Implement script-configured input bindings

This commit is contained in:
gamer147
2026-07-21 10:32:37 -04:00
parent 313d57f01f
commit f840e356cf
16 changed files with 679 additions and 75 deletions

View File

@@ -286,9 +286,10 @@ boundaries. `AdvTextHistory`, VM dispatch, the direct-scene SYSTEM4 bootstrap, a
label geometry now share that script-owned state; the former slot-1 hardcoding is removed. The next
reached SYSTEM4 cluster is also resolved: `0xfe` establishes ten logical input actions, while `0x107`,
`0x10b`, and `0x10c` configure joystick-button, mouse-button, and DIK keyboard mappings consumed by
`0xff`/`0x100`. The port currently bypasses that script-owned map with six hardcoded Godot action indices
and scans 32 callbacks, so the next coherent slice is an engine-owned input-binding model plus these four
handlers and physical Godot event translation. This is independent of profile/save ownership. Closing
`0xff`/`0x100`. The port now owns the native seven-action defaults, executes all four setters, translates
Godot physical key/mouse/joy events through the resulting map, scans only actions below the configured
count, and invokes callback slot `count` for the empty-mask release path. Direct-scene diagnostics replay
SYSTEM4's same 16 immediate configuration calls. This is independent of profile/save ownership. Closing
Godot currently releases a parked ADV wait before process teardown, so the page map may contain one trailing
shutdown-only page; the final timeline `input-wait` is the authoritative stop.