632e64512b11fe981f29235740319cd85952510c
31 Commits
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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). |
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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).
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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`. |
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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. |
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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.
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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). |
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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.
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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. |
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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.
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f9ecf9d00e | iOS lock step keyboard + metal | ||
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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.
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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.
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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).
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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.
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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`).
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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. |
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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.
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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.
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