x = fixed(0)
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var y = fixed(0)
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if in_bit_get(in_held, right) { x = x + fixed(1) }
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if in_bit_get(in_held, left) { x = x - fixed(1) }
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if in_bit_get(in_held, down) { y = y + fixed(1) }
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if in_bit_get(in_held, up) { y = y - fixed(1) }
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if (x != 0) and (y != 0) { # diagonal: scale by 1/sqrt(2)
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x = x * 0.7071 # fixed multiply (64-bit intermediate)
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y = y * 0.7071
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}
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return Vector.make(x, y)
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}
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# 0.0..1.0 strength of a named action (digital for keys: 1 if any bound key held).
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function input_strength(name: pointer) -> fixed {
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if input_down(name) { return fixed(1) }
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return fixed(0)
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}
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# ---- mouse -----------------------------------------------------------------
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function input_mouse_x() -> int { in_init(); return in_mx }
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function input_mouse_y() -> int { in_init(); return in_my }
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function input_mouse_dx() -> int { in_init(); return in_mdx }
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function input_mouse_dy() -> int { in_init(); return in_mdy }
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function input_mouse_down(btn: int) -> bool { in_init(); return (in_mbtn & (1 << btn)) != 0 }
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function input_wheel() -> int { in_init(); return in_wheel }
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# inject the mouse (headless / AI / testing). buttons is a bitmask; wheel is this
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# frame's delta.
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function input_set_mouse(x: int, y: int, buttons: int, wheel: int) -> void {
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in_init()
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in_mx = x; in_my = y; in_mbtn = buttons; in_wheel = wheel
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}
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# ---- gamepads --------------------------------------------------------------
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function input_pad_connected(pad: int) -> bool {
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in_init()
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if (pad < 0) or (pad >= IN_PADS) { return false }
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return in_pad_conn[pad] != 0
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}
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function input_pad_button(pad: int, btn: int) -> bool {
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in_init()
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if (pad < 0) or (pad >= IN_PADS) { return false }
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return (in_pad_btn[pad] & (1 << btn)) != 0
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}
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function input_pad_axis(pad: int, axis: int) -> fixed {
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in_init()
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if (pad < 0) or (pad >= IN_PADS) { return fixed(0) }
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if (axis < 0) or (axis >= IN_AXES) { return fixed(0) }
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return in_pad_axis[pad * IN_AXES + axis]
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}
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# inject a gamepad's whole state: connected, button bitmask, and four fixed axes.
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function input_set_pad(pad: int, connected: bool, buttons: int, lx: fixed, ly: fixed, rx: fixed, ry: fixed) -> void {
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in_init()
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if (pad < 0) or (pad >= IN_PADS) { return }
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var c = 0
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if connected { c = 1 }
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in_pad_conn[pad] = c
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in_pad_btn[pad] = buttons
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let b = pad * IN_AXES
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in_pad_axis[b] = lx
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in_pad_axis[b + 1] = ly
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in_pad_axis[b + 2] = rx
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in_pad_axis[b + 3] = ry
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}
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# ---- touch -----------------------------------------------------------------
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function input_touch_count() -> int {
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in_init()
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var n = 0
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var i = 0
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while i < IN_TOUCH { if in_touch_on[i] != 0 { n = n + 1 }; i = i + 1 }
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return n
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}
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function input_touch_x(i: int) -> int { in_init(); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return in_touch_x[i] }
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function input_touch_y(i: int) -> int { in_init(); if (i < 0) or (i >= IN_TOUCH) { return 0 }; return in_touch_y[i] }
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# inject a touch point i: active with a position, or inactive.
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function input_set_touch(i: int, x: int, y: int, active: bool) -> void {
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in_init()
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if (i < 0) or (i >= IN_TOUCH) { return }
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var a = 0
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if active { a = 1 }
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in_touch_on[i] = a
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in_touch_x[i] = x
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in_touch_y[i] = y
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}
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# is the named action held on the frame last polled?
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function input_down(name: pointer) -> bool {
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return input_slot_has(input_find(name), input_frame)
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}
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|
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# did the named action go down this frame (down now, not down last frame)?
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function input_pressed(name: pointer) -> bool {
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let s = input_find(name)
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return input_slot_has(s, input_frame) and (not input_slot_has(s, input_last))
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}
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|
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# begin recording polled input from the next frame (resets the tape).
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|
function input_record() -> void {
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if input_rec == null { input_rec = words(INPUT_REC_CAP) }
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|
input_recn = 0
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input_pos = 0
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|
input_mode = 1
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|
}
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|
|
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# replay the recording from its start; subsequent Input.poll calls read the tape.
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|
function input_replay() -> void {
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input_pos = 0
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input_mode = 2
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}
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