ludic/changes/input-edge-fix.md
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fix(input): #87 key_pressed/key_released edges never fired under the frame loop
Since #83 the loop commits the device layer once per frame (input_drive), but a
game that ALSO called Input.poll by hand committed a second time in the same
frame; input_device_commit copies in_held into in_prev at the top of every
commit, so the second commit left in_prev == in_held and the edges (held &&
!prev) could never see a transition.

Fix: an in_have_frame_driver flag. The loop's input_drive sets it; a manual
Input.poll under the loop then becomes a no-op returning the frame's key
instead of re-committing. An entry-driven harness has no loop, so the flag
stays false and each Input.poll commits a frame as before (the #7/#50
record/replay + device tests are unchanged). Frame loop now calls input_drive.

Example input_edge (press edge on the down frame, release edge on the up
frame). Full suite 110/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:27:24 +03:00

994 B

bump: patch type: fix Input.key_pressed / key_released edges now fire (#87). In a frame-loop game the edges never triggered: the loop (since #83) commits the device layer once per frame via input_drive, but a game that also called Input.poll by hand committed a second time in the same frame, and input_device_commit copies in_held into in_prev at the top of every commit — so the second commit left in_prev == in_held and key_pressed (held && !prev) / key_released could never see a transition. Fixed with an in_have_frame_driver flag: the loop's input_drive sets it, and a manual Input.poll under the loop becomes a no-op that returns the frame's key instead of re-committing. An entry-driven harness has no loop, so the flag stays false and each Input.poll still commits a frame of input as before (record/replay and the #50 device tests are unchanged). Example: examples/library/input_edge.ludic (press edge on the down frame, release edge on the up frame).