P4.3: render seeded board with real gem sprites (sx, iOS sim)
Adopt the modules/ui UIPipeline framework (as the chess reference app does) and replace the P0 placeholder quad with a BoardView (View protocol, modeled on chess/board_view.sx): - background.png fills the screen; an 8x8 cell.png grid is centered in the safe area; each cell's gem is sampled from gems.png by UV column = gem index (0=red .. 5=purple). - Drive it from board.sx seeded with 1337 (the board_init golden's seed), so the on-screen layout matches that snapshot gem-for-gem. main.sx now hosts the view via UIPipeline (Metal on iOS, GL on desktop) and heap-allocates the board/asset state behind pointers (UFCS method calls on a value-typed global mutate a copy, so mutable state must live behind a pointer as the reference app does). Vendor the C deps the UI module's image/font path needs (stb_image, stb_truetype, kb_text_shape, file_utils); their #include "vendors/..." paths resolve relative to the project root. Evidence: ios-sim build links clean; tools/run_tests.sh 11/11 pass; running app captured at goldens/p4_board.png.
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vendors/file_utils/file_utils.c
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vendors/file_utils/file_utils.c
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef __ANDROID__
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#include <android/asset_manager.h>
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// Caller-installed AAssetManager pointer. Chess's android_main extracts
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// it from `app->activity->assetManager` (via sx-side platform module's
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// `g_android_asset_manager` global) and feeds it here once at startup.
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// Until the setter has been called, Android falls through to fopen —
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// gives a predictable "file not found" rather than a NULL-deref.
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static AAssetManager* g_aam = NULL;
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void sx_android_set_asset_manager(void* m) {
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g_aam = (AAssetManager*)m;
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}
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#endif
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unsigned char* read_file_bytes(const char* path, int* out_size) {
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#ifdef __ANDROID__
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if (g_aam != NULL) {
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// AAssetManager paths are relative to the APK's `assets/`
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// directory. Strip a leading "assets/" so callers can use the
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// same paths across iOS/macOS/Android (those platforms read
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// assets via `assets/...` rooted in the bundle or CWD).
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const char* lookup = path;
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if (strncmp(path, "assets/", 7) == 0) {
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lookup = path + 7;
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}
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AAsset* a = AAssetManager_open(g_aam, lookup, AASSET_MODE_BUFFER);
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if (a != NULL) {
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off_t n = AAsset_getLength(a);
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*out_size = (int)n;
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unsigned char* buf = (unsigned char*)malloc((size_t)n);
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if (buf != NULL) {
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memcpy(buf, AAsset_getBuffer(a), (size_t)n);
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}
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AAsset_close(a);
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return buf;
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}
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// Falls through to fopen — useful when assets land in the data
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// dir via extraction or app updates.
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}
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#endif
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FILE* f = fopen(path, "rb");
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if (!f) return 0;
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fseek(f, 0, SEEK_END);
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*out_size = (int)ftell(f);
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fseek(f, 0, SEEK_SET);
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unsigned char* buf = (unsigned char*)malloc(*out_size);
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fread(buf, 1, *out_size, f);
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fclose(f);
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return buf;
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}
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13
vendors/file_utils/file_utils.h
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vendors/file_utils/file_utils.h
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#ifndef FILE_UTILS_H
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#define FILE_UTILS_H
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unsigned char* read_file_bytes(const char* path, int* out_size);
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#ifdef __ANDROID__
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// Install the AAssetManager that `read_file_bytes` consults for paths
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// rooted inside the APK. Caller is responsible for passing the manager
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// from `ANativeActivity->assetManager` before any read_file_bytes call.
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void sx_android_set_asset_manager(void* m);
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#endif
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#endif
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