P0.1: scaffold m3te sx project from the proven game structure

Stand up build.sx (macos + ios/ios-sim targets, bundle id
co.swipelab.m3te, output sx-out/ios/M3te.app, assets dir) and a minimal
main.sx that brings up the platform (UIKit+Metal on iOS, SDL3+GL on
macOS) and renders a solid-clear frame. Add assets/ and goldens/
directories and a .gitignore for build artifacts.

Modeled on game/build.sx and game/main.sx; modules resolve from the
compiler binary with no -L flag.
This commit is contained in:
swipelab
2026-06-04 18:08:54 +03:00
parent 7a9d01c510
commit 05fae4d78f
5 changed files with 136 additions and 0 deletions

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.DS_Store
.sx-cache
.sx-tmp/
sx-out/
# iOS/macOS .app bundles land inside the ignored sx-out/ dir.
*.app/
# Built binaries from `sx build main.sx` at repo root.
/main
# Flow scaffolding (nested working copy).
current/

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build.sx Normal file
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#import "modules/compiler.sx";
#import "modules/platform/bundle.sx";
configure_build :: () {
opts := build_options();
opts.set_bundle_id("co.swipelab.m3te");
opts.set_post_link_callback(bundle_main);
if OS == {
case .macos: {
opts.set_output_path("sx-out/macos/M3te");
opts.set_bundle_path("sx-out/macos/M3te.app");
// Ad-hoc sign (empty identity) so a local `open` launch isn't
// Gatekeeper-rejected. SDL3 comes from Homebrew.
opts.add_link_flag("-L/opt/homebrew/lib");
opts.add_link_flag("-lSDL3");
opts.add_asset_dir("assets", "assets");
}
case .ios: {
opts.set_output_path("sx-out/ios/M3te");
opts.set_bundle_path("sx-out/ios/M3te.app");
// Device-only: the simulator is ad-hoc signed by the bundler,
// which also grants get-task-allow for lldb. Embedding a device
// identity / profile in a sim build blocks install + launch.
if opts.is_ios_device() {
opts.set_codesign_identity("Apple Development: Alexandru Agrapine (DC8VVHJ9W4)");
opts.set_provisioning_profile("/Users/agra/Downloads/SwipeS32DevProfile.mobileprovision");
}
opts.add_framework("UIKit");
opts.add_framework("OpenGLES");
opts.add_framework("QuartzCore");
opts.add_framework("Metal");
opts.add_asset_dir("assets", "assets");
}
}
}

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main.sx Normal file
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#import "modules/std.sx";
#import "build.sx";
#import "modules/compiler.sx";
#import "modules/opengl.sx";
#import "modules/sdl3.sx";
#import "modules/gpu/api.sx";
#import "modules/gpu/types.sx";
#import "modules/gpu/metal.sx";
#import "modules/platform/api.sx";
#import "modules/platform/sdl3.sx";
#import "modules/platform/uikit.sx";
#run configure_build();
g_plat : Platform = ---;
g_viewport_w : f32 = 800.0;
g_viewport_h : f32 = 600.0;
// iOS-only concrete handles kept alongside the boxed `g_plat` so the frame
// loop can reach the CAMetalLayer pointer / pixel dims without going through
// the protocol box.
g_uikit_plat : *UIKitPlatform = null;
g_metal_gpu : *MetalGPU = null;
frame :: () {
fc := g_plat.begin_frame();
g_viewport_w = fc.viewport_w;
g_viewport_h = fc.viewport_h;
for g_plat.poll_events(): (*ev) {
inline if OS != .ios {
if ev == {
case .key_up: (e) {
if e.key == .escape { g_plat.stop(); }
}
}
}
}
inline if OS == .ios {
// Lazy-attach Metal once -[SxAppDelegate didFinishLaunching:] has
// installed the SxMetalView and its bounds have been measured; both
// can lag the first CADisplayLink tick, and a zero-sized drawable
// aborts via XPC.
if g_uikit_plat.gl_layer == null { return; }
if g_uikit_plat.pixel_w <= 0 or g_uikit_plat.pixel_h <= 0 { return; }
if g_metal_gpu.layer == null {
g_metal_gpu.init(g_uikit_plat.gl_layer, g_uikit_plat.pixel_w, g_uikit_plat.pixel_h);
} else if g_metal_gpu.pixel_w != g_uikit_plat.pixel_w or g_metal_gpu.pixel_h != g_uikit_plat.pixel_h {
g_metal_gpu.resize(g_uikit_plat.pixel_w, g_uikit_plat.pixel_h);
}
clear : ClearColor = .{ r = 0.12, g = 0.12, b = 0.15, a = 1.0 };
if !g_metal_gpu.begin_frame(clear) { return; }
g_metal_gpu.end_frame(fc.target_present_time);
} else {
glViewport(0, 0, fc.pixel_w, fc.pixel_h);
glClearColor(0.12, 0.12, 0.15, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
g_plat.end_frame();
}
main :: () -> void {
inline if OS == .ios {
u : *UIKitPlatform = xx context.allocator.alloc(size_of(UIKitPlatform));
u.gpu_mode = .metal;
if !u.init("m3te", 800, 600) { return; }
g_plat = xx u;
g_uikit_plat = u;
// The CAMetalLayer doesn't exist until didFinishLaunching: runs after
// we return into UIApplicationMain, so attach lazily on the first
// frame. init(null, 0, 0) only needs the MTLDevice.
g_metal_gpu = xx context.allocator.alloc(size_of(MetalGPU));
// alloc returns uninitialized memory; struct field defaults are NOT
// applied, so List caps/lens would be garbage without this memset.
memset(xx g_metal_gpu, 0, size_of(MetalGPU));
if !g_metal_gpu.init(null, 0, 0) { return; }
} else {
s : *SdlPlatform = xx context.allocator.alloc(size_of(SdlPlatform));
if !s.init("m3te", 800, 600) { return; }
g_plat = xx s;
}
fc := g_plat.begin_frame();
g_viewport_w = fc.viewport_w;
g_viewport_h = fc.viewport_h;
g_plat.run_frame_loop(closure(frame));
g_plat.shutdown();
}