fix: window input uses get_keys() for held state, glyph atlas for FPS
Input fix: get_keys_pressed(No) only fires on initial press, not held. Switched to get_keys() which returns all currently-down keys every frame. Jump still edge-triggered via jump_was_down flag. Performance fix: pre-build glyph atlas at startup (all ASCII chars rasterized once into 128x256 alpha bitmap). No per-frame cloning. draw_cell reads atlas alpha + blends fg/bg inline. Zero allocations in render loop. 109 tests, 0 warnings
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+10
-14
@@ -10,6 +10,7 @@ pub struct WindowInput {
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pub cam_down: bool,
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pub quit: bool,
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pub paint: Option<u8>,
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jump_was_down: bool,
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}
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impl WindowInput {
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@@ -18,30 +19,25 @@ impl WindowInput {
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left: false, right: false, jump: false,
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cam_left: false, cam_right: false, cam_up: false, cam_down: false,
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quit: false, paint: None,
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jump_was_down: false,
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}
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}
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pub fn update(&mut self, keys: &[Key]) {
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let was_jump = self.jump;
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let now_left = keys.contains(&Key::A) || keys.contains(&Key::Left);
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let now_right = keys.contains(&Key::D) || keys.contains(&Key::Right);
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let now_jump = keys.contains(&Key::W) || keys.contains(&Key::Space) || keys.contains(&Key::Up);
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let now_cam_left = keys.contains(&Key::H);
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let now_cam_right = keys.contains(&Key::L);
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let now_cam_up = keys.contains(&Key::K);
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let now_cam_down = keys.contains(&Key::J);
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self.left = now_left && !now_right;
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self.right = now_right && !now_left;
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if now_left && now_right {
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self.left = false;
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self.right = false;
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}
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self.jump = now_jump && !was_jump;
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self.cam_left = now_cam_left;
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self.cam_right = now_cam_right;
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self.cam_up = now_cam_up;
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self.cam_down = now_cam_down;
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self.jump = now_jump && !self.jump_was_down;
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self.jump_was_down = now_jump;
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self.cam_left = keys.contains(&Key::H);
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self.cam_right = keys.contains(&Key::L);
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self.cam_up = keys.contains(&Key::K);
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self.cam_down = keys.contains(&Key::J);
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self.quit = keys.contains(&Key::Q) || keys.contains(&Key::Escape);
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self.paint = None;
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