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)
175 lines
6.5 KiB
Plaintext
175 lines
6.5 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/math";
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#import "modules/stb.sx";
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#import "modules/stb_truetype.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/ui";
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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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#import "board.sx";
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#import "board_view.sx";
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#import "board_anim.sx";
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#run configure_build();
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// Fixed seed for the rendered board — the same seed tests/board_init.sx locks
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// as a snapshot, so the on-screen layout matches that golden gem-for-gem.
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BOARD_SEED :: 1337;
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g_plat : Platform = ---;
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g_pipeline : *UIPipeline = ---;
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g_delta_time : f32 = 0.016;
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g_viewport_w : f32 = 800.0;
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g_viewport_h : f32 = 600.0;
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g_safe_insets : EdgeInsets = .{};
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// iOS-only concrete handles kept alongside the boxed `g_plat` so the frame loop
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// can reach the CAMetalLayer pointer / pixel dims without going through the
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// protocol box.
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g_uikit_plat : *UIKitPlatform = null;
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g_metal_gpu : *MetalGPU = null;
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// The pure-sx model (board.sx) and its sprites, seeded once in main() and
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// rendered every frame. Heap-allocated so the view holds stable pointers to
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// the mutable state across frames.
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g_board : *Board = null;
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g_assets : *BoardAssets = null;
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// Current cell selection (P4.4). Heap-allocated so it survives BoardView's
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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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// In-flight move animation (P6.1). Heap-allocated for the same reason: a swipe
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// begins the swap/clear/fall timeline, which then plays out over many subsequent
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// frames, so the timeline state must persist across BoardView's per-frame rebuild.
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g_anim : *BoardAnim = 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, drag = g_drag, anim = g_anim, safe = g_safe_insets }
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}
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frame :: () {
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fc := g_plat.begin_frame();
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g_delta_time = fc.delta_time;
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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_safe_insets = g_plat.safe_insets();
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if fc.viewport_w != g_pipeline.screen_width or fc.viewport_h != g_pipeline.screen_height {
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g_pipeline.resize(fc.viewport_w, fc.viewport_h);
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}
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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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g_pipeline.dispatch_event(ev);
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}
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// Advance the in-flight move animation by this frame's delta before rendering,
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// so the board view draws the timeline slice for the current wall-clock time.
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if g_anim != null { g_anim.tick(g_delta_time); }
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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 can
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// lag the first CADisplayLink tick, and a zero-sized drawable aborts
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// 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 = 0.05, g = 0.06, b = 0.10, a = 1.0 };
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if !g_metal_gpu.begin_frame(clear) { return; }
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g_pipeline.tick();
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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(0.05, 0.06, 0.10, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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g_pipeline.tick();
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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 we
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// return into UIApplicationMain, so attach lazily on the first frame.
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// init(null, 0, 0) only needs the MTLDevice, which is enough for the
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// texture uploads below.
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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_safe_insets = g_plat.safe_insets();
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g_pipeline = xx context.allocator.alloc(size_of(UIPipeline));
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// Same alloc caveat as above: zero so the optional `gpu` reads as null on
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// the desktop path (where set_gpu is not called) and the Lists start empty.
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memset(xx g_pipeline, 0, size_of(UIPipeline));
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inline if OS == .ios {
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g_pipeline.set_gpu(xx g_metal_gpu);
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}
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g_pipeline.init(fc.viewport_w, fc.viewport_h);
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g_pipeline.init_font("assets/fonts/default.ttf", 32.0, fc.dpi_scale);
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g_board = xx context.allocator.alloc(size_of(Board));
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g_board.init(BOARD_SEED);
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g_assets = xx context.allocator.alloc(size_of(BoardAssets));
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g_assets.init();
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g_assets.load(g_pipeline.gpu);
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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_anim = xx context.allocator.alloc(size_of(BoardAnim));
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g_anim.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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g_plat.shutdown();
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}
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