ludic/docs/language/input/input-rebind.md
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feat(input): action maps + deterministic record/replay (#7)
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>
2026-08-31 16:03:56 +03:00

785 B


id: input-rebind name: Input.rebind category: input kind: namespace-method tokens: Input.rebind sig: Input.rebind(action: str, from: int, to: int) -> void tip: Remap an action from one key to another at runtime (rebinding menus). order: 2 ns: Input member: rebind

Replaces the key from with to 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 from. Because gameplay reads actions, not keys, a rebind takes effect immediately with no change to the game logic.

program Rebinding {
  entry {
    Input.bind("jump", ' ')
    Input.rebind("jump", ' ', 'x')
    Input.poll()
    if Input.down("jump") { print(1) }
  }
}