# `tecs.input` Keyboard, pointer, touch and gamepad state folded from typed platform events. Live state survives frame boundaries. Frame edges clear before each sealed host batch, while latched edges accumulate until the first fixed step consumes them. Blocking layers move capture and clear pending edges without inventing releases for controls that remain physically held. Gamepads reach the same fold through a different door. The keyboard, the pointer and touch arrive in the host's sealed batch, because the window system owns them; a gamepad belongs to no window, so `tecs.platform.gamepadbackend` is polled once a frame by the `tecs.PollGamepads` system `install` adds, and what it saw becomes the same typed platform events the host would have sent. That is why `handleEvent` is the only fold in this module: a synthetic gamepad event from the debug server and a real one from a controller take one path. Buttons use positional names. `"south"` is the button nearest the player on every pad, where `"a"` is the one nearest the player on some pads and the one to its right on others. ```nupp local pad = state:gamepad(1) if pad ~= nil and pad.connected then local moveX = pad:axis("leftX") if pad:buttonPressed("south") then print(moveX) end end ``` ## Device support Gamepads expose positional buttons, sticks, analog triggers, hot plug, power state, and rumble. Rumble is conditional: `gilrs` implements force feedback on `evdev` and XInput but not on `IOKit`, so `Gamepad.rumble` answers false on macOS and for devices without motors. Touch is available on the platforms where `winit` reports it: Windows, Linux, Android, and the web. Touch pressure comes through where the surface measures it and reads zero where it does not. The pen is the pointer. `winit` declares no pen event, so a stylus arrives as the cursor moving and its buttons as mouse buttons, and Tecs reads it that way rather than inventing a device the layer below does not report. A game that draws with a stylus reads `pointerX`, `pointerY` and the mouse buttons and gets what the platform sends. Pen pressure, tilt, and eraser state are not exposed because `winit` declares no pen event. Supporting them would require separate `NSEvent`, `WM_POINTER`, and XInput2 tablet handling. Gamepad motion sensors, touchpads, trigger rumble, light bars, player indexes, hardware button labels, device families, device paths, remap events, and standalone motion sensors are not part of the input surface. A game that wants a `"cross"` glyph rather than a `"south"` name reads the pad's `name` and chooses its own art. ## Constructors ### `newInput` _constructor_ ```nupp function newInput(backend: gamepadbackend.Backend?): Input ``` Creates empty input state with the readable base layer. The state reads no device unless it is given a source. Constructing input state by hand is what a test and a headless tool do, and neither should start the platform's device enumeration as a side effect: on macOS that is a run loop on a thread of its own, and a suite whose result changes when somebody plugs a controller in is worse than one that reads no controller at all. `install` is the call that reaches real hardware. #### Arguments | Name | Type | Description | | --- | --- | --- | | `backend` | `gamepadbackend.Backend?` | the gamepad source, defaulting to no devices at all | #### Returns | Type | Description | | --- | --- | | `Input` | a standalone input state | ## Types ### `Gamepad` _record_ ```nupp record Gamepad id: integer connected: boolean name: string guid: string buttonDown: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean buttonPressed: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean buttonReleased: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean axis: function(borrows self: Gamepad, axis: GamepadAxis | integer, deadzone: number?, layer: Layer?): number hasButton: function(borrows self: Gamepad, button: GamepadButton | integer): boolean hasAxis: function(borrows self: Gamepad, axis: GamepadAxis | integer): boolean power: function(borrows self: Gamepad): (gamepadbackend.PowerState, integer) rumble: function(borrows self: Gamepad, low: number, high: number, seconds: number): boolean end ``` One attached gamepad's identity, event state and outputs. Input owns the object. A retained reference stays safe after the device goes away: queries answer with neutral values, `rumble` returns false, and `connected` stays false. A reconnect creates a new object rather than reviving the old one. #### Methods ##### `buttonDown` ```nupp buttonDown: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean ``` Returns whether a gamepad button is held. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `button` | `GamepadButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ###### Raises - when the name is not one this module declares ##### `buttonPressed` ```nupp buttonPressed: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean ``` Returns whether a gamepad button went down in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `button` | `GamepadButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ###### Raises - when the name is not one this module declares ##### `buttonReleased` ```nupp buttonReleased: function(borrows self: Gamepad, button: GamepadButton | integer, layer: Layer?): boolean ``` Returns whether a gamepad button came up in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `button` | `GamepadButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ###### Raises - when the name is not one this module declares ##### `axis` ```nupp axis: function(borrows self: Gamepad, axis: GamepadAxis | integer, deadzone: number?, layer: Layer?): number ``` Returns an axis reading with the deadzone applied. A stick runs -1 to 1 and a trigger runs zero to one. An axis no event has mentioned, and one on a device that has gone away, reads as zero. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `axis` | `GamepadAxis | integer` | | | `deadzone` | `number?` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `number` | | ###### Raises - when the name is not one this module declares ##### `hasButton` ```nupp hasButton: function(borrows self: Gamepad, button: GamepadButton | integer): boolean ``` Reports whether the device has a button. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `button` | `GamepadButton | integer` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ###### Raises - when the name is not one this module declares ##### `hasAxis` ```nupp hasAxis: function(borrows self: Gamepad, axis: GamepadAxis | integer): boolean ``` Reports whether the device has an axis. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `axis` | `GamepadAxis | integer` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ###### Raises - when the name is not one this module declares ##### `power` ```nupp power: function(borrows self: Gamepad): (gamepadbackend.PowerState, integer) ``` Reports what the device says about its power source. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | ###### Returns | Type | Description | | --- | --- | | `gamepadbackend.PowerState` | | | `integer` | | ##### `rumble` ```nupp rumble: function(borrows self: Gamepad, low: number, high: number, seconds: number): boolean ``` Plays one rumble effect, replacing whatever the device was playing. A zero or negative duration stops the device instead. Force feedback is not available on every platform, so a false here is an ordinary answer rather than a failure a game has to handle. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Gamepad` | | | `low` | `number` | | | `high` | `number` | | | `seconds` | `number` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | #### Fields ##### `id` ```nupp id: integer ``` Read-only. Names the device, and matches the `which` field of every gamepad platform event about it. ##### `connected` ```nupp connected: boolean ``` Read-only. Reports true from the moment Input opens the device until it goes away, and false permanently afterwards. ##### `name` ```nupp name: string ``` Read-only. Reports the platform's display name for the device, and an empty string when it reports none. Saved bindings use `guid`. ##### `guid` ```nupp guid: string ``` Read-only. Reports the stable identity a saved binding matches on, and an empty string when the platform reports none. ### `GamepadAxis` _type_ ```nupp type GamepadAxis = "leftX" | "leftY" | "rightX" | "rightY" | "leftTrigger" | "rightTrigger" ``` A gamepad axis name. Compatibility surface: these names are stable. A stick runs -1 to 1 with `leftY` and `rightY` growing downward, and a trigger runs zero to one. ### `GamepadButton` _type_ ```nupp type GamepadButton = "south" | "east" | "west" | "north" | "back" | "guide" | "start" | "leftStick" | "rightStick" | "leftShoulder" | "rightShoulder" | "dpadUp" | "dpadDown" | "dpadLeft" | "dpadRight" ``` A positional gamepad button name. These are what `gilrs` reports, spelled as Tecs publishes them. They are positional rather than Xbox-only because the hardware label is not part of the input contract. Names without a `gilrs` counterpart are not published. ### `Input` _record_ ```nupp record Input mouseX: number mouseY: number mouseDeltaX: number mouseDeltaY: number wheelX: number wheelY: number wheelTicksX: integer wheelTicksY: integer text: string beginFrame: function(exclusive self: Input): nil enterFixedPhase: function(exclusive self: Input): nil exitFixedPhase: function(exclusive self: Input): nil handleEvent: function(self: Input, event: platformevents.Event): nil keyDown: function(borrows self: Input, key: string, layer: Layer?): boolean keyPressed: function(borrows self: Input, key: string, layer: Layer?): boolean keyReleased: function(borrows self: Input, key: string, layer: Layer?): boolean modifiers: function(borrows self: Input): integer mouseDown: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean mousePressed: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean mouseReleased: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean pushLayer: function(exclusive self: Input, name: string, blocking: boolean?): Layer popLayer: function(exclusive self: Input): Layer? topLayer: function(borrows self: Input): Layer canRead: function(borrows self: Input, layer: Layer?): boolean touches: function(borrows self: Input, layer: Layer?): {Touch} gamepads: function(borrows self: Input): {Gamepad} gamepad: function(borrows self: Input, index: integer?): Gamepad? gamepadById: function(borrows self: Input, id: integer): Gamepad? refreshDevices: function(self: Input): nil pollDevices: function(exclusive self: Input): {platformevents.Event} destroy: function(exclusive self: Input): nil end ``` Live, frame-edge, and fixed-latched keyboard and pointer input. #### Methods ##### `beginFrame` ```nupp beginFrame: function(exclusive self: Input): nil ``` Starts a frame by clearing frame-local edges and accumulated deltas. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | ##### `enterFixedPhase` ```nupp enterFixedPhase: function(exclusive self: Input): nil ``` Selects latched edges for queries inside one fixed step. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | ##### `exitFixedPhase` ```nupp exitFixedPhase: function(exclusive self: Input): nil ``` Leaves fixed-edge mode and consumes the latched edges. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | ##### `handleEvent` ```nupp handleEvent: function(self: Input, event: platformevents.Event): nil ``` Folds one translated platform event into live and edge state. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `self` | `Input` | | | `event` | `platformevents.Event` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | ##### `keyDown` ```nupp keyDown: function(borrows self: Input, key: string, layer: Layer?): boolean ``` Returns whether a physical key is held. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `key` | `string` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `keyPressed` ```nupp keyPressed: function(borrows self: Input, key: string, layer: Layer?): boolean ``` Returns whether a physical key went down in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `key` | `string` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `keyReleased` ```nupp keyReleased: function(borrows self: Input, key: string, layer: Layer?): boolean ``` Returns whether a physical key came up in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `key` | `string` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `modifiers` ```nupp modifiers: function(borrows self: Input): integer ``` Returns the modifier mask from the most recent key event. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `integer` | | ##### `mouseDown` ```nupp mouseDown: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean ``` Returns whether a pointer button is held. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `button` | `MouseButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `mousePressed` ```nupp mousePressed: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean ``` Returns whether a pointer button went down in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `button` | `MouseButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `mouseReleased` ```nupp mouseReleased: function(borrows self: Input, button: MouseButton | integer, layer: Layer?): boolean ``` Returns whether a pointer button came up in the active edge tier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `button` | `MouseButton | integer` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `pushLayer` ```nupp pushLayer: function(exclusive self: Input, name: string, blocking: boolean?): Layer ``` Pushes a capture layer. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | | `name` | `string` | | | `blocking` | `boolean?` | | ###### Returns | Type | Description | | --- | --- | | `Layer` | | ###### Raises - when the layer name is empty ##### `popLayer` ```nupp popLayer: function(exclusive self: Input): Layer? ``` Removes and returns the top layer, preserving the base layer. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `Layer?` | | ##### `topLayer` ```nupp topLayer: function(borrows self: Input): Layer ``` Returns the top input layer. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `Layer` | | ##### `canRead` ```nupp canRead: function(borrows self: Input, layer: Layer?): boolean ``` Reports whether a layer may read through the current capture stack. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `boolean` | | ##### `touches` ```nupp touches: function(borrows self: Input, layer: Layer?): {Touch} ``` Returns every finger currently on a touch surface. The list is freshly built, and the records in it are Input's and are reused as the finger moves, so a caller retaining one sees it change and a caller wanting the position it had copies the numbers out. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `layer` | `Layer?` | | ###### Returns | Type | Description | | --- | --- | | `{Touch}` | | ##### `gamepads` ```nupp gamepads: function(borrows self: Input): {Gamepad} ``` Returns the connected gamepads, in connection order. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `{Gamepad}` | | ##### `gamepad` ```nupp gamepad: function(borrows self: Input, index: integer?): Gamepad? ``` Returns one connected gamepad by connection order. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `index` | `integer?` | | ###### Returns | Type | Description | | --- | --- | | `Gamepad?` | | ##### `gamepadById` ```nupp gamepadById: function(borrows self: Input, id: integer): Gamepad? ``` Returns one connected gamepad by device identifier. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows self` | `Input` | | | `id` | `integer` | | ###### Returns | Type | Description | | --- | --- | | `Gamepad?` | | ##### `refreshDevices` ```nupp refreshDevices: function(self: Input): nil ``` Reconciles the device list against what the platform currently reports. Engine-owned. Hot plug arrives as events, so this is the safety net for a stream that was not being drained rather than the ordinary path. It changes the device list without emitting the events an ordinary attach produces, because the world it would emit into is not this call's to reach. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | ##### `pollDevices` ```nupp pollDevices: function(exclusive self: Input): {platformevents.Event} ``` Reads the gamepad source and folds what it saw into input state. Engine-owned. The `tecs.PollGamepads` system `install` adds calls this once a frame and dispatches what comes back, so ordinary game code reads `gamepads` instead. A caller driving input without a world calls it directly and may ignore the result. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `{platformevents.Event}` | | ##### `destroy` ```nupp destroy: function(exclusive self: Input): nil ``` Retires every device and forgets every finger. Engine-owned. A host tearing a world down early calls this; ordinary game code must not. `tecs.application` does not call it, and nothing leaks when nobody does: the state dies with its world, and the process-wide gamepad source is deliberately left open here because another world may still be reading it. ###### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive self` | `Input` | | ###### Returns | Type | Description | | --- | --- | | `nil` | | #### Fields ##### `mouseX` ```nupp mouseX: number ``` ##### `mouseY` ```nupp mouseY: number ``` ##### `mouseDeltaX` ```nupp mouseDeltaX: number ``` ##### `mouseDeltaY` ```nupp mouseDeltaY: number ``` ##### `wheelX` ```nupp wheelX: number ``` ##### `wheelY` ```nupp wheelY: number ``` ##### `wheelTicksX` ```nupp wheelTicksX: integer ``` ##### `wheelTicksY` ```nupp wheelTicksY: integer ``` ##### `text` ```nupp text: string ``` ### `Layer` _record_ ```nupp record Layer name: string blocking: boolean index: integer end ``` A position in the input capture stack. #### Fields ##### `name` ```nupp name: string ``` ##### `blocking` ```nupp blocking: boolean ``` ##### `index` ```nupp index: integer ``` ### `MouseButton` _type_ ```nupp type MouseButton = "left" | "middle" | "right" | "back" | "forward" ``` A conventional pointer button name. These are `winit`'s names. `back` and `forward` identify the two auxiliary pointer buttons. ### `Touch` _record_ ```nupp record Touch device: string finger: string x: number y: number normalX: number normalY: number pressure: number end ``` One finger on a touch surface, from the most recent touch event. Input owns and reuses every field. Callers treat the record as read-only and copy values they need to retain. #### Fields ##### `device` ```nupp device: string ``` Read-only. Names the touch surface's opaque identity, set when the finger first appears. ##### `finger` ```nupp finger: string ``` Read-only. Names the finger's opaque identity, set when it first appears. ##### `x` ```nupp x: number ``` Read-only. Reports the position in logical window coordinates. ##### `y` ```nupp y: number ``` Read-only. Reports the position in logical window coordinates. ##### `normalX` ```nupp normalX: number ``` Read-only. Reports the position across the surface, from zero to one. ##### `normalY` ```nupp normalY: number ``` Read-only. Reports the position down the surface, from zero to one. ##### `pressure` ```nupp pressure: number ``` Read-only. Reports the pressure from zero to one, and zero where the surface does not measure it. ## Functions ### `install` _function_ ```nupp function install(exclusive world: ecs.World, backend: gamepadbackend.Backend?): Input ``` Installs and returns the input state owned by one world. Three systems come with it. Two consume the fixed-step latched edges, and `tecs.PollGamepads` runs in `Ingress`, ahead of everything a game schedules, so a controller read anywhere in the frame answers from this frame. This is the call that reaches real hardware. The platform's device source is opened once per process and shared, because opening it per world would give one controller two identities on two hot-plug streams; a build with no `libtecsgamepad` gets the device-free source and says so once in the log. #### Arguments | Name | Type | Description | | --- | --- | --- | | `exclusive world` | `ecs.World` | the world whose fixed steps consume latched edges | | `backend` | `gamepadbackend.Backend?` | the gamepad source, defaulting to the process-wide platform one | #### Returns | Type | Description | | --- | --- | | `Input` | the new input state, also available through `of` | #### Raises - when the world already owns input state ### `of` _function_ ```nupp function of(borrows world: ecs.World): Input? ``` Returns the input state installed in a world. #### Arguments | Name | Type | Description | | --- | --- | --- | | `borrows world` | `ecs.World` | the world to inspect | #### Returns | Type | Description | | --- | --- | | `Input?` | its input state, or nil when none is installed |