Add Input/InputBind/InputButton JS bindings, move default binds to JS
Adds a new script module exposing Input.bind/value/lastValue/isDown/
wasDown/pressed/released, InputBind.* (the inputbind_t action enum),
and InputButton.* (every named button in the compiled platform's
INPUT_BUTTON_DATA table, e.g. InputButton.SELECT on PSP).
Renames the PLATFORM global to Platform.current for consistency with
Time/Console/Input.
Uppercases every INPUT_BUTTON_DATA .name across inputlinux.c/
inputpsp.c/inputdolphin.c to match the InputButton.* JS constants
(inputButtonGetByName was already case-insensitive, so this doesn't
change matching behavior).
Moves the default key/button-to-action bindings out of
src/duskrpg/input/inputbindmap.h (deleted) and into
assets/scripts/input.js, branching on Platform.current instead of the
old per-platform #ifdefs. Wired in via require('./input.js') from
init.js.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Vendored
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// Copyright (c) 2026 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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/**
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* The engine's compile-time target system (see DUSK_TARGET_SYSTEM).
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*/
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declare const Platform: {
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/** e.g. "linux", "psp", "wii", "gamecube", "knulli". */
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readonly current: string;
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};
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