platform: UIKitPlatform end-to-end — chess game runs on iOS sim

What works on iOS sim now:
- pure-UIKit boot via UIApplicationMain (no SDL3 on iOS)
- SxGLView (CAEAGLLayer) + EAGLContext(GLES3) + CADisplayLink
- GLES3 shader path in modules/ui/renderer.sx (was wasm-only; now
  wasm-OR-ios)
- UITouch -> ui.Event translation (mouse_down/moved/up) on touchesBegan/
  Moved/Ended/Cancelled. Verified by tapping the chess board: the
  expected pawn highlights and its legal moves show as green dots.
- chdir to NSBundle.mainBundle.resourcePath inside UIKitPlatform.init so
  the game's relative fopen("assets/...") calls resolve.

Required restructuring to fix four problems discovered along the way:

1. GL context + load_gl must happen BEFORE UIApplicationMain so the
   game's pipeline.init (which compiles shaders) doesn't crash on null
   function pointers. Pulled EAGLContext creation + load_gl out of
   didFinishLaunching: into UIKitPlatform.init via uikit_create_gl_context.

2. UIScreen.nativeScale returns CGFloat (=double on 64-bit Apple).
   Reading it through a `(*void, *void) -> f32` msgSend signature
   clobbers the value to 0 — the upper 32 bits of d0 land where the f32
   reads from. Replaced msg_f with msg_d returning f64 (and added
   msg_odbl for setContentScaleFactor: which takes CGFloat).

3. `xx <f64-call-result>` directly assigned to an f32 field through a
   sema path lowers as `sitofp` (integer→float) on the double — LLVM
   verification rejects it. Workaround: hoist into an `f64` local first.

4. The renderer was selecting the GLSL 330 core shader on every non-wasm
   target, including iOS GLES3 where it silently fails to compile and
   no quads render. Added OS == .ios to the GLES branch.

Game changes:
- main.sx: g_plat is now a boxed `Platform` (not concrete *SdlPlatform).
  Backend chosen per-target via `inline if OS == .ios { ... }`. The
  ESC-to-stop handling is OS-guarded (mobile apps don't quit on key
  press, and SDL_Keycode references would force-link SDL on iOS).
- build.sx: iOS no longer adds SDL3; it adds UIKit + OpenGLES +
  QuartzCore instead.
- delta_time and viewport dims are now mirrored to free globals so the
  dock subsystem (`g_dock_delta_time = @g_delta_time`) and build_ui
  layout decisions don't need a pointer through the boxed protocol.

Other:
- Added `stop()` to the Platform protocol (no-op on UIKitPlatform).
- examples/66-uikit-platform.sx updated: taps advance the clear color
  (red → green → blue) — smoke test for the touch IMP wiring.
- shutdown() on UIKitPlatform is a no-op (mobile apps don't tear down).

Outstanding for next session:
- The Dynamic Island notch overlaps the top of the board because we
  haven't read UIView.safeAreaInsets yet (CGRect/UIEdgeInsets struct
  returns require a different msgSend ABI than we currently express).
- Keyboard observer (UIKeyboardWillChangeFrameNotification + animation
  duration) — the load-bearing iOS feature.
- Real-device codesigning workflow for the new build.

Two more sx compiler bugs to file out of this work:
- xx(f64 call result) → f32 emits sitofp (problem #3 above).
- Inline `#import` inside `inline if` fails to parse (we worked around
  by importing both backends unconditionally; the unused-backend's
  Obj-C calls are gated by `inline if OS == .ios`).
This commit is contained in:
agra
2026-05-17 16:52:03 +03:00
parent 858d691181
commit 4e27a7e6c9
5 changed files with 163 additions and 35 deletions

View File

@@ -18,5 +18,10 @@ Platform :: protocol {
show_keyboard :: ();
hide_keyboard :: ();
// Request the run loop to stop. On iOS/Android this is a no-op
// (mobile apps don't quit on user request); on SDL it tears down the
// `while !quit` loop.
stop :: ();
shutdown :: ();
}

View File

@@ -29,10 +29,6 @@ SdlPlatform :: struct {
has_frame_closure: bool = false;
events: List(Event) = .{};
stop :: (self: *SdlPlatform) {
self.running = false;
}
}
impl Platform for SdlPlatform {
@@ -188,6 +184,10 @@ impl Platform for SdlPlatform {
show_keyboard :: (self: *SdlPlatform) { }
hide_keyboard :: (self: *SdlPlatform) { }
stop :: (self: *SdlPlatform) {
self.running = false;
}
shutdown :: (self: *SdlPlatform) {
inline if OS != .wasm {
SDL_GL_DestroyContext(self.gl_ctx);

View File

@@ -17,10 +17,15 @@
UIApplicationMain :: (argc: s32, argv: *void, principal_class: *void, delegate_class: *void) -> s32 #foreign;
dlsym :: (handle: *void, name: [*]u8) -> *void #foreign;
chdir :: (path: [*]u8) -> s32 #foreign;
// kEAGLRenderingAPIOpenGLES3 = 3
EAGL_API_GLES3 :: 3;
// CGFloat is a `double` on 64-bit Apple platforms; CGPoint = {x, y} fits in
// 16 bytes and returns via the FP-register path on arm64.
CGPoint :: struct { x: f64; y: f64; }
// GLenum constants for renderbuffer/framebuffer setup that aren't in opengl.sx's
// loader path (they live on the framework's symbol table directly).
GL_RENDERBUFFER :u32: 0x8D41;
@@ -70,10 +75,20 @@ impl Platform for UIKitPlatform {
self.dpi_scale = 1.0;
self.delta_time = 0.016;
self.has_frame_closure = false;
self.gl_initialized = false;
self.keyboard_visible = false;
self.keyboard_height = 0.0;
self.saved_title = title.ptr;
g_uikit_plat = self;
// iOS apps start with CWD=/. chdir to the bundle's resourcePath so the
// game's relative `fopen("assets/...")` calls find their data — must
// happen BEFORE any code that loads fonts/textures from disk.
inline if OS == .ios {
uikit_chdir_to_bundle();
uikit_register_classes();
uikit_create_gl_context(self);
}
true;
}
@@ -82,7 +97,7 @@ impl Platform for UIKitPlatform {
self.has_frame_closure = true;
g_uikit_plat = self;
inline if OS == .ios {
uikit_register_app_delegate_and_run();
UIApplicationMain(0, xx 0, xx 0, ns_string("SxAppDelegate".ptr));
}
}
@@ -134,6 +149,8 @@ impl Platform for UIKitPlatform {
show_keyboard :: (self: *UIKitPlatform) { }
hide_keyboard :: (self: *UIKitPlatform) { }
stop :: (self: *UIKitPlatform) { }
shutdown :: (self: *UIKitPlatform) { }
}
@@ -159,7 +176,19 @@ uikit_extern_nsstring :: (name: [*]u8) -> *void {
// so non-iOS builds never reference the unresolved UIKit symbols below.
// ───────────────────────────────────────────────────────────────────────────
uikit_register_app_delegate_and_run :: () {
uikit_chdir_to_bundle :: () {
inline if OS != .ios { return; }
NSBundle := objc_getClass("NSBundle".ptr);
sel_main_bundle := sel_registerName("mainBundle".ptr);
sel_resource_path := sel_registerName("resourcePath".ptr);
msg_o : (*void, *void) -> *void = xx objc_msgSend;
bundle := msg_o(NSBundle, sel_main_bundle);
rsrc := msg_o(bundle, sel_resource_path);
if rsrc == null { return; }
chdir(c_string(rsrc));
}
uikit_register_classes :: () {
inline if OS == .ios {
UIResponder := objc_getClass("UIResponder".ptr);
SxAppDelegate := objc_allocateClassPair(UIResponder, "SxAppDelegate".ptr, 0);
@@ -177,11 +206,38 @@ uikit_register_app_delegate_and_run :: () {
objc_registerClassPair(SxAppDelegate);
uikit_register_gl_view_class();
UIApplicationMain(0, xx 0, xx 0, ns_string("SxAppDelegate".ptr));
}
}
uikit_create_gl_context :: (plat: *UIKitPlatform) {
inline if OS != .ios { return; }
EAGLContext := objc_getClass("EAGLContext".ptr);
UIScreen := objc_getClass("UIScreen".ptr);
sel_alloc := sel_registerName("alloc".ptr);
sel_init_with_api := sel_registerName("initWithAPI:".ptr);
sel_set_current_ctx := sel_registerName("setCurrentContext:".ptr);
sel_main_screen := sel_registerName("mainScreen".ptr);
sel_native_scale := sel_registerName("nativeScale".ptr);
msg_o : (*void, *void) -> *void = xx objc_msgSend;
msg_oo : (*void, *void, *void) -> void = xx objc_msgSend;
msg_oi32 : (*void, *void, s32) -> *void = xx objc_msgSend;
msg_d : (*void, *void) -> f64 = xx objc_msgSend;
// Read the screen scale up-front so callers can size font caches and
// textures with the right DPI before the window even exists.
screen := msg_o(UIScreen, sel_main_screen);
scale_d : f64 = msg_d(screen, sel_native_scale);
plat.dpi_scale = xx scale_d;
ctx_raw := msg_o(EAGLContext, sel_alloc);
plat.gl_ctx = msg_oi32(ctx_raw, sel_init_with_api, EAGL_API_GLES3);
msg_oo(EAGLContext, sel_set_current_ctx, plat.gl_ctx);
load_gl(@ios_gl_proc);
}
uikit_window_getter :: (self: *void, _cmd: *void) -> *void callconv(.c) {
if g_uikit_plat == null { return xx 0; }
g_uikit_plat.window;
@@ -244,13 +300,13 @@ uikit_did_finish_launching_ios :: (app: *void) -> u8 {
msg_oo : (*void, *void, *void) -> void = xx objc_msgSend;
msg_ooo : (*void, *void, *void) -> *void = xx objc_msgSend;
msg_oso : (*void, *void, *void, *void) -> *void = xx objc_msgSend;
msg_ofi : (*void, *void, f32) -> void = xx objc_msgSend;
msg_oi32 : (*void, *void, s32) -> *void = xx objc_msgSend;
msg_oou64 : (*void, *void, u64) -> void = xx objc_msgSend;
// float-returning msgSend uses a different ABI on x86_64 (objc_msgSend_fpret)
// but on arm64 it's the same `objc_msgSend`. We only target arm64-class
// devices/simulators here.
msg_f : (*void, *void) -> f32 = xx objc_msgSend;
// CGFloat-returning msgSend. CGFloat is `double` on 64-bit Apple — reading
// it as f32 reads the low 32 bits of `d0` which isn't a valid float
// representation of the underlying double, so the value comes back as 0.
msg_d : (*void, *void) -> f64 = xx objc_msgSend;
msg_odbl : (*void, *void, f64) -> void = xx objc_msgSend;
scenes := msg_o(app, sel_connected_scenes);
scene := msg_o(scenes, sel_any_object);
@@ -308,19 +364,17 @@ uikit_did_finish_launching_ios :: (app: *void) -> u8 {
msg_o3(dict, sel_set_obj_for_key, rgba8_value, colorformat_key);
msg_oo(plat.gl_layer, sel_set_drawable, dict);
// EAGLContext (GLES3) + make current.
ctx_raw := msg_o(EAGLContext, sel_alloc);
plat.gl_ctx = msg_oi32(ctx_raw, sel_init_with_api, EAGL_API_GLES3);
msg_oo(EAGLContext, sel_set_current_ctx, plat.gl_ctx);
// EAGLContext + load_gl were already done in uikit_create_gl_context()
// back when the game's main called plat.init() — so shaders/textures
// built before the window exists already work.
// Match the layer's drawable scale to the screen's native scale so we get
// pixel-accurate rendering on retina displays.
// pixel-accurate rendering on retina displays. CGFloat is `double` on
// 64-bit Apple platforms; reading as f32 would clobber the value.
screen := msg_o(plat.window, sel_screen);
scale := msg_f(screen, sel_native_scale);
plat.dpi_scale = scale;
msg_ofi(plat.gl_view, sel_set_content_scale, scale);
load_gl(@ios_gl_proc);
scale := msg_d(screen, sel_native_scale);
plat.dpi_scale = xx scale;
msg_odbl(plat.gl_view, sel_set_content_scale, scale);
// Renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once
// the layer has its real on-screen bounds. makeKeyAndVisible triggers
@@ -430,6 +484,48 @@ uikit_gl_view_layout :: (self: *void, _cmd: *void) callconv(.c) {
plat.gl_initialized = true;
}
// Touch IMPs — UIKit fires touchesBegan/Moved/Ended/Cancelled with an
// NSSet<UITouch *> + UIEvent. We take the first touch (single-touch model
// matching the chess game's drag-and-tap UX) and push the resulting
// Event into the platform's queue for the next poll_events drain.
uikit_touch_location :: (touch: *void, view: *void) -> Point {
sel_location := sel_registerName("locationInView:".ptr);
msg_pt : (*void, *void, *void) -> CGPoint = xx objc_msgSend;
p := msg_pt(touch, sel_location, view);
Point.{ x = xx p.x, y = xx p.y };
}
uikit_first_touch :: (touches: *void) -> *void {
sel_any := sel_registerName("anyObject".ptr);
msg_o : (*void, *void) -> *void = xx objc_msgSend;
msg_o(touches, sel_any);
}
uikit_gl_view_touches_began :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
if g_uikit_plat == null { return; }
touch := uikit_first_touch(touches);
if touch == null { return; }
pos := uikit_touch_location(touch, self);
g_uikit_plat.events.append(.mouse_down(.{ position = pos, button = .left }));
}
uikit_gl_view_touches_moved :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
if g_uikit_plat == null { return; }
touch := uikit_first_touch(touches);
if touch == null { return; }
pos := uikit_touch_location(touch, self);
g_uikit_plat.events.append(.mouse_moved(.{ position = pos, delta = Point.zero() }));
}
uikit_gl_view_touches_ended :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
if g_uikit_plat == null { return; }
touch := uikit_first_touch(touches);
if touch == null { return; }
pos := uikit_touch_location(touch, self);
g_uikit_plat.events.append(.mouse_up(.{ position = pos, button = .left }));
}
uikit_register_gl_view_class :: () {
inline if OS == .ios {
UIView := objc_getClass("UIView".ptr);
@@ -450,6 +546,20 @@ uikit_register_gl_view_class :: () {
sel_registerName("layoutSubviews".ptr),
xx uikit_gl_view_layout, "v@:".ptr);
// Touch dispatch.
class_addMethod(SxGLView,
sel_registerName("touchesBegan:withEvent:".ptr),
xx uikit_gl_view_touches_began, "v@:@@".ptr);
class_addMethod(SxGLView,
sel_registerName("touchesMoved:withEvent:".ptr),
xx uikit_gl_view_touches_moved, "v@:@@".ptr);
class_addMethod(SxGLView,
sel_registerName("touchesEnded:withEvent:".ptr),
xx uikit_gl_view_touches_ended, "v@:@@".ptr);
class_addMethod(SxGLView,
sel_registerName("touchesCancelled:withEvent:".ptr),
xx uikit_gl_view_touches_ended, "v@:@@".ptr);
objc_registerClassPair(SxGLView);
}
}

View File

@@ -28,8 +28,8 @@ UIRenderer :: struct {
draw_calls: s64;
init :: (self: *UIRenderer) {
// Create shader (ES for WASM/WebGL2, Core for desktop)
inline if OS == .wasm {
// Create shader (ES for WASM/WebGL2 + iOS GLES3, Core for desktop GL 3.3)
inline if OS == .wasm or OS == .ios {
self.shader = create_program(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
} else {
self.shader = create_program(UI_VERT_SRC_CORE, UI_FRAG_SRC_CORE);