Keyboard Input Blueprint
Keyboard input capture and key state tracking
| Feature | keyboard-input |
| Category | Integration |
| Version | 1.0.0 |
| Tags | integration, godot |
| YAML Source | View on GitHub |
| JSON API | keyboard-input.json |
Actors
| ID | Name | Type | Description |
|---|---|---|---|
game_engine | Godot Engine | system |
Rules
- implementation:
- description: Feature implemented in C++ engine core
- platform_agnostic:
- description: Works across desktop, web, mobile platforms
Outcomes
Key_state_detection (Priority: 1)
Given:
- Check if key is pressed is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Check if key is pressed completed
Key_events (Priority: 2)
Given:
- Receive key press/release signals is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Receive key press/release signals completed
Key_modifiers (Priority: 3)
Given:
- Detect Shift, Ctrl, Alt, etc. is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Detect Shift, Ctrl, Alt, etc. completed
Raw_input (Priority: 4)
Given:
- Access raw keyboard input is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Access raw keyboard input completed
AGI Readiness
Goals
Reliable Keyboard Input
Keyboard input capture and key state tracking
Success Metrics:
| Metric | Target | Measurement |
|---|---|---|
| success_rate | >= 99.5% | Successful operations divided by total attempts |
| error_recovery_rate | >= 95% | Errors that auto-recover without manual intervention |
Constraints:
- availability (non-negotiable): Must degrade gracefully when dependencies are unavailable
Autonomy
Level: supervised
Tradeoffs
| Prefer | Over | Reason |
|---|---|---|
| reliability | throughput | integration failures can cascade across systems |
Safety
| Action | Permission | Cooldown | Max Auto |
|---|---|---|---|
| key_state_detection | autonomous | - | - |
| key_events | autonomous | - | - |
| key_modifiers | supervised | - | - |
| raw_input | autonomous | - | - |