Commit Graph

32 Commits

Author SHA1 Message Date
agra
49b39ba07a ... 2026-05-23 15:41:12 +03:00
agra
632e64512b bundling: Android APK pipeline moved into sx; android.sx state-on-plat
Week 7 of /Users/agra/.claude/plans/lets-plan-to-move-splendid-pumpkin.md
plus the android.sx refactor + three sx-compiler fixes hit along the way
to get chess on Pixel 7 Pro responding to touch end-to-end.

library/modules/platform/bundle.sx now covers the Android APK shape
alongside macOS / iOS-sim / iOS-device. `android_bundle_main` discovers
the SDK ($ANDROID_HOME / $ANDROID_SDK_ROOT / $HOME/Library/Android/sdk),
picks the highest-versioned build-tools + platforms via
`process.run("ls .. | sort -V | tail -1")`, stages
`<apk>.stage/lib/arm64-v8a/<libfoo.so>`, synthesizes
AndroidManifest.xml (NativeActivity vs `#jni_main` Activity branch),
writes each `#jni_main` decl's Java source under
`<stage>/java/<pkg>/<Cls>.java`, runs javac --release 11 + d8 to
produce classes.dex, aapt2-links the unaligned APK, appends lib/ +
classes.dex + each registered asset tree via zip, zipalign + ensure
debug keystore via keytool + apksigner sign.

Compiler-side accessors (src/ir/compiler_hooks.zig + library/modules/compiler.sx):
- is_android predicate.
- set_manifest_path / manifest_path + set_keystore_path / keystore_path.
- jni_main_count / jni_main_foreign_path_at(i) /
  jni_main_java_source_at(i) surface the `#jni_main` emissions that
  the Zig createApk previously consumed directly.
- main.zig wires manifest_path, keystore_path, and the per-decl
  (foreign_path, java_source) parallel slices into BuildConfig before
  invoking the post-link callback.

CLI `--apk <path>` keeps working as a transitional alias: it now feeds
bundle_path so the existing auto-`post_link_module = "platform.bundle"`
shim fires the same way as `--bundle`. main.zig no longer calls
target.createApk directly.

Deletions in src/target.zig: createApk, compileJniMainSources,
buildJniMainManifest, buildAndroidManifest, ensureDebugKeystore,
libNameFromSoBasename, plus helpers splitForeignPath / discoverJavac /
discoverAndroidSdk / findHighestSubdir / runProcess / runProcessIn
(~400 lines). git grep returns only the obituary comment.

library/modules/platform/android.sx refactor (chess Android dependency):
- Module-level globals retired (g_app_window, g_egl_*, g_viewport_*,
  g_dpi_scale, g_should_stop, g_render_thread*, g_user_main_fn,
  g_touch_*) → AndroidPlatform struct fields.
- All sx_android_* helpers take `plat: *AndroidPlatform` as first arg.
  Render thread receives plat via pthread_create's arg.
- New `logical_w: f32 = 0.0` field. Consumers set it before init() to
  define the design width in points; `recompute_scale` derives
  `dpi_scale = pixel_w / logical_w` (or 1.0 if unset). Called on
  init / set_viewport / egl_init. drain_touches divides incoming
  physical pixel coords by dpi_scale so chess sees logical-space
  positions matching its layout. Touch lands on the right squares.

Three sx-compiler bugs hit + fixed along the way:

1. Top-level `inline if OS == .X { decls }` body decls were silently
   dropped because scanDecls/lowerDecls had no .if_expr arm. New
   `flattenComptimeConditionals` pre-pass in src/imports.zig
   (threaded via ComptimeContext from core.zig) hoists matching arms
   recursively. Regression at examples/124-inline-if-hoist-toplevel.sx.

2. Parser rejected `#import` / `#framework` inside inline-if bodies
   because parseStmt in src/parser.zig only had arms for `#insert`.
   Added the missing arms. Regression at
   examples/123-inline-if-import-in-body.sx (landed earlier).

3. JNI `Call<T>Method` switches in src/ir/emit_llvm.zig (instance /
   nonvirtual / static) were missing `.f32` rows — jfloat returns
   (e.g. MotionEvent.getX/getY) fell into the silent-undef else arm.
   Chess's sx_android_push_touch(plat, getAction(), getX(), getY())
   delivered garbage f32 coords to the touch ring, so taps landed
   nowhere recognisable. Added `.f32 => Jni.Call{Static,Nonvirtual,}FloatMethod`
   rows to all three switches; lifted unsupported-type detection
   from emit_llvm into lowerForeignMethodCall with proper
   source-spanned diagnostics (`isJniReturnTypeSupported`). Regressions
   at examples/ffi-jni-call-10-jfloat-return.sx,
   examples/ffi-jni-class-09-multi-float-args.sx,
   examples/ffi-jni-call-11-unsupported-return-diag.sx.

Stale-snapshot drift in tests/expected/ffi-objc-call-03-selector-sharing.ir
and ffi-objc-call-06-sret-return.ir picks up the new BuildOptions
accessor extern decls (is_android, set_manifest_path,
set_keystore_path, jni_main_count, jni_main_foreign_path_at,
jni_main_java_source_at). Verified diff is dead-decl-only.

Chess on Pixel 7 Pro: tap on e2 white pawn -> yellow selection +
green dots on legal e3/e4 targets; tap on e4 -> board updates with
1. e4, "Black to move" + "1. e4" in info panel.

zig build && zig build test && bash tests/run_examples.sh -> 145/145
green. bash tests/cross_compile.sh -> 7/7 green.
2026-05-23 01:28:32 +03:00
agra
5cc62e63c3 bundling: fs/process stdlib + post-link callback + Apple .app in sx
Campaign Weeks 3-6 of /Users/agra/.claude/plans/lets-plan-to-move-splendid-pumpkin.md
land in one push: the bundling pipeline that used to live in
src/target.zig (createBundle, embedFramework, extractEntitlements,
buildInfoPlist, codesign) now lives in
library/modules/platform/bundle.sx and runs in the IR interpreter
after target.link() returns.

New language-side surface:
- library/modules/fs.sx — POSIX libc bindings (open/read/write/close,
  mkdir/unlink/rmdir, chmod, rename, access, basename/dirname). Variadic
  open() lowers to C's varargs via the new args: ..T form. Direct libc
  calls bypass *File method dispatch so they work from the post-link
  IR interpreter.
- library/modules/process.sx — popen-based run(cmd) returning
  ProcessResult{ exit_code, stdout }, plus env() and find_executable().
- library/modules/std.sx — xml_escape(s) and variadic path_join(parts).
- library/modules/compiler.sx — BuildOptions grows
  set_post_link_callback / set_post_link_module / binary_path
  accessors; bundle_path/bundle_id/codesign_identity/provisioning_profile
  setters + accessors; per-target predicates is_macos/is_ios/
  is_ios_device/is_ios_simulator + target_triple; framework_count /
  framework_at(i) / framework_path_count / framework_path_at(i);
  add_asset_dir(src, dest) + asset_dir_count / src_at / dest_at.

Compiler-side wiring:
- src/ir/compiler_hooks.zig — BuildConfig now carries post_link_callback_fn,
  post_link_module, binary_path, bundle_*, target_triple,
  target_frameworks, target_framework_paths, asset_dirs. Hook registry
  exposes every accessor; getters return "" / 0 for unset fields so
  bundle.sx can treat absent values uniformly.
- src/ir/host_ffi.zig (new) — dlsym(RTLD_DEFAULT) + arity-switched cdecl
  trampolines so #foreign("c") declarations resolve through the host
  libc during #run / post-link interpretation.
- src/ir/interp.zig — callForeign dispatch; build_config pointer
  injection so accessor hooks see live state during re-entry.
- src/core.zig — keeps the IR module alive past generateCode; exposes
  invokeByName / invokeByFuncId so main.zig can re-enter the
  interpreter after linking.
- src/main.zig — wires bundle/codesign/provisioning CLI flags +
  target_triple + framework lists into BuildConfig; invokes the
  post-link callback (by FuncId or by <module>.bundle_main lookup) once
  target.link() returns. When --bundle is set but no callback is
  registered, auto-falls-back to post_link_module = "platform.bundle"
  so the legacy --bundle CLI keeps working for any program that imports
  modules/platform/bundle.sx.

Apple .app bundler (library/modules/platform/bundle.sx):
- Single bundle_main entry covers macOS, iOS simulator, iOS device.
  Per-target Info.plist switch keys off is_ios()/is_ios_simulator() —
  iOS emits UIDeviceFamily / LSRequiresIPhoneOS /
  UIApplicationSceneManifest / DTPlatformName (iPhoneOS or
  iPhoneSimulator); macOS emits the minimal CFBundle* set.
- iOS-only steps:
  - Provisioning embed: fs.read_file + fs.write_file to
    <bundle>/embedded.mobileprovision.
  - Framework embed: recursive cp -R per -F search path into
    <bundle>/Frameworks/<Name>.framework/ (until fs.sx grows list_dir).
  - Entitlements extraction: four process.run calls (security cms -D,
    plutil -extract Entitlements xml1, plutil -extract
    ApplicationIdentifierPrefix.0, plutil -replace application-identifier)
    resolving the wildcard <TEAM>.* -> <TEAM>.<bundle_id>.
  - Real codesign with --entitlements when present.
- Asset dirs (add_asset_dir): recursive cp -R src/. into <bundle>/dest/.
  Missing src is treated as "nothing to do" so projects can register
  add_asset_dir("assets", "assets") unconditionally.

Parser:
- parseStmt() now accepts #import \"path\"; and #framework \"Name\"; as
  statement-position tokens. Needed for top-level
  inline if OS == .android { #import \"modules/platform/android.sx\"; }
  blocks (issue-0042 flatten pass surfaces them); chess's
  inline-if-with-#import was rejected at parse time before this fix.

Removals from src/target.zig:
- createBundle, embedFramework, extractEntitlements, buildInfoPlist,
  codesign (~210 lines). main.zig no longer calls createBundle after
  link(); the sx callback is the single entry point.

Tests / regression markers (all run under sx run host JIT):
- examples/115-post-link-callback.sx — callback registration round-trip.
- examples/116-fs-roundtrip.sx — fs.write_file -> fs.read_file -> exists.
- examples/117-process-roundtrip.sx — process.run + env + find_executable.
- examples/118-macos-bundle.sx — macOS .app via bundle_main callback.
- examples/119-interp-cast-ptr-cmp.sx — cast(T) val under interpreter.
- examples/120-interp-variadic-any.sx — variadic ..Any indexing in IR
  interpreter.
- examples/121-ios-sim-bundle.sx — iOS-sim cross-compile + .app with
  iOS-shaped Info.plist (added to tests/cross_compile.sh as the
  ios-sim tuple).
- examples/122-ios-device-bundle.sx — iOS device cross-compile +
  full codesign pipeline (provisioning embed + entitlements
  extraction + --entitlements codesign). Manually verified end-to-end:
  installed via xcrun devicectl device install app + launched
  successfully on iPhone 17 Pro.
- examples/123-inline-if-import-in-body.sx — locks in the parser fix.

zig build && zig build test && bash tests/run_examples.sh => 141 passed,
0 failed; bash tests/cross_compile.sh => 7 passed, 0 failed.
2026-05-22 19:03:31 +03:00
agra
cc29cfa7ce ffi #jni_main: jni_java_emit + android.sx + manifest fixes; chess on Pixel
Combined slice — gets chess rendering on a Pixel 7 Pro via the
`#jni_main` pipeline. Half-dozen jni_java_emit fixes plus the rebuilt
stdlib android module:

  jni_java_emit:
    - `#implements Alias;` body members render as Java `implements`
      clauses on the class header (space-separated, registry-resolved).
    - Drop the implicit `super.<method>(args)` call from the @Override
      delegate — interface impls (SurfaceHolder.Callback) have no
      super; user calls super explicitly from sx-side via
      `super.method(args)` lowered to `CallNonvirtual<T>Method`.
    - `static { System.loadLibrary("<libname>"); }` static init block,
      lib name derived from the build's `-o` basename.
    - `name: Type;` body items render as private Java fields.
    - `$` (JNI nested-class shape) → `.` in Java source: e.g.
      `android/view/SurfaceHolder$Callback` → `android.view.SurfaceHolder.Callback`.
    - Non-void @Override bodies `return` the native delegate's result.

  lower.zig:
    - `super.method(args)` sugar inside a `#jni_main` (or any
      sx-defined `#jni_class`) bodied method lowers to JNI
      `CallNonvirtual<T>Method` with the parent class resolved via
      `#extends` (default Activity).
    - `Alias.new(args)` constructor sugar lowers to JNI
      `FindClass + GetMethodID("<init>", sig) + NewObject`.
    - `jniMapParamType` stops erasing pointer types so method dispatch
      on foreign-class params (`holder.getSurface()`) resolves.
    - synthesizeJniMainStub pushes the env arg onto the lexical
      `#jni_env` stack so omitted-env `#jni_call` and `super.method`
      sites see it.

  target.zig:
    - Manifest synthesised from `#jni_main` adds
      `android:theme="@android:style/Theme.DeviceDefault.NoActionBar.Fullscreen"`
      so sx apps own the whole window (no title strip, no status bar).

  library/modules/platform/android.sx (NEW):
    - Replaces the retired NativeActivity-based module under #jni_main.
    - Foreign-class decls for Bundle / Context / Surface / SurfaceHolder
      / SurfaceView / MotionEvent / View / Activity / SurfaceHolderCallback /
      AssetManagerJ.
    - libandroid / EGL / pthread foreign C decls.
    - Helpers consumers call from their Activity body:
      `sx_android_forward_assets(env, ctx)`,
      `sx_android_attach_window(env, holder)`,
      `sx_android_detach_window()`,
      `sx_android_set_viewport(w, h)`,
      `sx_android_start_render_thread(main_fn)`,
      `sx_android_push_touch(action, x, y)`.
    - Render thread brings up EGL on the ANativeWindow then calls the
      user-supplied entry fn pointer.
    - `AndroidPlatform` struct + `impl Platform` (init / begin_frame /
      end_frame / poll_events / safe_insets / keyboard / show_keyboard /
      hide_keyboard / stop / shutdown / run_frame_loop).

End-to-end verified on a Pixel 7 Pro: chess APK builds via
`sx build --target android --apk ... --bundle-id ... -o ...`, installs
via `adb install -r`, launches and renders the chess board with all
pieces in starting position. No title strip, no flicker. Touch events
reach `sx_android_push_touch` and drain through `poll_events` (debug-
verified) — chess's pipeline-side hit-test routing + DPI-correct
sizing remain as follow-ups.

138 host / 8 cross / `zig build test` all green.
2026-05-20 19:50:25 +03:00
agra
619d524bac ffi #jni_main R.5: retire legacy NativeActivity surface
Deletes the entire NativeActivity / native_app_glue / ALooper stack
that the previous Android entry path was built around:

  - `examples/99-android-egl-clear.sx` — the demo of the legacy path.
  - `library/modules/platform/android.sx` — `AndroidPlatform.init`,
    `run_frame_loop`, `sx_android_bootstrap`, `g_android_app`, plus
    the ALooper / AInputEvent / ANativeActivity / AConfiguration
    foreign decls that fed them. The JNI helpers (`sx_load_javavm_fn`,
    `sx_android_get_env`, `sx_query_safe_insets_jni`, the
    `ANATIVEACTIVITY_*` offsets) were tied to the ANativeActivity*
    delivered to `android_main` — they're stale now that the OS hands
    sx code a Java Activity directly via `onCreate(JNIEnv*, jobject)`.
  - `library/vendors/sx_android_jni/sx_android_jni.c` — the input-
    handler installer (`sx_android_install_input_handler`), which
    poked NDK app-pointer field offsets that no longer exist.

`library/modules/platform/android_jni.sx` (the `Activity`/`Window`/
`View`/`WindowInsets` `#jni_class` registry used for safe-insets
dispatch) survives — it's standalone declarative bindings useful from
any `#jni_main` onCreate body. Docstring updated to drop the
"imported from android.sx" framing.

131 host / 4 cross / zig build test all green. End-to-end smoke APK
still produces the expected JNI-mangled symbol +
SxApp-extends-Activity dex.

External consumers (chess) will need to migrate their entry from the
`AndroidPlatform.run_frame_loop` model to the `#jni_main` model
(Java-side Activity drives lifecycle; onSurfaceChanged / Choreographer
drive frames via JNI callbacks). That migration is downstream work.
2026-05-20 15:17:24 +03:00
agra
8d1816018a ffi: define-by-default #jni_class + #foreign modifier + #jni_main token
Flip the surface semantics for type-introducer directives: bare
`Foo :: #jni_class("path") { ... }` now means "DEFINE a new Java class
at that path" (sx-side provides the implementations). The `#foreign`
prefix modifier flips it back to "REFERENCE an existing class on the
foreign runtime." Matches how `#foreign` already reads in sx for C
function declarations (`printf :: ... #foreign;`).

    Foo :: #foreign  #jni_class("path/to/Foo") { ... }  // reference
    Foo ::           #jni_class("path/to/Foo") { ... }  // define
    Foo :: #jni_main #jni_class("path/to/Foo") { ... }  // define + main Activity

Compiler-side changes:
- New `hash_jni_main` lexer token (the launchable-Activity marker).
  Existing `hash_foreign` is reused; no new modifier token there.
- `ForeignClassDecl` gains `is_foreign: bool` + `is_main: bool`.
  `ForeignMethodDecl` gains `body: ?*Node` so defined-class methods
  can carry sx-side implementations (foreign-class methods stay
  `;`-terminated).
- Parser learns `tryParseForeignClassPrefix` — peek-and-consume the
  modifier tokens, then dispatch to the unchanged
  `parseForeignClassDecl` with the flags threaded through.
- Sema rejects two illegal combinations: `#foreign + #jni_main`
  (can't be both an external reference and the app's main entry),
  and bodied methods on `#foreign` decls (foreign methods are
  runtime-provided).
- Lower's foreign-class dispatch errors on non-foreign decls with
  a pointer to the runtime-synthesis follow-up; defined-class
  codegen (Java class emission, RegisterNatives wiring, manifest
  entry generation) lands in a separate session.

Migration:
- `library/modules/platform/android_jni.sx`: all four foreign class
  decls (`Activity`, `Window`, `View`, `WindowInsets`) gain `#foreign`.
- `examples/ffi-jni-class-{01..08}*.sx`: every test's `#jni_class` /
  `#jni_interface` / `#objc_class` / `#objc_protocol` / `#swift_class`
  / `#swift_struct` / `#swift_protocol` usage gains `#foreign`. All
  9 files mechanical perl rename; snapshots unchanged.

Verified locally:
- `zig build test` clean.
- `bash tests/run_examples.sh` 129/129.
- `bash tests/cross_compile.sh` 3/3.
- Chess APK rebuilds, reinstalls, launches on Pixel; safe-area
  clearance preserved.
2026-05-20 12:46:40 +03:00
agra
60f3ffed46 ffi 2D: migrate android.sx safe-insets to declarative #jni_class blocks
The four foreign-class declarations move into a new sub-module
`library/modules/platform/android_jni.sx`, imported under a named
namespace from `android.sx`:

    Jni :: #import "modules/platform/android_jni.sx";

This keeps the bare class names (`Activity`, `Window`, `View`,
`WindowInsets`) out of the top level — consumers that flat-import
`modules/platform/android.sx` no longer see `View` collide with
`modules/ui/view.sx`'s protocol of the same name (chess hit this
on the first build attempt).

Compiler-side change: `scanDecls`/`lowerDecls` now also iterate any
`namespace_decl` they encounter and register the contained
`foreign_class_decl`s under their qualified name (`Jni.Activity`).
The recursive scan continues to register the bare names too, so
cross-class refs inside method signatures (e.g. `getWindow ::
(self: *Self) -> *Window`) still resolve through the bare key.
Receiver types like `*Jni.Activity` now route through
`getStructTypeName` → "Jni.Activity" → `foreign_class_map` lookup.

`sx_query_safe_insets_jni`'s param signature changes from
`activity: *Activity` to `activity: *Jni.Activity`; the caller in
`AndroidPlatform.safe_insets` casts via `xx`.

Verified on-device — chess APK built with the new sx, installed via
`adb install -r`, launched on the Pixel. Screencap shows the board
rendering with correct status-bar clearance (time + battery icons
visible above the board, board sized below them) — safe insets are
being queried via the new declarative dispatch and produce the same
values as the pre-migration hand-rolled #jni_call chain.

129/129 examples + cross_compile 3/3 + on-device chess all green.
2026-05-20 12:19:15 +03:00
agra
c9db2a8dc0 ffi 2D: migrate android.sx safe-insets to declarative #jni_class blocks
`sx_query_safe_insets_jni`'s body — previously seven hand-rolled
`#jni_call` sites with verbose JNI descriptor literals — now uses
four `#jni_class` declarations and the DSL method-call form inside
a `#jni_env(env) { ... }` scope. The new shape:

```
WindowInsets :: #jni_class("android/view/WindowInsets") {
    getSystemWindowInsetTop :: (self: *Self) -> s32;
    ...
}
... Activity / Window / View ...

#jni_env(env) {
    window := activity.getWindow();
    decor := window.getDecorView();
    insets := decor.getRootWindowInsets();
    top.* = insets.getSystemWindowInsetTop();
    ...
}
```

Descriptor derivation happens at lower time (jni_descriptor.zig);
slot interning + vtable dispatch shape match the Phase 1C hand-rolled
form byte-for-byte. The function param signature changes from
`activity: *void` to `activity: *Activity` so the DSL can resolve
method names through `foreign_class_map`; the AndroidPlatform.safe_insets
caller adds an `xx` cast at the call site.

Net body shrinks from 14 dispatch lines to 12 (slightly shorter but
the win is type safety + readability — the foreign descriptor
strings are gone). On-device chess regression is the remaining
verification step (Pixel device with safe-area-driven board layout).

Verified locally: zig build, run_examples (129/129), cross_compile
(3/3 — incl. examples/99-android-egl-clear.sx cross-compile to
android target succeeds and produces a valid .o).

Naming caveat: `Activity` / `Window` / `View` / `WindowInsets` are
now top-level names exported by `modules/platform/android.sx`. User
code that imports this module shouldn't redefine these aliases.
2026-05-20 11:34:04 +03:00
agra
4ddee931b5 ffi 1.29: retire the C sx_android_query_safe_insets body
Closes the Phase 1D migration for the safe-insets JNI chain. The C
function and its `#foreign` declaration in `android.sx` are gone;
all dispatch now goes through the sx-side `#jni_call` machinery
plus the JavaVM helpers landed in 1.26.

What's gone from `library/vendors/sx_android_jni/sx_android_jni.c`:
- `#include <android/native_activity.h>` and `<jni.h>` (no longer
  needed without the JNI body).
- `sx_android_query_safe_insets` — 55 lines of `(*env)->Foo` chain
  with manual `goto done` early-exit. Migrated to
  `library/modules/platform/android.sx::sx_query_safe_insets_jni`
  in 1.25 (15 lines of `#jni_call`).

What stays:
- `sx_android_install_input_handler` — non-JNI; struct-field
  assignment against `struct android_app`'s `onInputEvent` slot.
  No sx equivalent yet (would need to either land a `#android_app`-
  style intrinsic or hand-roll the offset, neither of which is
  Phase 1 scope).
- `<android/input.h>` and the `struct sx_android_app_min` mirror
  needed by the input-handler installer.

Net diff: -55 lines in the .c file, -1 line `#foreign` decl in
android.sx. Phase 2 (declarative JNI imports) will revisit whether
the .c file can be deleted entirely (the input-handler hop may
move into a different shape).

Verification:
- zig build + zig test + run_examples + cross_compile all green.
  Notable: the previously-failing `ffi-objc-call-12-rect-u64-returns`
  also passes now — looks like the working-tree `#import c` work
  was tidied up alongside.
- chess Android APK rebuilt + reinstalled + launched on Pixel
  device; safe-insets behavior unchanged (board top edge sits below
  the status bar correctly, all pieces in starting positions, no
  status-bar overlap).
2026-05-19 23:13:51 +03:00
agra
6e65324f44 ffi 1.27: switch safe-insets call site to sx-side JNI implementation
`AndroidPlatform.safe_insets` now reaches into the JVM through the
sx helpers from 1.25 + 1.26 instead of the C `sx_android_query_safe_insets`
foreign call:

  attached := false;
  env := sx_android_get_env(g_android_activity, @attached);
  if env != null {
      clazz := sx_android_activity_clazz(g_android_activity);
      sx_query_safe_insets_jni(env, clazz, @t, @l, @b, @r);
      if attached { sx_android_detach_env(g_android_activity); }
  }

Chess Android IR now includes the seven `(@SX_JNI_CLS_*, @SX_JNI_MID_*)`
slot pairs (one per unique literal `(name, sig)` pair: getWindow,
getDecorView, getRootWindowInsets, getSystemWindowInset{Top,Left,
Bottom,Right}). First call populates each; subsequent calls hit the
cached jmethodID via the 1.17 lazy-init branch.

The C `sx_android_query_safe_insets` body is now unused; left in place
per the plan ("leave the file in place until Phase 2 deletes it").
Chess Android + iOS-sim both compile clean; host 118/119;
cross-compile 3/3.

On-device chess regression is the next checkpoint — the safe-area
behavior is visible: board must sit below the status bar with
correct top inset on a Pixel 7 Pro with notch. Deferred to the next
session (requires APK build + adb install + screencap).
2026-05-19 23:01:23 +03:00
agra
885b4239c9 ffi 1.26: hand-roll JavaVM dispatch in sx for env attach
Adds the JavaVM-side vtable indirection to `library/modules/platform/
android.sx` so the sx caller of `sx_query_safe_insets_jni` (1.25)
can obtain a `JNIEnv*` without the C wrapper. `#jni_call` only
dispatches through `JNIEnv*`'s vtable (a different table from
`JavaVM*`'s), so the JavaVM hop is hand-rolled here.

New decls:
- `JNI_VERSION_1_6` (0x00010006) and the `ANATIVEACTIVITY_*` byte
  offsets (8, 24 on 64-bit Android — vm, clazz respectively).
- `sx_load_ptr_at(base, offset)` — load a `*void` field at a raw
  byte offset. Used for both ANativeActivity fields and the JavaVM
  vtable load.
- `sx_load_javavm_fn(vm, slot)` — load function pointer at the
  given vtable slot. `vm` is `JavaVM*` which points to
  `JNIInvokeInterface*`; the indirection is `*vm + slot * 8`.
- `sx_android_get_env(activity, out_attached)` — calls `GetEnv`
  (slot 6); on `JNI_EDETACHED` falls through to
  `AttachCurrentThread` (slot 4), sets `out_attached = true` so
  caller can balance with `sx_android_detach_env` (slot 5).
- `sx_android_activity_clazz(activity)` — reads the jobject at byte
  offset 24.

Chess Android + iOS-sim builds still clean; cross-compile 3/3
green; host 118/119. The new functions dead-strip until step 1.27
wires them into the safe-insets call site in
`android.sx::AndroidPlatform.safe_insets`.
2026-05-19 22:58:29 +03:00
agra
ba0a1a13e3 ffi 1.25: sx-side reimplementation of safe-insets JNI chain
Phase 1D for `library/vendors/sx_android_jni/sx_android_jni.c` starts
here. Adds `sx_query_safe_insets_jni` to `library/modules/platform/
android.sx` — a sx-side implementation of the JNI dispatch chain
that lives inside the C `sx_android_query_safe_insets` helper.

The C version is ~50 lines of `(*env)->GetMethodID` + `CallObjectMethod`
+ `CallIntMethod` boilerplate with manual `goto done` early-exit
plumbing on every step. The sx version collapses to four
`#jni_call(*void)` chain steps + four `#jni_call(s32)` reads at the
end — each #jni_call internally handles GetObjectClass + GetMethodID
+ Call<Type>Method via the slot interning from 1.17.

Signature differences from the C version:
- The sx version takes `env: *void` directly. The C version derives
  it from `ANativeActivity*` via JavaVM's GetEnv/AttachCurrentThread.
  Bridging that gap (sx-side JavaVM dispatch OR a tiny C shim that
  returns the env) is the next Phase 1D step.
- The activity arg here is the jobject (`ANativeActivity*.clazz`)
  rather than the activity pointer itself.

No call sites switched yet. Chess Android still uses the foreign C
function. Cross-compile + chess both targets all clean — verifies
the new function typechecks and lowers, but on-device runtime
verification is deferred to the integration commit.
2026-05-19 22:54:24 +03:00
agra
56f6ae3681 ffi 1.33: uikit.sx final sweep — Phase 1D for uikit.sx complete
Six remaining dispatch clusters migrated in one pass:
- `uikit_setup_renderbuffer`: `renderbufferStorage:fromDrawable:` (BOOL).
- `uikit_present_renderbuffer`: `presentRenderbuffer:` (BOOL, every frame).
- `uikit_gl_view_tick`: `targetTimestamp` and `duration` reads (f64,
  every frame — three call sites total across the keyboard-anim path
  and the frame-closure path).
- `uikit_compute_layer_pixel_size`: `bounds` (CGRect HFA).
- `uikit_touch_location`: `locationInView:` (CGPoint HFA — first
  standalone `#objc_call(CGPoint)` exercise, structurally identical to
  the 2×f64 NSPoint already verified by ffi-objc-call-05).
- `uikit_first_touch`: `anyObject` (*void).

Net -15 lines. uikit.sx is now 839 lines — Phase 1D started at 937,
so this is -98 cumulative across the migration. Zero `xx objc_msgSend`
typed casts left in the file.

iOS-sim chess regression smoke: launched chess, tapped a black pawn
through the Simulator window, watched the move (d7→d5) play, then a
second tap played d5→d4. The render loop, touch handlers, layout
math, and the BOOL-returning EAGL presentation calls are all on the
exercised path, so this is the strongest runtime verification any
Phase 1D commit has had so far.

22 `sel_registerName` calls remain in the file, all legitimate:
- `class_addMethod` IMP registrations (runtime class build-out).
- SEL-as-arg to dispatch selectors that take a SEL value
  (`addObserver:selector:name:object:`,
  `displayLinkWithTarget:selector:`). A future `#objc_selector("foo")`
  literal would replace these, but it's not part of Phase 1.
2026-05-19 21:06:53 +03:00
agra
e1d300c661 ffi 1.32: uikit_keyboard_will_change_frame via #objc_call
The keyboard notification callback. First standalone exercises of
`#objc_call(CGRect)` (HFA — structurally equivalent to UIEdgeInsets,
already verified by 1.25 and ffi-objc-call-07) and `#objc_call(u64)`
(LLVM-equivalent to s64; ffi-objc-call-04 already locks in the i64
return path).

Migrates:
- `userInfo` (*void)
- `objectForKey:` with NSString arg (*void)
- `CGRectValue` (CGRect HFA)
- `doubleValue` (f64)
- `unsignedLongValue` (u64)
- `screen` (*void)
- `bounds` (CGRect HFA)

Net -14 lines. uikit.sx now 854 lines (-83 cumulative across Phase 1D).

iOS-sim chess regression smoke: launch is clean; the callback is
registered through cluster 1.30's notification-center wiring and the
function lowers without IR-verifier complaints. The callback body
itself isn't exercised at runtime by chess startup (the game doesn't
open the soft keyboard) — runtime verification of this specific
function is transitive via the other clusters that exercise the same
call shapes.
2026-05-19 21:00:46 +03:00
agra
b3558c3274 ffi 1.31: uikit_scene_will_connect_ios via #objc_call
The biggest Phase 1D cluster: the iOS scene-lifecycle entry that runs
at every launch. UIWindow alloc/init, UIViewController alloc/init, GL
view alloc/init/install, root-view-controller wiring, layer access +
setOpaque:, EAGL drawable-properties dictionary build,
screen/nativeScale DPI scaling, makeKeyAndVisible, UITextField subview
install, CADisplayLink construct + addToRunLoop. Every return shape
this file uses (void, *void, f64) and every arg shape (BOOL via `xx
0`/`xx 1`, multi-arg selectors `displayLinkWithTarget:selector:` and
`setObject:forKey:`) is exercised by this single launch.

Net -44 lines on this commit (104 → 60). Also drops a stale
`EAGLContext := objc_getClass(...)` decl that wasn't referenced inside
this function — EAGL context creation lives in uikit_create_gl_context
(already migrated in 1.29). uikit.sx is now 868 lines (-69 cumulative
across Phase 1D).

iOS-sim chess regression smoke: app launches cleanly, board renders
with status-bar clearance, sharp DPI scaling, compositor working,
display-link tick driving frames. Every part of the migrated function
is on the launch path and all of it succeeds.
2026-05-19 20:57:09 +03:00
agra
ee53348ce0 ffi 1.28 follow-up: keyboard BOOL returns use #objc_call(bool)
Apple documents `-becomeFirstResponder` and `-resignFirstResponder` as
returning `BOOL`. The pre-`#objc_call` cast pattern in this file used
`u8` because BOOL is ABI-equivalent to a 1-byte unsigned integer on
both i386 (signed char) and arm64 (`bool`). The initial 1.28
migration carried that `u8` typing forward without question; switching
to `bool` matches the documented API and aligns with the BOOL→bool
mapping called out in PLAN-FFI.md Phase 3.

First standalone exercise of `#objc_call(bool)`. The lowering is
identical to `#objc_call(u8)` at the ABI layer (single byte in `w0`
on AAPCS64), but the source-level type is now meaningful.
2026-05-19 19:39:56 +03:00
agra
65643fb0ed ffi 1.28-1.30: batch uikit migrations
Three Phase 1D clusters in one commit (user opted for less iOS-sim
verification between each).

1.28 — `show_keyboard` / `hide_keyboard` use `#objc_call(u8)` against
`becomeFirstResponder` / `resignFirstResponder`. Compile-only; chess
startup doesn't reach the keyboard path, so the runtime side of this
cluster is a verification gap to backfill at the end of Phase 1D.

1.29 — `uikit_create_gl_context` migrates `alloc` / `initWithAPI:` /
`setCurrentContext:` and folds in the same `mainScreen.nativeScale`
read shape already migrated in 1.27. EAGL context creation runs on
launch, so this cluster IS runtime-exercised.

1.30 — `uikit_subscribe_keyboard_notifications` migrates the
`defaultCenter` + `addObserver:selector:name:object:` pair. First
standalone exercise of a 4-keyword selector through `#objc_call`.
Notification-center wiring runs at launch, so runtime-exercised.

Net -23 lines across the file.

iOS-sim chess regression smoke: app launches cleanly into a fresh
board state. Status-bar clearance, sharp rendering, and asset loading
all good — confirming clusters 1.25–1.27 still work alongside the new
ones.
2026-05-19 19:37:43 +03:00
agra
4844f57968 ffi 1.27: uikit_read_screen_scale via #objc_call
Third Phase 1D cluster. `UIScreen.mainScreen.nativeScale` chain reads
through `#objc_call(*void)` + `#objc_call(f64)`. First standalone
`#objc_call(f64)` exercise — `f64` returns had only been covered
indirectly by the 4×f64 UIEdgeInsets HFA path. Net -4 lines.

iOS-sim chess regression smoke: sharp text rendering + accurate touch
hit-testing both confirm `plat.dpi_scale` is being populated correctly
through the new path.
2026-05-19 19:33:52 +03:00
agra
3518d0ee26 ffi 1.26: uikit_chdir_to_bundle via #objc_call
Second Phase 1D cluster. NSBundle.mainBundle.resourcePath chain now
dispatches through `#objc_call(*void)` instead of a shared `msg_o`
typed cast — covers both class-method (`+mainBundle`) and
instance-method (`-resourcePath`) shapes through one intrinsic. Net
-3 lines.

iOS-sim chess regression smoke: app launches with all piece assets
rendered, which is the visible signal that `chdir` to the bundle's
resource path still succeeds.
2026-05-19 19:30:59 +03:00
agra
bcbf2ace22 ffi 1.25: uikit safeAreaInsets via #objc_call
First Phase 1D migration cluster. `uikit_refresh_safe_insets` reads
`safeAreaInsets` through `#objc_call(UIEdgeInsets)` instead of the
hand-typed `objc_msgSend` cast + `sel_registerName` triple, and a dead
`sel_safe_insets` selector decl in `uikit_scene_will_connect_ios` goes
away with it. Net -3 lines.

iOS-sim chess regression smoke: SxChess launches, board renders with
correct status-bar clearance — `safe_top` is populated correctly,
which is the actual ABI under test (32 B HFA returned in v0..v3).
2026-05-19 19:29:03 +03:00
agra
4849cfb904 android: dpi_scale, scissor, JNI safe-insets, touch input
Four Android UX wins landing together; all verified end-to-end on a
Pixel 7 Pro (board fills width, info-panel text renders, status bar
inset honored, tap-to-select + tap-to-move plays 1. e4).

- AndroidPlatform.init reads density via AConfiguration_getDensity
  (app->config at offset 32) and sets dpi_scale = density / 160. The
  hardcoded 1.0 had been making every logical unit equal one physical
  pixel; ChessBoardView's 520-default size_that_fits fallback then
  rendered at ~half the framebuffer width on the device, and glyphs
  rasterized at literal 11-13 physical pixels were essentially invisible
  on a 2340-tall display.
- gles3.sx set_scissor un-stubbed; with dpi_scale right the renderer
  feeds in valid pixel bounds and the Y-flip math lands inside the
  framebuffer.
- New library/vendors/sx_android_jni/sx_android_jni.c walks
  activity -> window -> decorView -> rootWindowInsets via JNI and
  publishes the system-bar insets. safe_insets() lazy-queries the
  first call after EGL is up (decor view isn't attached at bootstrap).
- sx_android_install_input_handler sets app->onInputEvent; sx-side
  sx_android_input_event translates AMotionEvent DOWN/MOVE/UP/CANCEL
  into existing mouse_down/mouse_moved/mouse_up Events so the chess
  board's tap-to-select + ScrollView drag path Just Works. Coordinates
  divided by dpi_scale so layout-side hit tests match. poll_events
  drains its slice after returning (mirrors the SDL pattern).
- src/imports.zig now routes #import c { #source / #include } paths
  through the same chain as #import (importing dir -> CWD -> stdlib
  search paths). Lets library-owned C helpers like the JNI bridge
  live in sx/library/vendors/ without forcing consumers to vendor a
  copy. Existing CWD-relative consumer layouts (chess's vendors/...)
  still resolve first, so no regression.

86/86 regression tests pass.
2026-05-19 11:09:41 +03:00
agra
b5bf789b7b android: AAssetManager bootstrap + APK asset bundling + scissor TODO
platform/android.sx: `sx_android_bootstrap(app)` now also reads the
ANativeActivity's `assetManager` (offset 64) and `internalDataPath`
(offset 32) into module globals so consumers can route file I/O
through the APK's bundled `assets/` tree.

target.zig (`createApk`): also zips the project's `./assets/`
directory into the APK alongside `lib/<arch>/`. Resolves relative
to the user's CWD at invoke time — matches the convention chess
uses (assets/ next to main.sx).

gles3.sx: scissor is currently a no-op on Android. The renderer's
ScrollView clip_push path feeds bounds that land outside the
framebuffer (clipping everything off-screen). With scissor disabled
the chess board + pieces render correctly. TODO recorded in the
file to fix the bounds path properly.
2026-05-19 10:09:30 +03:00
agra
561ad03a7c android: Platform-owned entry bridge + .android OS enum variant
User writes BOTH `main` and a 3-line `android_main(app)` trampoline.
The library provides `sx_android_bootstrap(app)` (stashes the NDK app
pointer into a platform-owned global) and `AndroidPlatform` impl of
the Platform protocol. The library NEVER references `main` — the OS-
shape entry symbol lives in user code where the other entry symbols
already live. iOS / SDL3 keep their existing shape; only Android adds
the trampoline.

Cross-cutting bits this commit ships:

  library/modules/compiler.sx
    Add `android` variant to `OperatingSystem`.

  src/ir/lower.zig
    - injectComptimeConstants: map TargetConfig.isAndroid() → .android.
    - New Pass 4 `checkRequiredEntryPoints`: emit a clean diagnostic
      when `--target android` is requested but `android_main` isn't
      defined, instead of letting the user crash on a dlopen-time
      missing-symbol error.

  library/modules/platform/android.sx
    AndroidPlatform impl of the Platform protocol — EGL bringup on
    `APP_CMD_INIT_WINDOW`, ALooper(0) polling, dispatches the user's
    frame closure each ~16 ms tick. `sx_android_bootstrap(app)` is the
    only function exposed for the entry trampoline.

  examples/99-android-egl-clear.sx
    Rewritten to use the new pattern: minimum `main` + `android_main`
    pair, AndroidPlatform-driven render loop. Doubles as the usage
    reference users hand off to the compiler diagnostic.

Verified on Pixel 7 Pro: purple clear-color frame, periodic
`rendered 60 frames` logcat lines. iOS-sim chess + 86/86 regression
tests pass.
2026-05-19 00:23:33 +03:00
agra
f9ecf9d00e iOS lock step keyboard + metal 2026-05-18 17:40:10 +03:00
agra
3622993311 ui: chess UI renders on iOS sim via Metal (scene lifecycle + alias fix)
Four root causes for "chess UI shows white screen" — all fixed:

1. Hybrid legacy-app + scene-API path on iOS 26. Without
   UIApplicationSceneManifest in the Info.plist, iOS 26 booted us in
   [rb-legacy] mode and -[UIApplication connectedScenes] returned an
   empty set. didFinishLaunching's window-setup code bailed at "no scene"
   and the UIWindow never appeared on screen. Fix: emit the manifest in
   buildInfoPlist (src/target.zig) AND split the window/view/layer setup
   from didFinishLaunching into a new SxSceneDelegate's
   scene:willConnectToSession:options: IMP. didFinishLaunching now just
   subscribes the keyboard observer and returns YES.

2. UISceneDelegate formal protocol conformance. iOS 26 checks
   -[cls conformsToProtocol:@protocol(UISceneDelegate)] before
   instantiating the scene delegate; without it the runtime logs
   "SxSceneDelegate does not conform to the UISceneDelegate protocol"
   and silently uses a default delegate that does nothing. Fix:
   look up UISceneDelegate + UIWindowSceneDelegate via objc_getProtocol
   and class_addProtocol BEFORE objc_registerClassPair. The protocol
   metadata is present at link time (unlike UIApplicationDelegate per
   the long-standing legacy note in CHECKPOINT).

3. Protocol method return types via type aliases lowered as void.
   The GPU protocol declares `create_shader(...) -> ShaderHandle` where
   `ShaderHandle :: u32`. The protocol-decl lowering at lower.zig:7547
   passed the return AST node through type_bridge.resolveAstType which
   doesn't know about the type_alias_map. resolveTypeName fell through
   to its "assume named struct" branch and registered ShaderHandle as
   an empty struct ({ }). LLVM IR for the protocol call_indirect then
   read `call {} %fn_ptr(...)` — return value discarded; the
   subsequent abi.coerce load from a zero-init'd alloca yielded 0.
   Symptom: UIRenderer.mtl_shader = 0, set_shader sees state == null,
   the render-encoder fires draw with no pipeline state bound, GPU
   rejects the command buffer with MTLCommandBufferErrorInternal.
   Fix: at the protocol-decl method-type resolution sites in
   lower.zig, check type_alias_map BEFORE falling through to
   type_bridge.resolveAstType for both params and return type. A
   chess-side companion fix in /Users/agra/projects/game/main.sx
   (separate commit) memsets the MetalGPU struct after alloc so the
   List(*void) fields' len/cap/items aren't garbage.

After all four (this commit + memset companion in chess repo):
- 71/71 regression tests pass.
- Chess game now boots, scene-connects, ticks CADisplayLink, renders
  dark-gray clear + UI text + panel dividers every frame on iOS sim.
- Metal-clear example still renders.

Chess board + pieces visual contrast and faint-text-color are remaining
visual-polish items, not compiler/platform-setup issues.
2026-05-18 08:42:22 +03:00
agra
a938c4f900 metal: GPU protocol + MetalGPU renders MSL triangle on iOS
Phase 8 step 3a of the Metal renderer port:

- New library/modules/gpu/ with types.sx (handles + ClearColor +
  TextureFormat enum), api.sx (GPU :: protocol { ... } covering the
  lifecycle / per-frame / resource / per-draw surface), and metal.sx
  (MetalGPU backend implementing the protocol against CAMetalLayer).
  Resource handles are 1-based indices into backend List(*void) tables.
  MTL aggregates >16 bytes (MTLRegion, MTLScissorRect) pass via *T to
  match arm64 Apple's indirect-by-reference ABI; MTLClearColor + CGSize
  go through the HFA path as direct fn-pointer casts on objc_msgSend.

- UIKitPlatform got a gpu_mode: GpuMode toggle + sibling SxMetalView
  class registration. In metal mode init skips EAGL context, the
  did_finish_launching IMP skips the EAGL drawable-properties dict,
  layoutSubviews reads the layer's bounds * dpi_scale into pixel_w/h
  instead of allocating a GL renderbuffer, and end_frame is a no-op
  (the MetalGPU owns its own present).

- examples/63-metal-clear.sx verifies the pipeline end-to-end on iOS
  sim — compiles a pass-through MSL shader (packed_float2/packed_float4
  to avoid alignment padding), uploads 3 vertices, draws a colored
  triangle on a dark-blue clear.

Compiler fixes (filed-and-fixed in this branch):

- inline if X { return E; } followed by a fall-through final expression
  no longer emits two terminators into the same basic block. Verified
  by examples/83-inline-if-return-fallthrough.sx.

- Top-level type alias Name :: u32; now resolves correctly as the type
  annotation on a global variable (was treated as ptr {}, breaking
  comparisons + initializers). Verified by examples/84-global-type-alias.sx.

Issue->feature promotion:

- 16 historical examples/issue-NNNN.sx repros now confirmed-fixed and
  renamed to focused feature names (67-82). Each gains a
  tests/expected/*.txt + .exit pair so the regression suite covers them.

- 5 stale issue repros deleted (subsumed by broader tests).

Regression suite: 68 passing, 0 failed. macOS chess builds + runs; wasm
chess builds; iOS sim GLES chess still renders the full board; iOS sim
Metal demo renders the triangle.
2026-05-17 19:36:37 +03:00
agra
2ff24e29cc platform: snap keyboard inset (lockstep deferred to Metal renderer)
Walked back the manual-interpolation + CABasicAnimation+presentationLayer
attempts at lockstep keyboard inset. Both leave a visible frame of lag
because the lockstep problem is structural, not implementation-detail:

  - GL renderbuffer content is baked at presentRenderbuffer() time.
  - The CoreAnimation compositor can interpolate the *position* of a
    CALayer per-vsync but cannot reach into our renderbuffer's pixels.
  - The GPU pipeline (CADisplayLink → command build → present →
    compositor → display) is 2-3 frames deep on iOS GLES, so even
    `targetTimestamp`-based prediction is one to two frames short.

The architectural escape that doesn't move the GL view (rejected for
edge cases) is to give CoreAnimation a renderable handle it can sync
on. That means **Metal**:

  - CAMetalLayer + MTLDrawable.presentAtTime(_:) caps the pipeline at
    exactly one frame.
  - With targetTimestamp prediction + curve-accurate keyboard math,
    our drawable lands at the same vsync as UIKit's keyboard.
  - Renderer modernization (Metal/Vulkan/WebGPU per platform) was on
    the roadmap anyway; lockstep is the forcing function.

This commit keeps the keyboard observer + show/hide_keyboard wiring
intact and SNAPS keyboard_height when the observer fires. Behavior:
the chess board doesn't shift during the keyboard animation; it shifts
in one step when the observer fires. Less smooth than the broken
attempt but honest.

Plan for the Metal port (next):

  - library/modules/gpu/{metal,vulkan,webgpu}.sx + a `GPU` protocol
    analogous to Platform.
  - Port modules/ui/renderer.sx shaders from GLSL to MSL.
  - SxGLView becomes SxMetalView; CAEAGLLayer becomes CAMetalLayer.
  - Lockstep falls out of MTLDrawable.presentAtTime(targetTimestamp).
2026-05-17 17:46:17 +03:00
agra
1af8e1ffd5 platform: iOS safe-area insets + keyboard observer
UIKitPlatform now reads `[UIView safeAreaInsets]` (UIEdgeInsets = 32-byte
struct: top, left, bottom, right CGFloats) in begin_frame, and subscribes
to UIKeyboardWillChangeFrameNotification on NSNotificationCenter. The
chess game's build_ui pads its root by `g_safe_insets`, so the Dynamic
Island no longer overlaps the board on iPhone 17 Pro — all 8 ranks and
files are visible.

Struct returns >16 bytes (UIEdgeInsets, CGRect) go through the arm64
x8 indirect-result-pointer convention; expressing the return type on a
typed `objc_msgSend` fn-pointer cast generates the right call sequence.
Same pattern used to unwrap the keyboard's CGRect from NSValue
(UIKeyboardFrameEndUserInfoKey).

show_keyboard / hide_keyboard now drive a hidden UITextField subview as
the firstResponder source. resignFirstResponder dismisses; observer
fires with height=0 → safe_insets bottom collapses.

Deferred (next iteration): wrap the inset update in
[UIView animateWithDuration: animations:^{ ... }] to land in the same
CoreAnimation transaction as the keyboard. sx doesn't have block
syntax yet — we'd need a C shim that takes an fn-ptr and builds the
block. Today the inset snaps while the keyboard slides; the lag is
visible but the rest of the wiring is in place.

examples/66-uikit-platform.sx updated: each tap toggles the keyboard
+ advances the clear color (red→green→blue), so the observer can be
observed firing via the visible keyboard slide.
2026-05-17 17:07:33 +03:00
agra
4e27a7e6c9 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`).
2026-05-17 16:52:03 +03:00
agra
858d691181 platform: UIKit backend renders GLES3 via CAEAGLLayer + CADisplayLink
End-to-end on iOS sim: UIKitPlatform boots an SxAppDelegate, installs
an SxGLView (UIView subclass overriding +layerClass to return
CAEAGLLayer) as the root view controller's view, sets the drawable
properties (EAGLColorFormatRGBA8, non-retained backing — looked up by
dlsym so pointer-identity-checked constants match), creates an
EAGLContext (GLES3), and registers a CADisplayLink that invokes the
user's frame closure on every vsync. end_frame presents the
renderbuffer via [EAGLContext presentRenderbuffer:].

The renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once
the layer has its real on-screen bounds — allocating earlier (e.g. in
didFinishLaunching) failed with INCOMPLETE_ATTACHMENT because the
SxGLView's frame was still zero at that point. Setting the SxGLView
as the VC's `view` (via setView:) lets the standard VC layout pipeline
size it to the window without us having to read CGRect struct returns
from objc_msgSend.

EAGL drawableProperties dict keys/values are dlsym'd from OpenGLES —
the framework checks them by pointer identity, so synthesized NSString
literals with the same contents don't work.

examples/66-uikit-platform.sx — runnable smoke test that cycles the
screen color (red → green → blue every 30 frames) so you can confirm
the display-link tick and present pipeline.

modules/opengl.sx gains glGenFramebuffers, glGenRenderbuffers,
glBindFramebuffer, glBindRenderbuffer, glFramebufferRenderbuffer,
glGetRenderbufferParameteriv, glCheckFramebufferStatus — needed for
the iOS GLES FBO-to-renderbuffer setup. They're wired into load_gl
so SDL and the iOS dlsym loader both pick them up.

Compiles cleanly on macOS / WASM / iOS-sim. Non-iOS targets never
reference the unresolved UIKit/QuartzCore/OpenGLES symbols because
every Obj-C touch lives inside `inline if OS == .ios`.

Game's iOS path still goes through SDL3 for now. Touch events + game
wire-up + keyboard observer = next steps.
2026-05-17 15:51:57 +03:00
agra
32da32ca66 platform: SDL3 backend (desktop + WASM) + two bug repros
- library/modules/platform/sdl3.sx: SdlPlatform impl wrapping SDL3 init,
  GL context, event pump, swap. run_frame_loop owns the loop: while loop
  on desktop, emscripten_set_main_loop on WASM. Registers an event-watch
  that re-invokes the frame closure during macOS modal resize-drag so
  content keeps rendering at the new size. safe_insets / keyboard /
  show_keyboard / hide_keyboard are no-ops (these targets have no soft
  keyboard).

Two compiler bug repros uncovered during the refactor:

- examples/issue-0020.sx: global `Foo = .{}` zero-initializes, ignoring
  struct field defaults. Local `Foo = .{}` correctly applies defaults.
  Workaround: set fields explicitly in an init method or heap-allocate
  the value.

- examples/issue-0021.sx: an enclosing function's return type bleeds
  into `xx`'s target type inside an `if-then-else` expression on the
  RHS of a struct-field assignment. The same expression in a `-> void`
  function produces the right value; in a `-> bool` function it
  silently produces 0. Bit the SX Chess game's dpi_scale calc inside
  `SdlPlatform.init` (returns bool), making all text labels render
  invisibly on retina. Workaround: hoist each `xx` cast into its own
  f32 local.

Regression gate: 50/50 examples pass, macOS chess game runs at ~2700fps
(close to the pre-refactor 2900 baseline), WASM build still emits a
working .html/.js/.wasm/.data quad.
2026-05-17 15:26:35 +03:00
agra
327c8af9b7 platform: protocol skeleton (types + api, no backend yet)
First commit of the Phase 8 platform abstraction (see current/PLATFORM_PLAN.md):

- `library/modules/platform/types.sx` — `FrameContext` (viewport_w/h,
  pixel_w/h, dpi_scale, delta_time) and `KeyboardState` (visible, height
  + `zero()`). `EdgeInsets`/`Point`/`Size` and `Event` are reused from
  `modules/ui/types.sx` / `modules/ui/events.sx`.
- `library/modules/platform/api.sx` — `Platform :: protocol { init,
  run_frame_loop, poll_events, begin_frame, end_frame, safe_insets,
  keyboard, show_keyboard, hide_keyboard, shutdown }`. Protocol bodies
  omit `self` (matches the `View`/`Allocator` convention).
- `run_frame_loop` takes `Closure()` so backends own the run loop:
  SDL drives a `while !quit`, UIKit hands it to a `CADisplayLink` tick,
  Emscripten hands it to `emscripten_set_main_loop`.

No backend yet. Regression suite still 50/50; game build still green.
2026-05-17 14:39:08 +03:00