Files
m3te/main.sx
swipelab 39740a1d36 migrate to sx cstring era: std env() replaces local getenv/strlen, alloc_string rename
sx 1d17b0a reserves 'cstring' as the C-boundary string type and renames
std's cstring(size) allocator to alloc_string; std getenv is now
(cstring) -> ?cstring, so the local conflicting binding (caught by the
new same-symbol diagnostic) and its strlen/copy loop collapse into a
process.env delegation. iOS-sim build + 22/22 snapshots green.
2026-06-12 14:57:59 +03:00

478 lines
20 KiB
Plaintext

#import "modules/std.sx";
#import "build.sx";
#import "modules/build.sx";
#import "modules/ffi/opengl.sx";
#import "modules/ffi/sdl3.sx";
#import "modules/math";
#import "modules/ffi/stb.sx";
#import "modules/ffi/stb_truetype.sx";
#import "modules/gpu/api.sx";
#import "modules/gpu/types.sx";
#import "modules/gpu/metal.sx";
#import "modules/ui";
#import "modules/platform/api.sx";
#import "modules/platform/sdl3.sx";
#import "modules/platform/uikit.sx";
#import "board.sx";
#import "board_view.sx";
#import "board_anim.sx";
#import "board_fx.sx";
#import "gem_anim.sx";
#import "audio.sx";
#run configure_build();
// libc is the implicit foreign-library handle the std allocators bind against;
// reused here to read the deterministic-capture environment variables at startup.
// Fixed seed for the rendered board — the same seed tests/board_init.sx locks
// as a snapshot, so the on-screen layout matches that golden gem-for-gem.
BOARD_SEED :: 1337;
// Cleared-surface tone for both GPU paths (Metal on iOS, GL on desktop). Tuned to
// the candy background's mid-gradient lavender so the clear never reads as a dark
// seam past the background art; one source keeps the two paths from diverging.
CLEAR_R :f32: 0.765;
CLEAR_G :f32: 0.733;
CLEAR_B :f32: 0.933;
g_plat : Platform = ---;
g_pipeline : *UIPipeline = ---;
g_delta_time : f32 = 0.016;
g_viewport_w : f32 = 800.0;
g_viewport_h : f32 = 600.0;
g_safe_insets : EdgeInsets = .{};
// FPS dev overlay (P20.1). OFF unless the M3TE_FPS env pin is set, so default
// play and every committed golden stay byte-identical. `g_fps_avg_dt` is an
// exponential moving average of the per-frame delta, smoothed so the readout
// doesn't jitter wildly; the displayed FPS is its reciprocal. Both are only
// touched on the gated path, so the unset path is unchanged.
FPS_DT_SMOOTH :f32: 0.9; // weight on the running average vs. this frame's delta
g_fps_on : bool = false;
g_fps_avg_dt : f32 = 0.016;
// 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;
// The pure-sx model (board.sx) and its sprites, seeded once in main() and
// rendered every frame. Heap-allocated so the view holds stable pointers to
// the mutable state across frames.
g_board : *Board = null;
g_assets : *BoardAssets = null;
// Current cell selection (P4.4). Heap-allocated so it survives BoardView's
// per-frame rebuild; a tap hit-tests a cell and toggles this.
g_sel : *BoardSelection = null;
// In-progress touch drag (P5.2). Heap-allocated for the same reason: the press
// and release that bracket a swipe land on different per-frame BoardView values,
// so the drag start must persist between them.
g_drag : *DragInput = null;
// In-flight move animation (P6.1). Heap-allocated for the same reason: a swipe
// begins the swap/clear/fall timeline, which then plays out over many subsequent
// frames, so the timeline state must persist across BoardView's per-frame rebuild.
g_anim : *BoardAnim = null;
// Transient match FX + score popups (P6.2). Heap-allocated like the animation:
// a committed move spawns short-lived bursts/popups that play out (and prune
// themselves) over many later frames. `g_fxassets` holds the per-colour tinted
// particle textures, loaded once. Purely visual; neither gates input.
g_fx : *BoardFx = null;
g_fxassets : *BoardFxAssets = null;
// Per-gem idle/select/land animation state (P6.3). Heap-allocated like the rest:
// `clock` advances by delta_time each frame (or is pinned by capture mode) and
// drives every per-gem pose. Purely visual; does not gate input.
g_motion : *GemMotion = null;
// Tracks whether the move timeline was active last frame, so the frame loop can
// fire the landing squash-bounce on the exact frame a move settles.
g_anim_prev_active : bool = false;
// Tracks whether the win/lose banner was up last frame, so the frame loop fires
// the win/lose stinger (P10.3) EXACTLY ONCE — on the frame the level settles
// terminal and any final cascade has played out — instead of replaying it every
// frame the banner is up. Re-armed when a restart reopens the level.
g_banner_prev_up : bool = false;
// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
// insets so the grid stays inside the notch / home-indicator region.
build_ui :: () -> View {
fps : f32 = if g_fps_avg_dt > 0.0 then 1.0 / g_fps_avg_dt else 0.0;
BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, anim = g_anim, fx = g_fx, fxassets = g_fxassets, motion = g_motion, safe = g_safe_insets, seed = BOARD_SEED, fps_on = g_fps_on, fps = fps }
}
// Deterministic capture (P6.3). The idle loop is always-on, so a live screenshot
// would be time-dependent; these env hooks pin the visual state so goldens are
// reproducible. M3TE_ANIM_TIME=<seconds> freezes the animation clock at a chosen
// phase (t==0 is the resting board, identical to the pre-P6.3 goldens). Optional
// M3TE_SELECT=<cellIndex 0..63> forces a selection so the select-pop reaction can
// be captured without injecting a tap. Absent → normal live behaviour.
read_env :: (name: [:0]u8) -> ?string {
process.env(name)
}
// Digit arithmetic runs entirely in i64; the result converts to f32 only once at
// the end. Doing the digit math in f32 would unify the ASCII literals (45/46/48/
// 57) to f32 across the comparisons, which mis-types the byte compares.
parse_f32 :: (s: string) -> f32 {
i : i64 = 0;
neg : bool = false;
if s.len > 0 {
c0 : i64 = xx s[0];
if c0 == 45 { neg = true; i = 1; } // '-'
}
intval : i64 = 0;
while i < s.len {
c : i64 = xx s[i];
if c < 48 or c > 57 { break; }
intval = intval * 10 + (c - 48);
i += 1;
}
fracval : i64 = 0;
fracdiv : i64 = 1;
if i < s.len {
d : i64 = xx s[i];
if d == 46 { // '.'
i += 1;
while i < s.len {
c : i64 = xx s[i];
if c < 48 or c > 57 { break; }
fracval = fracval * 10 + (c - 48);
fracdiv = fracdiv * 10;
i += 1;
}
}
}
v : f32 = cast(f32) intval + cast(f32) fracval / cast(f32) fracdiv;
if neg { v = 0.0 - v; }
v
}
parse_i64 :: (s: string) -> i64 {
i : i64 = 0;
v : i64 = 0;
while i < s.len {
c : i64 = xx s[i];
if c < 48 or c > 57 { break; }
v = v * 10 + (c - 48);
i += 1;
}
v
}
// The orthogonally-adjacent pairs that are currently ILLEGAL — the exact
// COMPLEMENT of `legal_swaps`, enumerated in the SAME stable row-major order (each
// cell's right neighbour before its down neighbour, each adjacency visited once).
// Drives the M3TE_BADSWAP capture hook, which needs a KNOWN rejected pair on the
// fixed seed to screenshot the springy bounce-back. Headless and read-only — the
// trial swaps inside `swap_legal` are reverted, so the board is left unchanged.
illegal_swaps :: (board: *Board) -> List(Swap) {
result := List(Swap).{};
for 0..BOARD_ROWS (row) {
for 0..BOARD_COLS (col) {
here := Cell.{ col = col, row = row };
if col + 1 < BOARD_COLS {
right := Cell.{ col = col + 1, row = row };
if !swap_legal(board, here, right) {
result.append(Swap.{ a = here, b = right });
}
}
if row + 1 < BOARD_ROWS {
down := Cell.{ col = col, row = row + 1 };
if !swap_legal(board, here, down) {
result.append(Swap.{ a = here, b = down });
}
}
}
}
result
}
frame :: () {
fc := g_plat.begin_frame();
g_delta_time = fc.delta_time;
g_viewport_w = fc.viewport_w;
g_viewport_h = fc.viewport_h;
g_safe_insets = g_plat.safe_insets();
// FPS dev overlay (P20.1): advance the smoothed frame-time average ONLY when
// the env pin enabled it, so an unset run never touches this and renders
// byte-identically. delta_time is real wall-clock even when M3TE_ANIM_TIME
// pins the animation clock, so the readout is live while the scene is frozen.
if g_fps_on and g_delta_time > 0.0 {
g_fps_avg_dt = g_fps_avg_dt * FPS_DT_SMOOTH + g_delta_time * (1.0 - FPS_DT_SMOOTH);
}
if fc.viewport_w != g_pipeline.screen_width or fc.viewport_h != g_pipeline.screen_height {
g_pipeline.resize(fc.viewport_w, 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(); }
}
}
}
g_pipeline.dispatch_event(ev);
}
// Advance the in-flight move animation + its match FX by this frame's delta
// before rendering, so the board view draws the timeline slice for the current
// wall-clock time. Capture mode pins the animation clock (M3TE_ANIM_TIME);
// while pinned the move/FX timelines stay frozen at the phase the startup
// hooks set, so the FX-match scene (M3TE_FX) screenshots identically each run.
if g_motion == null or !g_motion.pinned {
if g_anim != null { g_anim.tick(g_delta_time); }
if g_fx != null { g_fx.tick(g_delta_time); }
}
// Per-round cascade SFX (P10.10): as each cascade round's clear begins on the
// move timeline, play the NEXT ascending combo cue (round 1 → combo1, round 2
// → combo2, … clamped at combo5). Edge-triggered off `cascade_fired` so each
// round's cue fires exactly once; only a real multi-round chain (rounds >= 2)
// gets the run, so a single match stays the lone match pop. Additive — reads
// only the recorded timeline, never board/score/move state.
if g_anim != null and g_anim.move.rounds.len >= 2 {
started := cascade_rounds_started(g_anim.elapsed, g_anim.move.rounds.len);
while g_anim.cascade_fired < started {
g_anim.cascade_fired += 1;
sfx_cascade(g_anim.cascade_fired);
}
}
// Advance the always-on per-gem animation clock (idle/select/land). Capture
// mode pins the clock, so it only moves when not pinned. On the exact frame a
// move timeline settles, stamp the landing bounce on every cell the move
// changed, so the gems that actually moved squash-bounce on settle.
if g_motion != null {
if !g_motion.pinned { g_motion.clock += g_delta_time; }
if g_anim != null {
if g_anim_prev_active and !g_anim.active {
// On the frame the timeline settles, hand the final round's
// per-column landing bounce to land_squash so render_gems resumes it
// seamlessly. Each gem the LAST round delivered to cell i is
// back-dated to when its column actually touched down — (1 -
// fall_landing_frac)·FALL_ANIM_DUR ago — so the bounce picks up
// exactly where render_fall left it: one bounce, no double-pop at the
// render_anim → render_gems seam. A gem that settled in an earlier
// round already bounced then (its back-dated age exceeds LAND_DUR, so
// land_squash reads rest); a gem that never moved is skipped.
mv := @g_anim.move;
total := g_anim.total();
last := mv.rounds.len - 1;
for 0..BOARD_CELLS (i) {
m := delivering_round(mv, i, last);
if m >= 0 {
col := i % BOARD_COLS;
g_motion.stamp_land_at(i, g_motion.clock - (total - round_land_time(m, col)));
}
}
}
g_anim_prev_active = g_anim.active;
}
}
// Win/lose stinger (P10.3): edge-trigger on the banner coming up — the level
// has settled won/lost AND any in-flight cascade has finished animating — so
// the stinger plays once as the banner appears, never every frame it is up.
// Status is read-only from the model (mirrors BoardView.banner_up); a restart
// reopens the level, dropping the edge so a fresh win/lose re-fires.
banner_now := level_status(g_board) != .in_progress and (g_anim == null or !g_anim.active);
if banner_now and !g_banner_prev_up {
if level_status(g_board) == .won { sfx_win(); } else { sfx_lose(); }
}
g_banner_prev_up = banner_now;
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 = CLEAR_R, g = CLEAR_G, b = CLEAR_B, a = 1.0 };
if !g_metal_gpu.begin_frame(clear) { return; }
g_pipeline.tick();
g_metal_gpu.end_frame(fc.target_present_time);
} else {
glViewport(0, 0, fc.pixel_w, fc.pixel_h);
glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
g_pipeline.tick();
}
g_plat.end_frame();
}
main :: () -> void {
inline if OS == .ios {
u : *UIKitPlatform = xx context.allocator.alloc_bytes(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, which is enough for the
// texture uploads below.
g_metal_gpu = xx context.allocator.alloc_bytes(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_bytes(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_safe_insets = g_plat.safe_insets();
g_pipeline = xx context.allocator.alloc_bytes(size_of(UIPipeline));
// Same alloc caveat as above: zero so the optional `gpu` reads as null on
// the desktop path (where set_gpu is not called) and the Lists start empty.
memset(xx g_pipeline, 0, size_of(UIPipeline));
inline if OS == .ios {
g_pipeline.set_gpu(xx g_metal_gpu);
}
g_pipeline.init(fc.viewport_w, fc.viewport_h);
g_pipeline.init_font("assets/fonts/default.ttf", 32.0, fc.dpi_scale);
g_board = xx context.allocator.alloc_bytes(size_of(Board));
g_board.init(BOARD_SEED);
g_assets = xx context.allocator.alloc_bytes(size_of(BoardAssets));
g_assets.init();
g_assets.load(g_pipeline.gpu);
g_sel = xx context.allocator.alloc_bytes(size_of(BoardSelection));
g_sel.init();
g_drag = xx context.allocator.alloc_bytes(size_of(DragInput));
g_drag.init();
g_anim = xx context.allocator.alloc_bytes(size_of(BoardAnim));
g_anim.init();
g_fx = xx context.allocator.alloc_bytes(size_of(BoardFx));
g_fx.init();
g_fxassets = xx context.allocator.alloc_bytes(size_of(BoardFxAssets));
g_fxassets.init();
g_fxassets.load(g_pipeline.gpu);
g_motion = xx context.allocator.alloc_bytes(size_of(GemMotion));
g_motion.init();
// SFX (P10.2). Loads the System Sound Services cue bank once; board_view
// plays a cue per event. Purely additive — never touches score/board/move
// state. On iOS the platform has already chdir'd to the bundle, so each
// cue's relative path resolves. No-op off iOS.
g_audio = xx context.allocator.alloc_bytes(size_of(GameAudio));
memset(xx g_audio, 0, size_of(GameAudio));
g_audio.init();
// Deterministic-capture hooks: pin the animation clock and/or preselect a
// cell so the always-on idle (and the select reaction) screenshot the same
// way every time. No env set → fully live.
if t := read_env("M3TE_ANIM_TIME") {
g_motion.pinned = true;
g_motion.clock = parse_f32(t);
}
if sc := read_env("M3TE_SELECT") {
idx := parse_i64(sc);
if idx >= 0 and idx < BOARD_CELLS {
g_sel.active = true;
g_sel.cell = Cell.{ col = idx % BOARD_COLS, row = idx / BOARD_COLS };
g_sel.since = g_motion.clock;
}
}
// FPS dev-overlay hook (P20.1): a non-zero M3TE_FPS turns on the corner FPS
// readout. Default (unset / =0) leaves it off, so normal play and every
// committed golden stay byte-identical. Purely a render overlay — no board /
// score / move / animation state changes and it never gates input.
if fp := read_env("M3TE_FPS") {
if parse_i64(fp) != 0 { g_fps_on = true; }
}
// Match-FX capture hook (P11.1). The bursts/popups spawn off a committed move,
// which the sim can't script (no public touch injection), so M3TE_FX forces a
// representative match at startup the same way a swipe would: it commits the
// n-th currently-legal swap (1-based, clamped; =1 is the first) via the normal
// plan_and_commit path, then begins the move timeline + its FX. M3TE_ANIM_TIME
// pins the phase — advancing both to that time, after which the frozen frame
// loop holds them there — so the burst + "+points" popup screenshot identically
// every run. A larger M3TE_ANIM_TIME lands past the timeline, capturing the
// settled board with the FX fully pruned. Startup-only and unset → fully live.
if fx := read_env("M3TE_FX") {
swaps := legal_swaps(g_board);
if swaps.len > 0 {
n := parse_i64(fx);
if n < 1 { n = 1; }
if n > swaps.len { n = swaps.len; }
sw := swaps.items[n - 1];
mv := plan_and_commit(g_board, sw.a, sw.b);
g_anim.begin(mv);
g_fx.begin(@mv);
g_anim.tick(g_motion.clock);
g_fx.tick(g_motion.clock);
}
}
// Illegal-swap bounce capture hook (P16.2). The springy bounce-back plays only
// for a REJECTED swap, which the sim can't script (no public touch injection),
// so M3TE_BADSWAP forces one at startup the way a swipe would. It commits the
// n-th currently-ILLEGAL orthogonally-adjacent pair — the complement of
// legal_swaps, enumerated in the SAME row-major order, 1-based + clamped — via
// the normal plan_and_commit (which reverts an illegal swap: zero rounds, board
// byte-identical, no score/move spent), then begins the move timeline and ticks
// it to M3TE_ANIM_TIME so the swap-segment bounce screenshots identically. No FX
// begins — a rejected swap clears nothing. Startup-only and unset → fully live.
if bs := read_env("M3TE_BADSWAP") {
bad := illegal_swaps(g_board);
if bad.len > 0 {
n := parse_i64(bs);
if n < 1 { n = 1; }
if n > bad.len { n = bad.len; }
sw := bad.items[n - 1];
mv := plan_and_commit(g_board, sw.a, sw.b);
g_anim.begin(mv);
g_anim.tick(g_motion.clock);
}
}
// Level-state capture hooks (P7.2): override the goal / move budget so a
// terminal status can be screenshot without scripting a swipe. M3TE_TARGET=0
// makes the fresh board read WON immediately (score 0 ≥ goal 0);
// M3TE_MOVE_LIMIT=0 makes it read LOST (budget spent below the goal). With
// M3TE_RESTART set non-zero the board is then restart()-ed, capturing the
// fresh in_progress board the restart button produces.
if tg := read_env("M3TE_TARGET") { g_board.target_score = parse_i64(tg); }
if ml := read_env("M3TE_MOVE_LIMIT") { g_board.move_limit = parse_i64(ml); }
if rs := read_env("M3TE_RESTART") {
if parse_i64(rs) != 0 { g_board.restart(BOARD_SEED); }
}
g_pipeline.set_body(closure(build_ui));
g_plat.run_frame_loop(closure(frame));
g_plat.shutdown();
}