Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Input System

MichaelFisher1997 edited this page Jan 5, 2026 · 1 revision

Input System

Keyboard and mouse input handling via SDL3 event polling.


Overview

File:src/engine/input/input.zig

The input system polls SDL3 events each frame and tracks key/mouse state for gameplay input.


Input Struct

pubconstInput=struct {
// Keyboardkeys_down: AutoHashMap(Key, void), // Currently heldkeys_pressed: AutoHashMap(Key, void), // Pressed this framekeys_released: AutoHashMap(Key, void), // Released this frame// Mousemouse_buttons: [8]bool,
mouse_buttons_pressed: [8]bool,
mouse_buttons_released: [8]bool,
mouse_x: i32, mouse_y: i32,
mouse_dx: i32, mouse_dy: i32, // Delta (relative)scroll_x: f32, scroll_y: f32,
// Windowwindow_width: u32, window_height: u32,
should_quit: bool,
mouse_captured: bool,
};

Frame Lifecycle

// Each frame:input.beginFrame(); // Clear per-frame state (pressed/released)input.pollEvents(); // Process SDL event queue

Query Methods

Keyboard

MethodDescription
isKeyDown(key)Key currently held
isKeyPressed(key)Key pressed this frame
isKeyReleased(key)Key released this frame

Mouse

MethodDescription
isMouseButtonDown(button)Button currently held
isMouseButtonPressed(button)Button clicked this frame
isMouseButtonReleased(button)Button released this frame
getMousePosition()Absolute screen position
getMouseDelta()Relative motion since last frame
getScrollDelta()Scroll wheel delta

Key Enum

Comprehensive key definitions:

Letters

a through z

Numbers

n0 through n9

Navigation

KeyDescription
up, down, left, rightArrow keys
home, endHome/End
page_up, page_downPage navigation

Modifiers

KeyDescription
shiftShift key
ctrlControl key
altAlt key

Function Keys

f1 through f12

Special

KeyDescription
escapeEscape
spaceSpace bar
tabTab key
backspaceBackspace
enterEnter/Return
insert, deleteInsert/Delete

Symbols

minus, equals, left_bracket, right_bracket, backslash, semicolon, apostrophe, grave, comma, period, slash


Mouse Capture

For FPS-style mouse look:

input.setMouseCapture(window, true); // Hide cursor, relative modeinput.setMouseCapture(window, false); // Restore cursor

When captured:

  • Cursor is hidden
  • Mouse uses relative mode (delta only)
  • Cursor cannot leave window

Event Processing

Handles SDL3 events:

SDL EventAction
SDL_EVENT_QUITSet should_quit = true
SDL_EVENT_KEY_DOWNAdd to keys_down and keys_pressed
SDL_EVENT_KEY_UPRemove from keys_down, add to keys_released
SDL_EVENT_MOUSE_MOTIONUpdate position and delta
SDL_EVENT_MOUSE_BUTTON_DOWN/UPUpdate button state
SDL_EVENT_MOUSE_WHEELUpdate scroll delta
SDL_EVENT_WINDOW_RESIZEDUpdate window dimensions

Key Repeat

Key repeat events are ignored (only initial press registers as "pressed").

HiDPI Support

Window resize uses pixel size for proper HiDPI scaling.


Usage Example

constinput=tryInput.init(allocator);
deferinput.deinit();
// Game loopwhile (!input.should_quit) {
input.beginFrame();
input.pollEvents();
// Movementif (input.isKeyDown(.w)) player.moveForward();
if (input.isKeyDown(.s)) player.moveBackward();
// One-shot actionsif (input.isKeyPressed(.space)) player.jump();
if (input.isKeyPressed(.escape)) toggleMenu();
// Mouse lookconstdelta=input.getMouseDelta();
camera.rotate(delta.x*sensitivity, delta.y*sensitivity);
// Scrollif (input.scroll_y!=0) {
inventory.scrollHotbar(@intFromFloat(input.scroll_y));
}
}

Game Controls Reference

KeyAction
W/A/S/DMovement
SPACEJump / Fly up
SHIFTFly down
ESCPause menu
TABToggle mouse capture
FToggle wireframe
VToggle VSync
F2Toggle FPS counter
F3Toggle creative/survival
IOpen inventory
MOpen map
1-9Select hotbar slot
Left ClickBreak block
Right ClickPlace block
ScrollScroll hotbar

See Also


Source: src/engine/input/input.zig | Last updated: January 2026

Clone this wiki locally