The local vendors/ copies existed because the old modules/ffi/stb*.sx
resolved C paths CWD-relative, forcing every consumer to carry
identically-named copies. sx now ships these as proper library vendors
(#import "vendors/<name>/<name>.sx"), so the copies and the retired
ffi module imports both go. Verified: sx build --target ios-sim
bundles M3te.app; tools/run_tests.sh 23/23.
Mechanical sweep of all .sx sources, plan docs, and tests/expected
snapshots for the sx language rename (s8/s16/s32/s64 -> i8/i16/i32/i64).
Verified: tools/run_tests.sh 23/23.
Note: the ios-sim build has 2 pre-existing 'restart' dot-call errors
from the sx opt-in UFCS change (sx a47ea14) — independent of this
rename (present pre-sweep); migrated in the follow-up commit.
Drop the ':' before captures (for xs (x) / for 0..n (i)); the index
capture becomes the trailing open range (for xs, 0.. (x, i)). 136
headers across 26 files, mechanical.
Five headless tests (banner_layout, hit_test, swipe_commit,
swipe_intent, swipe_reshuffle) also gain a direct
#import "modules/ui/types.sx" — they named Point/Frame through a
transitive import, which bare visibility no longer permits.
Gates: sx build --target ios-sim main.sx links; tools/run_tests.sh
23/23.
Within a clearing round the matched gems no longer all explode at once: each
gem's pop (and its burst) START is offset by a bounded per-gem delay so the
cells detonate as a ripple.
- board_anim.sx: clear_ripple_t(t,u) mirrors fall_stagger_t's (t-delay)/window,
delaying a gem's pop START by CLEAR_STAGGER_MAX*u (0.45 of the clear window).
Bounded: every gem still reaches local 1 (scale 0) by t==1, so none is left
mid-pop at the seam to the fall. clear_diag_span/clear_rank rank each matched
gem 0..1 by diagonal (col+row) PER ROUND, so even a 3-match ripples across the
full budget.
- board_view.sx render_clear: feed each matched gem's ranked, staggered local t
through the P18.1 clear_pop_scale (locked endpoints unchanged).
- board_fx.sx: bursts carry the same per-gem delay so they ripple in lockstep
with the pops. Per-round audio cue (P10.10) still fires once at t0, not per gem.
- Model untouched (same cells cleared, same final board); CLEAR_ANIM_DUR fixed,
so cascade-cue snapshots don't churn and M3TE_ANIM_TIME=0 still rests.
- tests/easing.sx: pin clear_ripple_t endpoints, bounded completion by t==1,
monotonicity, ripple ordering, and the diagonal rank.
- goldens: add p18_stagger (M3TE_FX=3 @ 0.22); refresh p18_pop, p6_fx_match,
p11_combo_deep (all pinned mid-clear, now showing the ripple).
Give each landing gem a wide-and-short squash-&-settle bounce as it touches
its destination, applied WITHIN the fall so EVERY cascade round bounces
(staggered per column), not only the final whole-move settle.
One envelope, one bounce: land_squash is now LAND_SQUASH_A * squash_envelope
(P15.1) over its normalized window, so the per-round fall bounce and the
settle bounce are the exact same shape. render_fall/render_clear age a
per-column bounce from each column's touch-down instant (fall_landing_frac *
FALL_ANIM_DUR) via the shared rest_squash + delivering_round helpers, so a gem
still in the air draws unsquashed and only a landed gem flattens; the squash
carries across the fall->clear seam.
Double-bounce reconciliation (approach a): drive the bounce from the per-round
fall and DROP the old whole-move "stamp at age 0" settle. The settle stamp is
now BACK-DATED per column (clock - (total - round_land_time)) so render_gems
resumes land_squash exactly where render_fall left off at the render_anim ->
render_gems seam — one continuous bounce, no double-pop.
Amplitude tuned 0.13 -> 0.18 (~13% peak) so the bounce reads while staying
tasteful; durations unchanged, so the cascade-cue snapshots don't churn.
M3TE_ANIM_TIME=0 still reproduces goldens/p6_idle_t0.png (a resting board
carries no landing stamp). New goldens/p17_land.png pins a staggered landing
mid-pour (M3TE_FX=11 ANIM_TIME=1.94). tests/easing.sx gains a landing-instant
section pinning fall_landing_frac / round_land_time; tests/gem_pose.sx stays
green (land_squash values are identical).
Add a small top-left FPS readout for gauging frame cost while tuning the
organic animations. Gated behind the M3TE_FPS startup env pin (read like the
other M3TE_* hooks); unset/=0 renders nothing, so default play and every
committed golden stay byte-identical.
- main.sx: g_fps_on (from M3TE_FPS) + g_fps_avg_dt, an EMA of delta_time
(FPS_DT_SMOOTH=0.9) advanced only on the gated path; build_ui passes the
smoothed FPS + flag into BoardView. delta_time is real wall-clock even when
M3TE_ANIM_TIME pins the scene, so the counter stays live while frozen.
- board_view.sx: BoardView.fps_on/fps fields + render_fps_overlay — "FPS n"
in the top-left safe-area corner (clear of notch/Dynamic Island + the HUD),
dark grape text over a bright halo. Drawn last, only when fps_on.
- README.md: document M3TE_FPS (sim SIMCTL_CHILD_ + device devicectl env).
- goldens/p20_fps.png: FPS overlay over the resting board (M3TE_FPS=1,
M3TE_ANIM_TIME=0); FPS digits are dynamic, rest pinned == p6_idle_t0 region.
Verified: ios-sim build + 22 logic tests green. Unset capture's board+HUD
region is byte-identical to goldens/p6_idle_t0.png; the only ON-vs-OFF delta
is the top-left FPS text box.
render_fall now offsets each COLUMN's drop START by a small bounded delay
(fall_stagger_t) so a refilled/collapsed row pours in as a left-to-right cascade
instead of every gem snapping down in one flat lockstep row. Column col waits
FALL_STAGGER_MAX (0.30) * col/7 of the fall window, then falls over the remaining
1 - 0.30, with that local progress fed through ease_in_cubic so each column still
accelerates under gravity within its own window.
Bounded by construction: the last column lands EXACTLY at t=1 and every earlier
column strictly before it, so no gem is ever left mid-air at the segment end — the
seam to the next round / settled board stays invisible and move.final is untouched.
FALL_ANIM_DUR (0.22s) and the timeline helpers (phase/total/cascade_rounds_started)
are unchanged, so the per-round cascade-cue timing snapshots don't churn and live
per-round audio is unaffected. Render-only — no board.sx model change.
tests/easing.sx pins fall_stagger_t: f(0)=0, f(1)=1 across all columns (no gem
unlanded), per-column monotonicity, and the mid-fall cascade ordering (each later
column strictly behind the one before). tests/anim_plan.sx (final==model,
contiguity) stays green.
Golden goldens/p17_stagger.png: M3TE_FX=11 (depth-5 cascade, seed 1337) pinned at
M3TE_ANIM_TIME=1.91 — round 4 refills columns 2-7 by one cell each, so the top row
reads as a left-to-right staircase (vs the pre-stagger flat row in p17_fall.png).
render_fall now drives the per-round drop with ease_in_cubic (P15.1 accel-from-
rest) instead of ease_out_cubic, so falling gems start slow and accelerate into
place like gravity rather than decelerating. f(1)=1 is pinned, so every gem still
lands exactly on its destination cell and move.final is untouched. FALL_ANIM_DUR
(0.22s) is unchanged, so the cascade-cue timing snapshots don't churn.
Golden goldens/p17_fall.png: M3TE_FX=11 (depth-5 cascade, seed 1337) pinned at
M3TE_ANIM_TIME=1.51 (round 3 fall window [1.38,1.60)) — gems caught bunched-high
mid-fall, ~20% down at ~59% of the segment, vs the old curve's ~93%.
render_swap's rejected-swap branch now drives the two gems with a P15.1
spring-based bounce-back (bad_swap_bounce): a quick lunge toward the
neighbour, then a damped spring home that overshoots rest by a bounded
amount and settles to exactly 0. f(0)=f(1)=0, so the move stays purely
visual — board byte-identical to pre-swap, no score/move spent.
- board_anim.sx: add bad_swap_bounce envelope (lunge via ease_out_cubic,
settle via 1 - spring(u)); BADSWAP_LUNGE_T/AMP constants.
- board_view.sx: replace the linear ping-out illegal branch with the bounce.
- main.sx: add illegal_swaps (complement of legal_swaps, same row-major
order) + the startup-only M3TE_BADSWAP=n capture hook; mirrors M3TE_FX.
- tests/easing.sx: append bounce-envelope assertions (endpoints, single
lunge peak + location, damped settle); regenerate expected snapshot.
- README.md: document the M3TE_BADSWAP recipe + goldens/p16_badswap.png.
Gate green: ios-sim build links, 22 logic snapshots pass (anim_plan model
invariants unchanged; SWAP_ANIM_DUR untouched so cascade-cue snapshots do
not churn).
Replace the legal swap's flat ease_out_cubic decelerating slide with the
P15.1 ease_out_back overshoot curve: the two swapped gems shoot ~10% PAST
their target cells, then settle exactly onto them. Purely visual — the curve
pins f(0)=0 / f(1)=1, so t==0 is the rest pose and t==1 lands byte-on-cell;
the committed move and final board are unchanged. SWAP_ANIM_DUR (0.16 s) is
untouched, so the cascade-cue timing snapshots do not churn.
Only the legal branch of render_swap changes; the illegal ping-back is left
as-is for P16.2. Model/logic untouched (FFI is the only non-sx surface).
Golden goldens/p16_swap.png: M3TE_FX=3 (top-row swap (5,0)<->(6,0)) pinned at
M3TE_ANIM_TIME=0.10 (swap-phase t~0.625, near the overshoot peak). Measured
against calibrated cell centers: the red lands ~8% left of col-5 and the green
~12% right of col-6 (both PAST target), while every unswapped gem stays
centered; at M3TE_ANIM_TIME=0 the same gems sit dead-on their pre-swap cells.
Gate: `sx build --target ios-sim main.sx` links clean; `tools/run_tests.sh`
22/22 (anim_plan, easing, cascade_rounds, cascade_cue all green).
For combos, play a sound for each match ascending (Candy-Crush cascade run):
as a chain resolves, EACH successive round plays the next higher cue
(combo1, combo2, … clamped at combo5) instead of a single combo cue keyed
to the final cascade depth at commit.
- board_anim.sx: add `BoardAnim.cascade_fired` (edge-trigger high-water mark,
reset on init/begin) and the pure `cascade_rounds_started(elapsed, n)` helper
— how many rounds have begun clearing on the swap→(clear,fall)* timeline.
- main.sx: in the frame loop, diff `cascade_rounds_started` against
`cascade_fired` and play one ascending cue per newly-cleared round, once each,
gated on a real multi-round chain (rounds >= 2). Additive; never touches
board/score/move state.
- board_view.sx: drop the single `sfx_cascade(final depth)` at commit; keep
`sfx_swap` / `sfx_match` (and win/lose) exactly as before.
- tests/cascade_rounds.sx: headless snapshot of the per-round timing + the
ascending combo1..combo5 run with the combo5 clamp.
Sim (M3TE_FX=11, depth-5): log show shows combo1→combo2→combo3→combo4→combo5
at successive timestamps ~0.36s apart (= CLEAR+FALL per-round spacing).
Restyle the code-drawn UI toward the candy look — colours, corner-rounding
and glossy feel only; no rect geometry moves.
- HUD: grape candy card with a glossy top sheen, a bright rounded rim and
warm cream text on a soft purple shadow (was a flat dark translucent panel).
- Banner panel: grape candy fill under a sheen + bright rim, rounder corners.
- Titles: celebratory candy gold YOU WIN! / punchy coral OUT OF MOVES, each
on a tinted drop shadow for pop.
- PLAY AGAIN: bubblegum candy button with a glossy sheen, bright rim and a
darker bevel lip for a 3D candy edge.
BannerLayout rects (panel/title/button) and the restart hit-test are
untouched, so tests/banner_layout still passes. Refresh the p4_hud / p7_win /
p7_lose goldens.
Make the selection highlight read as glossy candy without new art and
without disturbing the idle-rest invariant. board_view's render_selection
layers a soft outward glow (two concentric stroked rings — the renderer has
no blur), a warm wash, a bright rim doubled by a thin inner highlight for a
glassy edge, and a wet sheen that rides the selected gem's live pose. Every
layer is a rect/overlay (issue 0002 forbids a draw-time gem-texture tint).
The gloss is selection-only: render_selection runs solely when a cell is
selected, so the resting board (no selection) is byte-identical to before
and the t==0 idle pose stays exactly the static sprite (locked by
tests/gem_pose). The selection-pop motion still comes from gem_anim; no
board / score / move state changes and input stays gated by BoardAnim.active.
Updated goldens/p6_select.png; README documents the P11.3 selection gloss
and its reproduce commands (reusing the P6.3 M3TE_SELECT + M3TE_ANIM_TIME
hooks).
Scale the combo FX with cascade depth (mv.rounds.len) — the same depth the
cascade SFX (play_cascade) steps up on — so deeper cascades read as more
exciting and land in lockstep with the audio escalation. Purely visual and
self-pruning: no board / score / move state changes, and input stays gated by
BoardAnim.active alone.
- board_fx.sx: add fx_combo_level (mirrors audio's cascade_cue_index clamp:
depth<=1 -> floor, depth>=5 -> ceiling). The +points popup now carries the
cascade depth and grows one font step + lerps gold -> hot-gold per level
(fx_popup_font / fx_popup_color). Every burst of a deep cascade gets a
whole-move depth boost (FX_BURST_DEPTH) on top of the existing per-round bump.
- board_view.sx: render_fx_popups derives styling from depth and tops a combo
with a "COMBO xN" label naming the true cascade depth.
- tests/fx_combo.sx: headless snapshot locking the depth->level/font table and
asserting fx_combo_level matches the cascade-cue index column entry-for-entry.
- goldens/p11_combo_deep.png + README: deterministic depth-5 capture (M3TE_FX=11)
vs the depth-1 single clear (M3TE_FX=3); FX gone after settle at a later phase.
Drive event-appropriate cues from the existing System Sound Services bank,
purely additively — no board/score/move state is read or written and every
call stays inline-if-OS==.ios guarded.
board_view.sx (move-commit path): a committed gesture now plays the swap
slide cue for any swipe intent (legal or the reverted ping-back); a legal
move adds the match pop on its first clearing round; a multi-round chain
adds the escalating cascade cue keyed to the recorded AnimMove depth
(mv.rounds.len), kept distinct from the match pop so a single clear is never
doubled. An illegal swap plays only the swap cue.
main.sx (frame loop): the win/lose stinger fires EXACTLY ONCE, edge-triggered
on the frame the banner comes up — the level has settled won/lost and any
in-flight cascade has finished animating. Status is read-only from the model;
a restart re-arms the edge for a fresh win/lose.
audio.sx: each play_* method logs a per-cue NSLog line at play time so the
ordering is observable via `log show`; cascade_cue_name maps the clamped
combo index to a stable literal (literals only — the string→NSString bridge
needs NUL-terminated bytes).
Refactor GameAudio from the single clear cue into a full bank: load swap,
match, combo1..combo5, win, lose once at startup, each into its own
SystemSoundID via load_system_sound. Expose per-event play methods
(play_swap/play_match/play_cascade/play_win/play_lose), each a single
AudioServicesPlaySystemSound. play_cascade selects the ascending clip by
clamping cascade depth through the pure, OS-agnostic cascade_cue_index
(depth<=1 -> combo1, depth>=5 -> combo5) so P10.4 can snapshot it headlessly.
Layer stays purely additive and inline-if-OS==.ios guarded; the clear trigger
is migrated to sfx_cascade(mv.rounds.len) at its board_view call site, with
sfx_swap/match/win/lose shims staged for P10.3 wiring. No framework added
beyond the already-linked AudioToolbox/CoreFoundation (build.sx untouched).
Polish pass before final acceptance. The 8x8 grid was rendering flush to the
left/right screen edges (gems ~4pt from the bezel on iPhone 17). Add a content
margin (BOARD_INSET_X = 16pt) layered on top of the platform safe-area insets so
the grid is framed by the background, while the HUD keeps using the bare safe
insets so it still hugs the top below the Dynamic Island. The grid is
width-constrained in portrait, so this inset is what sizes it; vertical
centering inside the safe area is unchanged, and the win/lose banner (derived
from the grid) stays centered over the framed board.
Safe-area verified on a current iPhone simulator (iPhone 17, iOS 26): HUD below
the Dynamic Island, board far above the home indicator, forced win/lose banners
centered and unclipped.
The headless geometry tests (hit_test, banner_layout) call compute() with a
zero inset directly, so they are unaffected; full logic gate stays green (18/18).
Goldens: add p9_polish.png (resting board, M3TE_ANIM_TIME=0) as the canonical
polished layout. Re-capture the README-documented deterministic goldens whose
board position shifts by the 16pt margin (p4_board, p4_hud, p6_idle_t0,
p6_idle_mid, p6_select, p7_win, p7_lose, p7_restart). The in-flight move-timeline
goldens (p5_swap_*, p6_anim_*, p6_fx_*, p6_inputlock_board) and the p0 quad
goldens are not reproducible via the documented env pins (which pin only the idle
clock + level state), so they are left as-is.
Feasibility spike outcome: iOS audio from sx is feasible with no sx-library
change. System Sound Services is plain C, reached with the same `#foreign`
FFI uikit.sx already uses (UIApplicationMain / dlsym / CACurrentMediaTime);
AudioToolbox + CoreFoundation are linked per-target in build.sx.
Smallest viable SFX: one short CC0 clip (Kenney Interface Sounds, CC0 1.0)
played when a swap clears a match. Purely additive — audio.sx reads/writes
no score/board/move state; the wiring in board_view only adds a call.
- audio.sx: load clear.wav once, AudioServicesPlaySystemSound on clear
- board_view.sx: trigger sfx_clear() on a legal swap that clears (>=1 round)
- main.sx: allocate + init g_audio at boot
- build.sx: link AudioToolbox + CoreFoundation on iOS
- assets/audio/clear.wav (+ one-line CC0 credit in LICENSE.txt)
Verified: ios-sim build links; 18/18 tests pass; sim boot log shows
"[sx] audio: clear cue loaded" (AudioServicesCreateSystemSoundID succeeded,
asset shipped in the bundle and decoded).
The restart button (BoardView.do_restart) reseeded the model and dropped
selection/drag/anim/FX, but left GemMotion.land_at carrying the prior move's
landing stamps. A restart fired right after a terminal cascade therefore
replayed that move's squash-bounce on the freshly seeded board instead of
showing a clean resting pose.
Factor the landing reset into GemMotion.reset_landings (init now delegates to
it) and call it from do_restart, so a restart returns every cell to its
resting idle pose. The idle clock keeps running, so the always-on idle simply
resumes from rest.
Regression: tests/gem_pose.sx section 7 stamps a cell mid-squash, asserts it
is squashing, then asserts reset_landings returns every cell to rest while
leaving the clock untouched. Fails on the pre-fix (no-op reset) behaviour,
passes after. Gate green: ios-sim build + 18/18 logic tests.
Extend the HUD to show the per-level goal (SCORE x / target) alongside
moves. When the model's level_status (P7.1) is won/lost, draw a centered
overlay banner ("YOU WIN!" / "OUT OF MOVES") with a "PLAY AGAIN" restart
button over the dimmed board; the banner appears once any winning/losing
cascade animation settles. Status is read from the model, never recomputed
in the view.
A finished level freezes board-cell input; only the restart button is live.
Its rect is derived from the shared BoardLayout grid (new BannerLayout), so
the hit-test lands exactly on the drawn button. A tap reseeds the same
starting level through board.restart and clears the transient view layers,
returning to a clean in_progress board.
Banner is text + rects only (honours colour/alpha; no draw-time image tint,
issue 0002). New env capture hooks (M3TE_TARGET / M3TE_MOVE_LIMIT /
M3TE_RESTART) force a terminal status / restart for deterministic goldens.
Tests: tests/banner_layout.sx locks the restart button rect <-> hit-test
round-trip headlessly. Goldens p7_win / p7_lose / p7_restart captured on the
iOS simulator.
New gem_anim.sx adds a purely-visual per-gem pose set driven by a single
animation clock: a calm always-on idle breath (scale-pulse + bob, per-gem
phase, ramped in from rest), a selection pop, a landing squash-bounce, and
a clear pop. BoardView draws every settled gem through gem_pose_at /
gem_pose_frame; the move timeline (P6.1) and FX (P6.2) are untouched and the
input-lock semantics are unchanged (idle never locks input).
Determinism: the idle is always-on, so main reads M3TE_ANIM_TIME=<seconds>
to freeze the clock at a chosen phase (t==0 == the resting board, so the
pre-P6.3 goldens reproduce) and M3TE_SELECT=<cellIndex> to force a selection
for capture. tests/gem_pose.sx locks the t==0-rest invariant and the reaction
envelopes headlessly (fails if the idle ramp is dropped).
Goldens (deterministic capture): p6_idle_t0 (resting), p6_idle_mid (pinned
mid-breath), p6_select (selection pop on cell 3,3). Purely visual: no change
to model/score/moves/hit-testing.
Add a purely-visual, transient juice layer over a committed move — score
popups + a tinted particle/flash burst at the clears — with no change to the
model, score, moves, or settled board.
- assets/fx/particle.png: key the painted transparency checkerboard out of the
provided particle art to real alpha (8-connected border flood fill +
smooth luminance falloff that preserves the soft glow), downscaled to a
256x256 RGBA white sparkle. tools/key_particle.sx is the reproducible tool.
- board_fx.sx: BoardFx (live particle bursts + one "+points" popup) and
BoardFxAssets. The engine image path samples texture*white (no draw-time
tint), so the white sprite is tinted per gem colour at LOAD time into one
texture per colour; a burst animates by scale (grow -> shrink) and the soft
texture edges carry the fade. Combos (cascade depth > 1) burst bigger and the
popup is larger + gold. All driven by delta_time and self-pruning.
- board_anim.sx: AnimMove carries the model's cascade.awarded so the popup
shows the real payout without re-deriving any scoring in the view.
- board_view.sx / main.sx: wire BoardFx + the tinted assets, tick each frame,
spawn on a legal commit, and render bursts (clipped to the grid) under the
popups (drawn on top). Input-lock (BoardAnim.active) is untouched; FX never
gate input and may outlast the move slightly before vanishing.
Goldens (iPhone-17-class sim, iOS 26): p6_fx.png (combo: gold "+480" + bursts
mid-cascade), p6_fx_match.png (single match: "+30" + red burst), p6_fx_after.png
(settled board, FX fully gone). Gate: ios-sim build links, 15/15 logic tests
green (scoring/cascade goldens unchanged).
A swipe that began while a move animation was playing could still commit:
mouse_down latched the drag unconditionally and the animation-active check
sat at mouse_up, so a press made mid-animation committed once the timeline
finished before release — against a board mid-transition.
Gate input at gesture START instead. Add a pure `accepts_input(anim)`
predicate (false while a timeline is active) and check it at mouse_down: a
press begun mid-animation is dropped and never latches a drag, so it cannot
commit when the animation later settles. The now-dead mouse_up gate is
removed. Animation visuals and the logical model are unchanged.
Extend tests/anim_plan.sx to assert accepts_input rejects for the whole
window (idle accept / busy reject / settled accept) and that press-gating
drops the exact failure gesture a release-gate would let through.
Add a purely-visual animation timeline so the board no longer snaps on a
move. board_anim.sx records, on a value-copy of the pre-move board, the
swap and each cascade round's matched cells + per-column fall provenance,
then BoardView plays it over delta_time: the two swapped gems SLIDE between
cells (and ping out-and-back on an illegal swap), matched gems SCALE OUT,
and survivors FALL into place while refills drop in from above the grid.
The model stays authoritative: plan_and_commit still calls commit_swap on
the real board exactly as before, and the recording replays the identical
primitives from the identical cells + RNG state, so the timeline ends ON
the model's settled board. tests/anim_plan.sx is the determinism guard —
it asserts the committed board, score, moves, and the timeline's final
state all equal an independent commit_swap of the same move, that the
rounds are contiguous, and that an illegal swap records nothing and leaves
the board untouched. All pre-existing logic/cascade goldens stay green.
Evidence (sx-test-metal, iOS 26.0, time-sampled with temporarily-lengthened
durations; committed durations are the short production values):
goldens/p6_anim_swap.png gems sliding between (5,4)/(6,4)
goldens/p6_anim_clear.png matched reds scaling out in row 4
goldens/p6_anim_fall.png gems mid-fall with gaps + refill dropping in
goldens/p6_anim_after.png settled board == model (SCORE 30, MOVES 29/30)
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.
Tap a gem to select it: BoardView hit-tests the touch to a grid cell and
draws a bright rim + translucent fill over it; tapping the same cell clears
the selection, tapping another moves it, tapping off-board clears it.
Selection only — no swap (that's P5). The HUD renders the live score and
remaining moves (out of the move limit) in the Lato font on a translucent
card above the grid.
The touch→cell geometry is factored into a pure BoardLayout (no GL/stb
imports) that BoardView composes and P5 will reuse for swap endpoints.
tests/hit_test.sx locks point_to_cell as the exact inverse of cell_frame
(every cell center round-trips; off-board taps reject) — headless because
BoardLayout pulls no C imports. goldens/p4_hud.png captures the scene after
a real idb tap at (201,437)pt: the HUD plus a yellow selection rim on the
red gem at cell (col 4, row 3).
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.