feat: P.0.lib.input action-mapping + direction-vector helper
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70
init.lua
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70
init.lua
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-- =====================================================================
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-- lib-core.input — Action-Mapping + Direction-Vector (P.0)
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-- See: meta/docs/superpowers/specs/2026-05-09-p0-lib-input-design.md
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--
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-- Scope: action-mapping (key-arrays per action) + direction-vector helper.
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-- DEPRECATED-MVP for: mouse-button actions, gamepad bindings, action-
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-- context-stack, key-rebinding config, modifier-combos, analog-axis,
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-- was_action_released edge.
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-- =====================================================================
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local bindings = {} -- action_name -> array of key-codes
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local M = {}
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function M.bind(action_name, keys)
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if type(action_name) ~= "string" then
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error("input.bind: action_name must be a string")
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end
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if type(keys) ~= "table" or #keys == 0 then
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error(string.format("input.bind: keys must be a non-empty array of key-codes (action '%s')",
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action_name))
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end
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bindings[action_name] = keys
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end
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function M.unbind(action_name)
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bindings[action_name] = nil
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end
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function M.is_action_down(action_name)
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local keys = bindings[action_name]
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if not keys then return false end
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for _, k in ipairs(keys) do
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if engine.input.is_key_down(k) then return true end
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end
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return false
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end
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function M.was_action_pressed(action_name)
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local keys = bindings[action_name]
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if not keys then return false end
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for _, k in ipairs(keys) do
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if engine.input.was_pressed(k) then return true end
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end
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return false
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end
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-- Direction-vector helper: returns {x, y} in {-1, 0, +1} each axis.
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-- Y-down-positive per Sporel pixel-convention (ADR-0031).
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function M.direction(left_action, right_action, up_action, down_action)
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local x = (M.is_action_down(right_action) and 1 or 0)
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- (M.is_action_down(left_action) and 1 or 0)
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local y = (M.is_action_down(down_action) and 1 or 0)
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- (M.is_action_down(up_action) and 1 or 0)
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return { x = x, y = y }
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end
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function M.action_count()
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local n = 0
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for _ in pairs(bindings) do n = n + 1 end
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return n
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end
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-- DEPRECATED-MVP: bind_mouse(action, button) -- mouse-button slice
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-- DEPRECATED-MVP: bind_gamepad(action, ...) -- gamepad slice
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-- DEPRECATED-MVP: push_context(name) / pop_context() -- action-context-stack
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-- DEPRECATED-MVP: load_bindings_from_config(path) -- key-rebinding slice
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-- DEPRECATED-MVP: was_action_released(action) -- lift-detection slice
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return M
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