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).
This commit is contained in:
agra
2026-06-11 08:37:22 +03:00
parent 59f0aa7716
commit 12bf61a9fc
142 changed files with 5026 additions and 4161 deletions

94
library/modules/build.sx Normal file
View File

@@ -0,0 +1,94 @@
OperatingSystem :: enum { macos; linux; windows; wasm; ios; android; unknown; }
Architecture :: enum { aarch64; x86_64; wasm32; wasm64; unknown; }
OS : OperatingSystem = .unknown;
ARCH : Architecture = .unknown;
POINTER_SIZE : s64 = 8;
BuildOptions :: struct #compiler {
add_link_flag :: (self: BuildOptions, flag: [:0]u8);
add_framework :: (self: BuildOptions, name: [:0]u8);
set_output_path :: (self: BuildOptions, path: [:0]u8);
set_wasm_shell :: (self: BuildOptions, path: [:0]u8);
// Register a directory of runtime assets to bundle alongside the
// binary. `src` is the path on disk (relative to the CWD at build
// time); `dest` is the relative location inside the bundle / APK.
// Apple .app: copied to `<bundle>/<dest>/`. Android APK (Week 7):
// zipped under `<dest>/` at the APK root. Idiomatic chess form is
// `opts.add_asset_dir("assets", "assets")`.
add_asset_dir :: (self: BuildOptions, src: [:0]u8, dest: [:0]u8);
asset_dir_count :: (self: BuildOptions) -> s64;
asset_dir_src_at :: (self: BuildOptions, i: s64) -> string;
asset_dir_dest_at :: (self: BuildOptions, i: s64) -> string;
// Post-link callback. Registers a sx function the compiler will
// invoke after `target.link()` returns. Used by the sx-side
// bundler (`platform.bundle.bundle_main`) and by user programs
// that want custom post-build steps. Return `false` to fail the build.
set_post_link_callback :: (self: BuildOptions, cb: () -> bool);
// Name-based alternative to `set_post_link_callback`. The
// compiler resolves `<module_name>.bundle_main` after linking.
set_post_link_module :: (self: BuildOptions, module_name: [:0]u8);
// Path of the freshly-linked binary, only meaningful while a
// post-link callback is running. Returns "" before linking.
binary_path :: (self: BuildOptions) -> string;
// Apple `.app` / Android `.apk` bundling parameters. Accessors
// return "" when unset so the bundler can use a single string
// type. macOS bundling needs `bundle_path` and `bundle_id`;
// codesign / provisioning are iOS-device-only.
set_bundle_path :: (self: BuildOptions, path: [:0]u8);
set_bundle_id :: (self: BuildOptions, id: [:0]u8);
set_codesign_identity :: (self: BuildOptions, identity: [:0]u8);
set_provisioning_profile :: (self: BuildOptions, path: [:0]u8);
bundle_path :: (self: BuildOptions) -> string;
bundle_id :: (self: BuildOptions) -> string;
codesign_identity :: (self: BuildOptions) -> string;
provisioning_profile :: (self: BuildOptions) -> string;
// Target accessors. Empty triple before linking; predicates mirror
// TargetConfig.is{MacOS,IOS,IOSDevice,IOSSimulator}() on the Zig
// side. Used by the sx bundler to switch Info.plist shape and
// codesigning ceremony per platform.
target_triple :: (self: BuildOptions) -> string;
is_macos :: (self: BuildOptions) -> bool;
is_ios :: (self: BuildOptions) -> bool;
is_ios_device :: (self: BuildOptions) -> bool;
is_ios_simulator :: (self: BuildOptions) -> bool;
is_android :: (self: BuildOptions) -> bool;
// Framework list accessors. The bundler walks `framework_count() *
// framework_at(i)` to find each `-framework` name and recursively
// copies its `<Name>.framework` directory from one of
// `framework_path_at(0..framework_path_count())` into
// `<bundle>/Frameworks/`. Slice returns aren't natively expressible
// through the compiler-hook bridge yet, hence the indexed form.
framework_count :: (self: BuildOptions) -> s64;
framework_at :: (self: BuildOptions, i: s64) -> string;
framework_path_count :: (self: BuildOptions) -> s64;
framework_path_at :: (self: BuildOptions, i: s64) -> string;
// Android APK bundling parameters. `manifest_path` overrides the
// bundler's auto-generated AndroidManifest.xml; `keystore_path`
// overrides the default `$HOME/.android/debug.keystore`. Accessors
// return "" when unset.
set_manifest_path :: (self: BuildOptions, path: [:0]u8);
set_keystore_path :: (self: BuildOptions, path: [:0]u8);
manifest_path :: (self: BuildOptions) -> string;
keystore_path :: (self: BuildOptions) -> string;
// `#jni_main #jni_class("path") { ... }` decls collected during
// lowering. The Android bundler walks `0..jni_main_count()` and
// for each entry writes a `.java` file at
// `<stage>/java/<foreign_path>.java`, compiles via javac + d8, and
// bundles the resulting classes.dex into the APK.
jni_main_count :: (self: BuildOptions) -> s64;
jni_main_foreign_path_at :: (self: BuildOptions, i: s64) -> string;
jni_main_java_source_at :: (self: BuildOptions, i: s64) -> string;
}
build_options :: () -> BuildOptions #compiler;