P5.2: swipe commits legal swap / reverts illegal (sx, iOS sim)
Wire touch input into the model in BoardView.handle_event. A press records the drag start (new DragInput, heap-allocated so it survives the per-frame BoardView rebuild between mouse_down and mouse_up); the release resolves the gesture against the same layout it was drawn with. A swipe — start→end mapped by swipe_intent to an adjacent-swap intent — is fed straight into commit_swap: a legal swap applies, cascades (clear→collapse→refill), accrues score and spends a move; an illegal one reverts, no move. A sub-threshold / off-board drag carries no intent and falls back to the tap behaviour (toggle/clear selection). The next frame re-renders board + HUD from the model. Reuses swipe.sx + board_layout.sx + commit_swap unchanged — this is wiring, not new legality/cascade logic. tests/swipe_commit.sx (new golden) drives the full path on the seeded board (SEED 1337): a rightward swipe (0,0)->(1,0) is illegal (two reds) and reverts byte-for-byte with no score/move; (5,4)->(6,4) is legal, completes R,R,R on row 4, awards 30, spends one move. Sim evidence (iPhone 17, iOS 26.0): goldens/p5_swap_before.png (SCORE 0, MOVES 30/30) and goldens/p5_swap_after.png (SCORE 30, MOVES 29/30) bracket a real idb-injected swipe at (276,475)->(327,475) pt = cell (5,4)->(6,4); the three reds clear and the board matches the model's resolved state.
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10
main.sx
10
main.sx
@@ -44,10 +44,15 @@ g_assets : *BoardAssets = null;
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// per-frame rebuild; a tap hit-tests a cell and toggles this.
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g_sel : *BoardSelection = null;
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// In-progress touch drag (P5.2). Heap-allocated for the same reason: the press
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// and release that bracket a swipe land on different per-frame BoardView values,
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// so the drag start must persist between them.
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g_drag : *DragInput = null;
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// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
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// insets so the grid stays inside the notch / home-indicator region.
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build_ui :: () -> View {
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BoardView.{ board = g_board, assets = g_assets, sel = g_sel, safe = g_safe_insets }
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BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, safe = g_safe_insets }
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}
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frame :: () {
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@@ -144,6 +149,9 @@ main :: () -> void {
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g_sel = xx context.allocator.alloc(size_of(BoardSelection));
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g_sel.init();
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g_drag = xx context.allocator.alloc(size_of(DragInput));
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g_drag.init();
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g_pipeline.set_body(closure(build_ui));
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g_plat.run_frame_loop(closure(frame));
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