Fixes the papercut: the generated frame loop called rt_poll() (feeding only Input.key) but never input_poll(), so Input.active/key_down/mouse/pad read empty unless the game called Input.poll() by hand. The loop now calls input_poll() when the game uses any Input runtime method — committing the held-key/mouse/gamepad state, and record/replay — and stores its return as the frame key so Input.key still works. A game using no Input runtime keeps the plain rt_poll path, byte-identical. Adds the Input-Manager API: Input.action(name,key) ships a default binding (kept if already bound, so a rebind/loaded map isn't clobbered), Input.bind_pad(name,button) makes an action device-agnostic (keyboard OR pad), and Input.active/just_pressed/just_released read the multi-key device layer with clean on-press/on-release edges (deterministic, dispatch-free — a handler polls the edge; a replay fires identically). Examples input_manager + input_auto, 5 docs pages. Full suite 107/0, goldens byte-identical, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
23 lines
958 B
Markdown
23 lines
958 B
Markdown
---
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id: input-active
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name: Input.active
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category: input
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kind: namespace-method
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tokens: Input.active
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sig: Input.active(action: str) -> bool
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tip: Is a named action active right now (any bound key held, or pad button down)?
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order: 33
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ns: Input
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member: active
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---
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Returns whether a named action is active this frame, reading the whole <a href="input-key_down.html">device layer</a>: true if any of the action's bound keyboard keys is in the multi-key held-set <em>or</em> any bound gamepad button is down on pad 0. Unlike <a href="input-down.html"><code>Input.down</code></a> (which reads only the single per-frame key), this sees simultaneous holds (move <em>and</em> jump) and is device-agnostic. The frame loop commits the device layer automatically, so it reads live without a manual <a href="input-poll.html"><code>Input.poll</code></a>.
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```ludic
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program Active {
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entry {
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Input.action("left", 'a')
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if Input.active("left") { print(1) }
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}
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}
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```
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