std: restructure step 3 — ffi/ moves, build.sx, math dir spelling, fixtures
- objc.sx, objc_block.sx (from std/) + sdl3/opengl/raylib/stb/stb_truetype/ wasm vendor bindings (from modules/ root) -> modules/ffi/ - std/uikit.sx deleted: platform/uikit.sx already declares UIApplicationMain and imports objc; '#framework "UIKit"' cannot live in a file imported on macOS targets (unconditional link directive, UIKit is iOS-only), so the three iOS-only examples carry the 3-line glue inline. 1607/1608/1616 also un-rotted (dead ns_string -> 'xx "..."' Into conversions, callconv(.c) msgSend fn-ptrs) — all three build for ios-sim/ios again. - math/math.sx -> math/scalar.sx; one spelling '#import "modules/math"' everywhere (4 pinned IR snapshots regenerated: dir import adds Vec2/Mat4 to the type tables). - compiler.sx -> build.sx (imports, CLAUDE.md bundling table, specs.md). - testpkg/ + test_c.sx -> tests/fixtures/ (resolve CWD-relative from repo root, same as vendors/). - library-internal imports use full modules/... paths (std.sx tail, platform/bundle.sx, fixtures).
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@@ -14,7 +14,11 @@
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// (no ARC; UIKit retains it as the key window anyway).
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#import "modules/std.sx";
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#import "modules/std/uikit.sx";
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#import "modules/ffi/objc.sx";
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#framework "UIKit";
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UIApplicationMain :: (argc: s32, argv: *void, principal_class: *NSString, delegate_class: *NSString) -> s32 #foreign;
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g_window : *void = ---;
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@@ -44,22 +48,22 @@ did_finish_launching :: (self: *void, _cmd: *void, app: *void, opts: *void) -> u
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sel_connected_scenes := sel_registerName("connectedScenes".ptr);
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sel_any_object := sel_registerName("anyObject".ptr);
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msg_o : (*void, *void) -> *void = xx objc_msgSend;
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msg_v : (*void, *void) -> void = xx objc_msgSend;
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msg_oo : (*void, *void, *void) -> void = xx objc_msgSend;
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msg_ooo : (*void, *void, *void) -> *void = xx objc_msgSend;
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msg_o : (*void, *void) -> *void callconv(.c) = xx objc_msgSend;
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msg_v : (*void, *void) -> void callconv(.c) = xx objc_msgSend;
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msg_oo : (*void, *void, *void) -> void callconv(.c) = xx objc_msgSend;
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msg_ooo : (*void, *void, *void) -> *void callconv(.c) = xx objc_msgSend;
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// Modern iOS path: get the connected windowScene, then construct the
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// window via initWithWindowScene: so UIKit auto-sizes it and attaches
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// it to the display in one step.
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scenes := msg_o(app, sel_connected_scenes);
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scene := msg_o(scenes, sel_any_object);
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if scene == xx 0 { NSLog(ns_string("[sx] scene NULL\n".ptr)); return 1; }
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NSLog(ns_string("[sx] scene: ok\n".ptr));
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if scene == xx 0 { NSLog(xx "[sx] scene NULL\n"); return 1; }
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NSLog(xx "[sx] scene: ok\n");
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win_raw := msg_o(UIWindow, sel_alloc);
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g_window = msg_ooo(win_raw, sel_init_with_scene, scene);
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NSLog(ns_string("[sx] window: ok\n".ptr));
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NSLog(xx "[sx] window: ok\n");
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vc_raw := msg_o(UIViewController, sel_alloc);
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vc := msg_o(vc_raw, sel_init);
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@@ -71,7 +75,7 @@ did_finish_launching :: (self: *void, _cmd: *void, app: *void, opts: *void) -> u
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msg_oo(g_window, sel_set_bg, blue);
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msg_v(g_window, sel_make_key_visible);
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NSLog(ns_string("[sx] makeKeyAndVisible done\n".ptr));
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NSLog(xx "[sx] makeKeyAndVisible done\n");
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return 1;
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}
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@@ -90,5 +94,5 @@ main :: () -> s32 {
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xx window_setter, "v@:@".ptr);
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objc_registerClassPair(SxAppDelegate);
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return UIApplicationMain(0, xx 0, xx 0, ns_string("SxAppDelegate".ptr));
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return UIApplicationMain(0, xx 0, xx 0, xx "SxAppDelegate");
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}
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