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