Files
m3te/main.sx
swipelab c5ed5cc4f7 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.
2026-06-04 23:34:05 +03:00

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#import "modules/std.sx";
#import "build.sx";
#import "modules/compiler.sx";
#import "modules/opengl.sx";
#import "modules/sdl3.sx";
#import "modules/math";
#import "modules/stb.sx";
#import "modules/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";
#run configure_build();
// 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;
g_plat : Platform = ---;
g_pipeline : *UIPipeline = ---;
g_viewport_w : f32 = 800.0;
g_viewport_h : f32 = 600.0;
g_safe_insets : EdgeInsets = .{};
// 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;
// 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 {
BoardView.{ board = g_board, assets = g_assets, safe = g_safe_insets }
}
frame :: () {
fc := g_plat.begin_frame();
g_viewport_w = fc.viewport_w;
g_viewport_h = fc.viewport_h;
g_safe_insets = g_plat.safe_insets();
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);
}
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 = 0.05, g = 0.06, b = 0.10, 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(0.05, 0.06, 0.10, 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(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(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(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(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(size_of(Board));
g_board.init(BOARD_SEED);
g_assets = xx context.allocator.alloc(size_of(BoardAssets));
g_assets.init();
g_assets.load(g_pipeline.gpu);
g_pipeline.set_body(closure(build_ui));
g_plat.run_frame_loop(closure(frame));
g_plat.shutdown();
}