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Input

The engine owns the keyboard and the pointer. A game registers its named actions and the keys that drive them while it initializes, then asks by name what each action is doing while it runs; the pointer it reads as a position already in the engine’s logical coordinates. Key and pointer events are handled inside the engine.

Named actions have three consequences. An action is driven by a key or by a touch control and the game reads one number either way, so a build is examinable by delivering input at the same seam a player uses. The bindings are data the engine holds rather than logic spread through event handlers, so one place resolves what a build bound. And edge detection happens once, in the engine, in place of being re-derived in every game.

An action is a name carrying a binding: the physical keys that drive it and the kind it reports. The registered actions are the whole input vocabulary a build speaks, and every question the game asks about the player it asks by name.

The names belong to the game. A touch layout brings a vocabulary the engine recognizes, and a registration under any other name is equally ordinary, which is what lets a design name the actions it actually has.

Registering happens during the game instance’s initialization, so the vocabulary is complete before the first frame reads it. The registry belongs to the engine rather than to a world, so the bindings a game declares once hold across every level transition. Registering a name a second time replaces its binding wholesale and returns the action to rest, keeping its position in the registration order.

A binding names KeyboardEvent.code values rather than key values, so it is independent of the keyboard layout the player types on. KeyW is the same physical key on QWERTY and on AZERTY, so the WASD cluster sits in the same place for every player.

The engine listens for those events on the event target the game’s surface supplies, and on the canvas’s owning document when the game supplies no surface. Every key a player presses reaches the actions along that one path, so a caller that dispatches key events into a target of its own drives the game exactly as the player does. A validator supplies its own target and holds, taps, and releases keys over a canvas with no document behind it.

Several keys may drive one action, and one key may drive several actions. An action bound to several keys stays held until the last of them is released, and a key bound to several actions raises all of them together.

The kind an action is registered with is a promise about how the game reads it. A digital action reports a plain on or off, and any magnitude reaching it is quantized to full deflection. An analog action reports a continuous magnitude, which is what a touch slider or a steering axis produces; a held key gives an analog action full deflection, since a key has one position.

Declaring the kind up front is what lets the engine decide what a keyboard binding means for a given action, so the game reads one number whichever source moved it and a partial magnitude lands only on the actions written to receive one.

A player controller is the seam between the input registry and the simulation. It holds the reader, asks the actions what they are doing on its own tick, and writes the result onto the pawn it possesses. An actor therefore moves because something drove it, and the same pawn class is driven by a player, by an AI controller, or by a controller a validator substitutes. Possession covers how a magnitude reaches a pawn.

A press is the moment an action’s resolved value crosses from rest into motion, whichever source moved it. Because every source funnels through one place, a press means one thing: an operating system auto-repeat is a continuation of the hold, and pressing a second key bound to an already-held action leaves the action held.

Each player controller carries its own copy of an armed edge, and reading consumes that controller’s copy alone. Two controllers bound to one action each see the press, so a local two-player build gives both players the same vocabulary, and one controller reading an edge leaves the other’s intact. Within a controller the first read takes the press, which is what makes an edge safe to poll from more than one place.

The engine closes the input frame after the frame has rendered, discarding every edge left unconsumed. A press is news for exactly one frame, so an edge armed during a frame nothing polled stays in that frame rather than surfacing later, out of order with the input that caused it. A paused world still renders and still closes its input frame, so a pause holds the simulation still while input keeps moving at its ordinary rate.

The pointer is the one input whose meaning depends on where the picture is: a click is a claim about a position on the stage, and the stage sits letterboxed and scaled inside whatever element the page gave the canvas. The engine owns that conversion for the same reason it owns the canvas fit — every pointer game otherwise re-derives it, usually forgetting the device pixel ratio or the bars — so the position a controller reads is in the logical coordinates the camera projects into, and a game that needs a world position maps it through the camera.

A controller reads the pointer two ways, and they serve different designs. The snapshot answers “where is the pointer now, and is it held”, which is what aiming and hovering need. The sample list holds every position delivered since the last frame closed, in arrival order, which is what direct manipulation needs: a game that reacts to the path the pointer traveled resolves each sample on its own rather than seeing only where the sweep ended.

Press and release edges follow the same rules as action edges: armed by the transition, carried per player controller, consumed by that controller’s first read, and discarded when the frame closes. The snapshot and the edges follow the primary pointer, so a mouse and a touch drive the game the same way, and a multi-touch gesture’s second finger reaches the game through the contacts and the samples alone.

A touch layout is a vocabulary contract rather than a widget. Naming dual-vertical states that the control scheme is two vertical sliders and that the actions in play are the four the scheme drives. Selection is declarative: it names the vocabulary, and the game registers each action with its own binding.

A layout is selected when the engine is created, so every registration the game makes happens under it. An action whose name is in the selected layout’s vocabulary is recorded as belonging to that layout, and every other action is recorded as the game’s own.

The catalogue is closed. A name outside it fails at construction, because a silent fallback to a default would let a run be configured for one control scheme and executed under another, leaving the run record describing a run that never happened. Adding a layout is a deliberate change to the engine and a new engine version.

Every layout carries confirm, back, pause, and mute on top of its own vocabulary. These four are about the shell around the game rather than the game itself, and they exist in every build however it is played, so a game binds pause once and gets it under whichever layout is live.

Holding them in one place keeps the two halves of a vocabulary apart: the catalogue entry describes the control scheme, and the menu vocabulary describes the shell that surrounds it.

The key that toggles the debug overlay is handled by a listener the engine owns, outside the registered actions. The actions are the game’s vocabulary exactly, and the overlay toggle reaches the engine whatever the game bound.