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>
25 lines
785 B
Markdown
25 lines
785 B
Markdown
---
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id: input-rebind
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name: Input.rebind
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category: input
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kind: namespace-method
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tokens: Input.rebind
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sig: Input.rebind(action: str, from: int, to: int) -> void
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tip: Remap an action from one key to another at runtime (rebinding menus).
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order: 2
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ns: Input
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member: rebind
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---
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Replaces the key <code>from</code> with <code>to</code> on a named action, at runtime — the primitive a "press a key to rebind" options screen is built on. A no-op if the action does not exist or is not bound to <code>from</code>. Because gameplay reads actions, not keys, a rebind takes effect immediately with no change to the game logic.
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```ludic
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program Rebinding {
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entry {
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Input.bind("jump", ' ')
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Input.rebind("jump", ' ', 'x')
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Input.poll()
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if Input.down("jump") { print(1) }
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}
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}
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```
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