// Pure UIKit + CAEAGLLayer + CADisplayLink backend for iOS. // // Linking is per-target via the game's build.sx (`opts.add_framework("UIKit")` // + `opts.add_framework("OpenGLES")` + `opts.add_framework("QuartzCore")` on // `.ios`). The file compiles cleanly on every target — the UIKit-touching // bodies live behind `inline if OS == .ios` guards, so non-iOS builds never // reach the unresolved Obj-C symbols. #import "modules/std.sx"; #import "modules/std/objc.sx"; #import "modules/compiler.sx"; #import "modules/opengl.sx"; #import "modules/ui/types.sx"; #import "modules/ui/events.sx"; #import "modules/platform/types.sx"; #import "modules/platform/api.sx"; UIApplicationMain :: (argc: s32, argv: *void, principal_class: *void, delegate_class: *void) -> s32 #foreign; dlsym :: (handle: *void, name: [*]u8) -> *void #foreign; chdir :: (path: [*]u8) -> s32 #foreign; // QuartzCore's wall-clock helper used by CoreAnimation. Seconds since boot, // monotonic. We use it as the timebase for keyboard-inset lockstep so the // per-frame interpolation lines up with UIKit's own animation timestamp. CACurrentMediaTime :: () -> f64 #foreign; // kEAGLRenderingAPIOpenGLES3 = 3 EAGL_API_GLES3 :: 3; // CGFloat is a `double` on 64-bit Apple platforms; CGPoint = {x, y} fits in // 16 bytes and returns via the FP-register path on arm64. CGPoint :: struct { x: f64; y: f64; } // UIEdgeInsets = {top, left, bottom, right} CGFloats — 32 bytes; exceeds the // 16-byte registers cutoff so it returns via the x8 indirect-result-pointer // convention. sx generates the right call sequence when the function-pointer // type declares it as a by-value struct return. UIEdgeInsets :: struct { top: f64; left: f64; bottom: f64; right: f64; } // CGRect for unwrapping NSValue-wrapped rects (e.g. keyboard end frame). Same // 32-byte indirect-return shape as UIEdgeInsets. CGRect :: struct { x: f64; y: f64; width: f64; height: f64; } // GLenum constants for renderbuffer/framebuffer setup that aren't in opengl.sx's // loader path (they live on the framework's symbol table directly). GL_RENDERBUFFER :u32: 0x8D41; GL_FRAMEBUFFER :u32: 0x8D40; GL_COLOR_ATTACHMENT0 :u32: 0x8CE0; GL_FRAMEBUFFER_COMPLETE :u32: 0x8CD5; g_uikit_plat : *UIKitPlatform = null; // Which GPU API the UIKit backend wires up. `.gles` keeps the existing // CAEAGLLayer + EAGLContext + renderbuffer path; `.metal` swaps the view // for a CAMetalLayer-backed one and leaves rendering to MetalGPU. Set // before calling `init`; default `.gles` preserves prior behavior. GpuMode :: enum { gles; metal; } UIKitPlatform :: struct { window: *void = null; // UIWindow* root_vc: *void = null; // UIViewController* gl_view: *void = null; // SxGLView* OR SxMetalView* (depending on gpu_mode) gl_layer: *void = null; // CAEAGLLayer* OR CAMetalLayer* (= gl_view.layer) gl_ctx: *void = null; // EAGLContext* (null in metal mode) display_link: *void = null; color_renderbuffer: u32 = 0; framebuffer: u32 = 0; gl_initialized: bool = false; gpu_mode: GpuMode = .gles; // Hidden UITextField; firstResponder ⇆ keyboard visibility. text_field: *void = null; viewport_w: f32 = 0.0; viewport_h: f32 = 0.0; pixel_w: s32 = 0; pixel_h: s32 = 0; dpi_scale: f32 = 1.0; delta_time: f32 = 0.016; // Latest CADisplayLink.targetTimestamp captured each tick — forwarded // through FrameContext to MetalGPU.end_frame() for presentDrawable:atTime:. last_target_ts: f64 = 0.0; frame_closure: Closure() = ---; has_frame_closure: bool = false; events: List(Event) = .{}; safe_top: f32 = 0.0; safe_left: f32 = 0.0; safe_bottom: f32 = 0.0; safe_right: f32 = 0.0; keyboard_visible: bool = false; keyboard_height: f32 = 0.0; // Keyboard inset lockstep: when willChangeFrame fires we read the // animation duration from the notification's userInfo and interpolate // `keyboard_height` over that window on each display-link tick. Each // animation has a fresh start time and target — if a second event // arrives mid-animation, the next interpolation starts from the // currently-interpolated value (not from the previous animation's // origin). The easing is `smoothstep` (cubic Hermite) which closely // approximates UIKit's keyboard curve to within a frame at the // standard 0.25s slide duration. kb_anim_from: f32 = 0.0; kb_anim_to: f32 = 0.0; kb_anim_start: f64 = 0.0; kb_anim_dur: f64 = 0.0; kb_anim_curve: u64 = 0; kb_animating: bool = false; saved_title: [*]u8 = null; } impl Platform for UIKitPlatform { init :: (self: *UIKitPlatform, title: [:0]u8, w: s32, h: s32) -> bool { self.dpi_scale = 1.0; self.delta_time = 0.016; self.has_frame_closure = false; self.gl_initialized = false; self.keyboard_visible = false; self.keyboard_height = 0.0; self.saved_title = title.ptr; g_uikit_plat = self; // iOS apps start with CWD=/. chdir to the bundle's resourcePath so the // game's relative `fopen("assets/...")` calls find their data — must // happen BEFORE any code that loads fonts/textures from disk. inline if OS == .ios { uikit_chdir_to_bundle(); uikit_register_classes(); if self.gpu_mode == .gles { uikit_create_gl_context(self); } else { // Metal mode: skip EAGL. dpi_scale still needs to be known // before the window exists so callers can size resources. uikit_read_screen_scale(self); } } true; } run_frame_loop :: (self: *UIKitPlatform, frame_fn: Closure()) { self.frame_closure = frame_fn; self.has_frame_closure = true; g_uikit_plat = self; inline if OS == .ios { UIApplicationMain(0, xx 0, xx 0, ns_string("SxAppDelegate".ptr)); } } poll_events :: (self: *UIKitPlatform) -> []Event { result : []Event = ---; result.ptr = self.events.items; result.len = self.events.len; self.events.len = 0; result; } begin_frame :: (self: *UIKitPlatform) -> FrameContext { inline if OS == .ios { uikit_refresh_safe_insets(self); } FrameContext.{ viewport_w = self.viewport_w, viewport_h = self.viewport_h, pixel_w = self.pixel_w, pixel_h = self.pixel_h, dpi_scale = self.dpi_scale, delta_time = self.delta_time, target_present_time = self.last_target_ts, }; } end_frame :: (self: *UIKitPlatform) { inline if OS == .ios { if self.gpu_mode == .gles { uikit_present_renderbuffer(self); } // Metal mode: caller's gpu.end_frame() handles present. } } safe_insets :: (self: *UIKitPlatform) -> EdgeInsets { bottom := self.safe_bottom; if self.keyboard_visible { if self.keyboard_height > bottom { bottom = self.keyboard_height; } } EdgeInsets.{ top = self.safe_top, left = self.safe_left, bottom = bottom, right = self.safe_right, }; } keyboard :: (self: *UIKitPlatform) -> KeyboardState { KeyboardState.{ visible = self.keyboard_visible, height = self.keyboard_height, }; } show_keyboard :: (self: *UIKitPlatform) { inline if OS == .ios { if self.text_field == null { return; } #objc_call(bool)(self.text_field, "becomeFirstResponder"); } } hide_keyboard :: (self: *UIKitPlatform) { inline if OS == .ios { if self.text_field == null { return; } #objc_call(bool)(self.text_field, "resignFirstResponder"); } } stop :: (self: *UIKitPlatform) { } shutdown :: (self: *UIKitPlatform) { } } // dlsym(RTLD_DEFAULT, name) — Apple platforms. RTLD_DEFAULT is (void*)-2. // callconv(.c) so this is callable from `load_gl`'s C-conv proc-loader slot. ios_gl_proc :: (name: [*]u8) -> *void callconv(.c) { rtld_default : *void = xx (0 - 2); dlsym(rtld_default, name); } // Read a `extern NSString * const k...` global from the loaded image. The // extern variable holds a pointer to the NSString instance — dlsym returns // the address of that variable, which we dereference. uikit_extern_nsstring :: (name: [*]u8) -> *void { rtld_default : *void = xx (0 - 2); p := dlsym(rtld_default, name); if p == null { return null; } pp : **void = xx p; pp.*; } // ─────────────────────────────────────────────────────────────────────────── // iOS-only helpers — only reachable from `inline if OS == .ios` call sites, // so non-iOS builds never reference the unresolved UIKit symbols below. // ─────────────────────────────────────────────────────────────────────────── uikit_refresh_safe_insets :: (plat: *UIKitPlatform) { inline if OS != .ios { return; } if plat.gl_view == null { return; } i := #objc_call(UIEdgeInsets)(plat.gl_view, "safeAreaInsets"); plat.safe_top = xx i.top; plat.safe_left = xx i.left; plat.safe_bottom = xx i.bottom; plat.safe_right = xx i.right; } uikit_chdir_to_bundle :: () { inline if OS != .ios { return; } NSBundle := objc_getClass("NSBundle".ptr); bundle := #objc_call(*void)(NSBundle, "mainBundle"); rsrc := #objc_call(*void)(bundle, "resourcePath"); if rsrc == null { return; } chdir(c_string(rsrc)); } uikit_register_classes :: () { inline if OS == .ios { UIResponder := objc_getClass("UIResponder".ptr); SxAppDelegate := objc_allocateClassPair(UIResponder, "SxAppDelegate".ptr, 0); class_addMethod(SxAppDelegate, sel_registerName("application:didFinishLaunchingWithOptions:".ptr), xx uikit_did_finish_launching, "c@:@@".ptr); class_addMethod(SxAppDelegate, sel_registerName("sxKeyboardWillChangeFrame:".ptr), xx uikit_keyboard_will_change_frame, "v@:@".ptr); objc_registerClassPair(SxAppDelegate); // SxSceneDelegate handles the per-scene UI setup. iOS 13+ scene-based // lifecycle: didFinishLaunching is too early for the window — the // UIWindowScene doesn't connect until `scene:willConnectTo:options:`. // The class is named in Info.plist's UIApplicationSceneManifest → // UISceneDelegateClassName. SxSceneDelegate := objc_allocateClassPair(UIResponder, "SxSceneDelegate".ptr, 0); class_addMethod(SxSceneDelegate, sel_registerName("scene:willConnectToSession:options:".ptr), xx uikit_scene_will_connect, "v@:@@@".ptr); class_addMethod(SxSceneDelegate, sel_registerName("window".ptr), xx uikit_window_getter, "@@:".ptr); class_addMethod(SxSceneDelegate, sel_registerName("setWindow:".ptr), xx uikit_window_setter, "v@:@".ptr); // Formal protocol conformance is required for UISceneDelegate // (iOS checks -[cls conformsToProtocol:@protocol(UISceneDelegate)] // before instantiating; without it the class is silently rejected // with "does not conform to the UISceneDelegate protocol" in the // log and a default scene with no delegate is created instead). // Add the protocol BEFORE registerClassPair — the runtime locks // the class layout after registration. UISceneDelegateProto := objc_getProtocol("UISceneDelegate".ptr); UIWindowSceneDelegateProto := objc_getProtocol("UIWindowSceneDelegate".ptr); if UISceneDelegateProto != null { class_addProtocol(SxSceneDelegate, UISceneDelegateProto); } else { NSLog(ns_string("[sx] WARN: UISceneDelegate protocol not found (dead-stripped)\n".ptr)); } if UIWindowSceneDelegateProto != null { class_addProtocol(SxSceneDelegate, UIWindowSceneDelegateProto); } objc_registerClassPair(SxSceneDelegate); uikit_register_gl_view_class(); uikit_register_metal_view_class(); } } // Read [UIScreen mainScreen].nativeScale into plat.dpi_scale. Used by the // metal-mode init path which doesn't go through uikit_create_gl_context // (that's where the gles path picks the scale up). uikit_read_screen_scale :: (plat: *UIKitPlatform) { inline if OS != .ios { return; } UIScreen := objc_getClass("UIScreen".ptr); screen := #objc_call(*void)(UIScreen, "mainScreen"); scale_d := #objc_call(f64)(screen, "nativeScale"); plat.dpi_scale = xx scale_d; } // NSNotification callback. The notification's userInfo dict has the // keyboard's end-frame and animation curve/duration. // UIKeyboardFrameEndUserInfoKey → NSValue wrapping CGRect (screen coords) // UIKeyboardAnimationDurationUserInfoKey → NSNumber wrapping double // Keyboard height = how much of the screen the keyboard covers from the bottom. // If the keyboard's end Y >= screen.height, the keyboard is offscreen (hiding). uikit_keyboard_will_change_frame :: (self: *void, _cmd: *void, notification: *void) callconv(.c) { if g_uikit_plat == null { return; } plat := g_uikit_plat; user_info := #objc_call(*void)(notification, "userInfo"); if user_info == null { return; } end_value := #objc_call(*void)(user_info, "objectForKey:", ns_string("UIKeyboardFrameEndUserInfoKey".ptr)); if end_value == null { return; } end_rect := #objc_call(CGRect)(end_value, "CGRectValue"); dur_value := #objc_call(*void)(user_info, "objectForKey:", ns_string("UIKeyboardAnimationDurationUserInfoKey".ptr)); anim_dur : f64 = 0.0; if dur_value != null { anim_dur = #objc_call(f64)(dur_value, "doubleValue"); } curve_value := #objc_call(*void)(user_info, "objectForKey:", ns_string("UIKeyboardAnimationCurveUserInfoKey".ptr)); curve_int : u64 = 0; if curve_value != null { curve_int = #objc_call(u64)(curve_value, "unsignedLongValue"); } // Screen height in points. The window lives on the connected scene's screen. if plat.window == null { return; } win_screen := #objc_call(*void)(plat.window, "screen"); screen_bounds := #objc_call(CGRect)(win_screen, "bounds"); // Keyboard height = how much of the screen the keyboard covers from the // bottom. When the keyboard is hiding, its end-frame.y == screen.height, // so the height comes out 0 and visible becomes false. kb_top : f64 = end_rect.y; sh : f64 = screen_bounds.height; h := sh - kb_top; if h < 0.0 { h = 0.0; } if h > sh { h = sh; } target_h : f32 = xx h; plat.keyboard_visible = h > 0.5; if anim_dur <= 0.0 { // No animation window — snap. plat.keyboard_height = target_h; plat.kb_animating = false; return; } // Capture the animation params for the sx-side per-tick interpolation // that drives `keyboard_height` (consumers like the chess UI's safe-area // calc read it each frame). The interpolation uses cubic ease-out as a // close approximation of UIKit's keyboard curve. For perfect lockstep // on a UIView consumer in user code, drive a property via // `[UIView animateWithDuration:plat.kb_anim_dur delay:0 // options:(plat.kb_anim_curve << 16) | 4 // animations:^{ ... } // completion:nil]` // — UIKit's internal options-to-CAMediaTimingFunction table handles // even the private keyboard curve 7 correctly when packed this way. plat.kb_anim_from = plat.keyboard_height; plat.kb_anim_to = target_h; plat.kb_anim_start = CACurrentMediaTime(); plat.kb_anim_dur = anim_dur; plat.kb_anim_curve = curve_int; plat.kb_animating = true; } uikit_create_gl_context :: (plat: *UIKitPlatform) { inline if OS != .ios { return; } EAGLContext := objc_getClass("EAGLContext".ptr); UIScreen := objc_getClass("UIScreen".ptr); // Read the screen scale up-front so callers can size font caches and // textures with the right DPI before the window even exists. screen := #objc_call(*void)(UIScreen, "mainScreen"); scale_d := #objc_call(f64)(screen, "nativeScale"); plat.dpi_scale = xx scale_d; ctx_raw := #objc_call(*void)(EAGLContext, "alloc"); plat.gl_ctx = #objc_call(*void)(ctx_raw, "initWithAPI:", EAGL_API_GLES3); #objc_call(void)(EAGLContext, "setCurrentContext:", plat.gl_ctx); load_gl(@ios_gl_proc); } uikit_window_getter :: (self: *void, _cmd: *void) -> *void callconv(.c) { if g_uikit_plat == null { return xx 0; } g_uikit_plat.window; } uikit_window_setter :: (self: *void, _cmd: *void, w: *void) callconv(.c) { if g_uikit_plat == null { return; } g_uikit_plat.window = w; } uikit_did_finish_launching :: (self: *void, _cmd: *void, app: *void, opts: *void) -> u8 callconv(.c) { inline if OS == .ios { if g_uikit_plat != null { uikit_subscribe_keyboard_notifications(self); } } 1; } uikit_subscribe_keyboard_notifications :: (delegate: *void) { inline if OS != .ios { return; } NSNotificationCenter := objc_getClass("NSNotificationCenter".ptr); center := #objc_call(*void)(NSNotificationCenter, "defaultCenter"); #objc_call(void)(center, "addObserver:selector:name:object:", delegate, sel_registerName("sxKeyboardWillChangeFrame:".ptr), ns_string("UIKeyboardWillChangeFrameNotification".ptr), xx 0); } uikit_scene_will_connect :: (self: *void, _cmd: *void, scene: *void, session: *void, options: *void) callconv(.c) { inline if OS == .ios { uikit_scene_will_connect_ios(self, scene); } } uikit_scene_will_connect_ios :: (delegate: *void, scene: *void) { if g_uikit_plat == null { NSLog(ns_string("[sx] no platform\n".ptr)); return; } plat := g_uikit_plat; UIWindow := objc_getClass("UIWindow".ptr); UIViewController := objc_getClass("UIViewController".ptr); SxGLView := objc_getClass("SxGLView".ptr); SxMetalView := objc_getClass("SxMetalView".ptr); CADisplayLink := objc_getClass("CADisplayLink".ptr); NSRunLoop := objc_getClass("NSRunLoop".ptr); win_raw := #objc_call(*void)(UIWindow, "alloc"); plat.window = #objc_call(*void)(win_raw, "initWithWindowScene:", scene); // Make the scene delegate own the window so iOS retains it. Per the // scene-based lifecycle, the scene delegate is expected to provide the // UIWindow via -window/-setWindow:. #objc_call(void)(delegate, "setWindow:", plat.window); vc_raw := #objc_call(*void)(UIViewController, "alloc"); plat.root_vc = #objc_call(*void)(vc_raw, "init"); // Allocate either SxGLView or SxMetalView based on gpu_mode and install // it as the VC's view. The view's +layerClass override gives us the // right CAEAGLLayer / CAMetalLayer subclass. Setting it BEFORE // setRootViewController avoids the VC lazy-loading a default view. view_class := if plat.gpu_mode == .gles then SxGLView else SxMetalView; glv_raw := #objc_call(*void)(view_class, "alloc"); plat.gl_view = #objc_call(*void)(glv_raw, "init"); #objc_call(void)(plat.root_vc, "setView:", plat.gl_view); #objc_call(void)(plat.window, "setRootViewController:", plat.root_vc); plat.gl_layer = #objc_call(*void)(plat.gl_view, "layer"); // Mark the layer opaque (no compositor blend). Required for EAGL + // recommended for Metal (CAMetalLayer.opaque defaults to YES but doesn't // hurt to be explicit). #objc_call(void)(plat.gl_layer, "setOpaque:", xx 1); if plat.gpu_mode == .gles { // EAGL drawable properties dict required by // EAGLContext.renderbufferStorage:fromDrawable: (color format, // non-retained backing). Without this dict the renderbuffer // allocation silently fails and the framebuffer reports INCOMPLETE. NSMutableDictionary := objc_getClass("NSMutableDictionary".ptr); NSNumber := objc_getClass("NSNumber".ptr); ns_no := #objc_call(*void)(NSNumber, "numberWithBool:", xx 0); // The EAGL dict keys/values must be the framework-provided NSString // constants (pointer identity is checked) — dlsym them from OpenGLES. retained_key := uikit_extern_nsstring("kEAGLDrawablePropertyRetainedBacking".ptr); colorformat_key := uikit_extern_nsstring("kEAGLDrawablePropertyColorFormat".ptr); rgba8_value := uikit_extern_nsstring("kEAGLColorFormatRGBA8".ptr); dict := #objc_call(*void)(NSMutableDictionary, "dictionary"); #objc_call(void)(dict, "setObject:forKey:", ns_no, retained_key); #objc_call(void)(dict, "setObject:forKey:", rgba8_value, colorformat_key); #objc_call(void)(plat.gl_layer, "setDrawableProperties:", dict); } // EAGLContext + load_gl were already done in uikit_create_gl_context() // back when the game's main called plat.init() — so shaders/textures // built before the window exists already work. // Match the layer's drawable scale to the screen's native scale so we get // pixel-accurate rendering on retina displays. CGFloat is `double` on // 64-bit Apple platforms; reading as f32 would clobber the value. screen := #objc_call(*void)(plat.window, "screen"); scale := #objc_call(f64)(screen, "nativeScale"); plat.dpi_scale = xx scale; #objc_call(void)(plat.gl_view, "setContentScaleFactor:", scale); // Renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once // the layer has its real on-screen bounds. makeKeyAndVisible triggers // a layout pass; layoutSubviews calls uikit_setup_renderbuffer. #objc_call(void)(plat.window, "makeKeyAndVisible"); // Hidden UITextField as the firstResponder source for show_keyboard / // hide_keyboard. Lives as a subview of the GL view so it's in the // responder chain but is sized 0×0 so it can't be tapped. UITextField := objc_getClass("UITextField".ptr); tf_raw := #objc_call(*void)(UITextField, "alloc"); plat.text_field = #objc_call(*void)(tf_raw, "init"); #objc_call(void)(plat.gl_view, "addSubview:", plat.text_field); // (Keyboard observer is registered in didFinishLaunching via // uikit_subscribe_keyboard_notifications — it's app-level, not scene- // level, so it doesn't belong here.) // CADisplayLink: vsync-driven tick into our SxGLView. The second arg is // a SEL value (not a dispatch selector), so it still goes through // sel_registerName. sel_tick := sel_registerName("sxTick:".ptr); plat.display_link = #objc_call(*void)(CADisplayLink, "displayLinkWithTarget:selector:", plat.gl_view, sel_tick); runloop := #objc_call(*void)(NSRunLoop, "currentRunLoop"); mode := ns_string("kCFRunLoopDefaultMode".ptr); #objc_call(void)(plat.display_link, "addToRunLoop:forMode:", runloop, mode); NSLog(ns_string("[sx] UIKitPlatform booted\n".ptr)); } // Allocate the color renderbuffer + framebuffer and bind them. The renderbuffer // gets its pixel storage from the CAEAGLLayer via // `[ctx renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer]`, so the layer // must already be in the view hierarchy at the right size when this runs. uikit_setup_renderbuffer :: (plat: *UIKitPlatform) { inline if OS != .ios { return; } glGenFramebuffers(1, @plat.framebuffer); glGenRenderbuffers(1, @plat.color_renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, plat.color_renderbuffer); #objc_call(bool)(plat.gl_ctx, "renderbufferStorage:fromDrawable:", GL_RENDERBUFFER, plat.gl_layer); glBindFramebuffer(GL_FRAMEBUFFER, plat.framebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, plat.color_renderbuffer); // Query the actual pixel dimensions from the renderbuffer. pw : s32 = 0; ph : s32 = 0; GL_RENDERBUFFER_WIDTH :u32: 0x8D42; GL_RENDERBUFFER_HEIGHT :u32: 0x8D43; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, @pw); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, @ph); plat.pixel_w = pw; plat.pixel_h = ph; plat.viewport_w = xx pw; plat.viewport_h = xx ph; if plat.dpi_scale > 0.0 { plat.viewport_w = plat.viewport_w / plat.dpi_scale; plat.viewport_h = plat.viewport_h / plat.dpi_scale; } glViewport(0, 0, pw, ph); status := glCheckFramebufferStatus(GL_FRAMEBUFFER); if status != GL_FRAMEBUFFER_COMPLETE { NSLog(ns_string("[sx] framebuffer incomplete after renderbuffer setup\n".ptr)); } } uikit_present_renderbuffer :: (self: *UIKitPlatform) { inline if OS != .ios { return; } glBindRenderbuffer(GL_RENDERBUFFER, self.color_renderbuffer); #objc_call(bool)(self.gl_ctx, "presentRenderbuffer:", GL_RENDERBUFFER); } // ── SxGLView class ───────────────────────────────────────────────────────── // UIView subclass overriding `+layerClass` to return [CAEAGLLayer class]. // Instance method `sxTick:` is what CADisplayLink calls. uikit_gl_view_layer_class :: (cls: *void, _cmd: *void) -> *void callconv(.c) { objc_getClass("CAEAGLLayer".ptr); } uikit_gl_view_tick :: (self: *void, _cmd: *void, link: *void) callconv(.c) { if g_uikit_plat == null { return; } plat := g_uikit_plat; // Keyboard-inset lockstep — sx-side cubic ease-out approximation of // UIKit's private keyboard curve. Sample targetTimestamp so we // interpolate at the time this frame will be visible. Lags by ~1 // frame behind UIKit because UIKit's keyboard is rendered in a // separate process (UIRemoteKeyboardWindow) and we can't perfectly // sync to it from outside that scene. Refinements tried: // CATransaction.flush, CABasicAnimation, presentationLayer reading, // and keyboardLayoutGuide — none eliminated the lag without // cascade-breaking the GL view's frame. if plat.kb_animating { target_ts := #objc_call(f64)(link, "targetTimestamp"); elapsed := target_ts - plat.kb_anim_start; // Negative elapsed can happen if the just-fired willChangeFrame // set kb_anim_start to a wall time AFTER the tick already // captured its targetTimestamp this frame. Without the clamp, // t < 0 makes the cubic ease-out *overshoot* in the opposite // direction (visible as the indicator briefly jumping past the // keyboard on close, then animating back). if elapsed < 0.0 { elapsed = 0.0; } if elapsed >= plat.kb_anim_dur or plat.kb_anim_dur <= 0.0 { plat.keyboard_height = plat.kb_anim_to; plat.kb_animating = false; } else { t : f32 = xx (elapsed / plat.kb_anim_dur); inv := 1.0 - t; eased := 1.0 - inv * inv * inv; plat.keyboard_height = plat.kb_anim_from + (plat.kb_anim_to - plat.kb_anim_from) * eased; } } // Indicator's position is driven by UIView.animateWithDuration kicked // off from willChangeFrame — it animates in lockstep with UIKit's // keyboard using the same curve+duration. No per-tick setFrame here. if !plat.has_frame_closure { return; } if !plat.gl_initialized { return; } dur_d := #objc_call(f64)(link, "duration"); plat.delta_time = xx dur_d; // Stash the targetTimestamp so begin_frame can hand it down to the // game in FrameContext for Metal presentDrawable:atTime:. plat.last_target_ts = #objc_call(f64)(link, "targetTimestamp"); fn := plat.frame_closure; fn(); } uikit_gl_view_layout :: (self: *void, _cmd: *void) callconv(.c) { // Call super first via objc_msgSendSuper would be cleaner, but UIView's // default layoutSubviews is a no-op anyway. if g_uikit_plat == null { return; } plat := g_uikit_plat; if plat.gl_initialized { return; } if plat.gpu_mode == .gles { uikit_setup_renderbuffer(plat); } else { uikit_compute_layer_pixel_size(plat); } plat.gl_initialized = true; } // Metal mode equivalent of uikit_setup_renderbuffer's "tell me how big the // drawable is in pixels". Reads the layer's bounds in points and scales to // pixels via dpi_scale. CAMetalLayer.drawableSize is set by MetalGPU.init // based on these dims. uikit_compute_layer_pixel_size :: (plat: *UIKitPlatform) { inline if OS != .ios { return; } if plat.gl_view == null { return; } b := #objc_call(CGRect)(plat.gl_view, "bounds"); w_pts : f64 = b.width; h_pts : f64 = b.height; plat.viewport_w = xx w_pts; plat.viewport_h = xx h_pts; scale64 : f64 = xx plat.dpi_scale; pw : f64 = w_pts * scale64; ph : f64 = h_pts * scale64; plat.pixel_w = xx pw; plat.pixel_h = xx ph; } // Touch IMPs — UIKit fires touchesBegan/Moved/Ended/Cancelled with an // NSSet + UIEvent. We take the first touch (single-touch model // matching the chess game's drag-and-tap UX) and push the resulting // Event into the platform's queue for the next poll_events drain. uikit_touch_location :: (touch: *void, view: *void) -> Point { p := #objc_call(CGPoint)(touch, "locationInView:", view); Point.{ x = xx p.x, y = xx p.y }; } uikit_first_touch :: (touches: *void) -> *void { #objc_call(*void)(touches, "anyObject"); } uikit_gl_view_touches_began :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) { if g_uikit_plat == null { return; } touch := uikit_first_touch(touches); if touch == null { return; } pos := uikit_touch_location(touch, self); g_uikit_plat.events.append(.mouse_down(.{ position = pos, button = .left })); } uikit_gl_view_touches_moved :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) { if g_uikit_plat == null { return; } touch := uikit_first_touch(touches); if touch == null { return; } pos := uikit_touch_location(touch, self); g_uikit_plat.events.append(.mouse_moved(.{ position = pos, delta = Point.zero() })); } uikit_gl_view_touches_ended :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) { if g_uikit_plat == null { return; } touch := uikit_first_touch(touches); if touch == null { return; } pos := uikit_touch_location(touch, self); g_uikit_plat.events.append(.mouse_up(.{ position = pos, button = .left })); } uikit_register_gl_view_class :: () { inline if OS == .ios { UIView := objc_getClass("UIView".ptr); SxGLView := objc_allocateClassPair(UIView, "SxGLView".ptr, 0); // +layerClass is a CLASS method — registered on the metaclass. metaclass := object_getClass(SxGLView); class_addMethod(metaclass, sel_registerName("layerClass".ptr), xx uikit_gl_view_layer_class, "#@:".ptr); // -sxTick: is the CADisplayLink callback. -layoutSubviews allocates // the renderbuffer when the layer first gets non-zero bounds. class_addMethod(SxGLView, sel_registerName("sxTick:".ptr), xx uikit_gl_view_tick, "v@:@".ptr); class_addMethod(SxGLView, sel_registerName("layoutSubviews".ptr), xx uikit_gl_view_layout, "v@:".ptr); // Touch dispatch. class_addMethod(SxGLView, sel_registerName("touchesBegan:withEvent:".ptr), xx uikit_gl_view_touches_began, "v@:@@".ptr); class_addMethod(SxGLView, sel_registerName("touchesMoved:withEvent:".ptr), xx uikit_gl_view_touches_moved, "v@:@@".ptr); class_addMethod(SxGLView, sel_registerName("touchesEnded:withEvent:".ptr), xx uikit_gl_view_touches_ended, "v@:@@".ptr); class_addMethod(SxGLView, sel_registerName("touchesCancelled:withEvent:".ptr), xx uikit_gl_view_touches_ended, "v@:@@".ptr); objc_registerClassPair(SxGLView); } } // +layerClass IMP for SxMetalView. Class method, signature "#@:". uikit_metal_view_layer_class :: (cls: *void, _cmd: *void) -> *void callconv(.c) { objc_getClass("CAMetalLayer".ptr); } // SxMetalView reuses the same tick/layout/touch IMPs as SxGLView. The IMPs // already branch on `plat.gpu_mode` for the GL-specific bits (renderbuffer // setup, etc.), so a single set of IMPs serves both view classes. uikit_register_metal_view_class :: () { inline if OS == .ios { UIView := objc_getClass("UIView".ptr); SxMetalView := objc_allocateClassPair(UIView, "SxMetalView".ptr, 0); metaclass := object_getClass(SxMetalView); class_addMethod(metaclass, sel_registerName("layerClass".ptr), xx uikit_metal_view_layer_class, "#@:".ptr); class_addMethod(SxMetalView, sel_registerName("sxTick:".ptr), xx uikit_gl_view_tick, "v@:@".ptr); class_addMethod(SxMetalView, sel_registerName("layoutSubviews".ptr), xx uikit_gl_view_layout, "v@:".ptr); class_addMethod(SxMetalView, sel_registerName("touchesBegan:withEvent:".ptr), xx uikit_gl_view_touches_began, "v@:@@".ptr); class_addMethod(SxMetalView, sel_registerName("touchesMoved:withEvent:".ptr), xx uikit_gl_view_touches_moved, "v@:@@".ptr); class_addMethod(SxMetalView, sel_registerName("touchesEnded:withEvent:".ptr), xx uikit_gl_view_touches_ended, "v@:@@".ptr); class_addMethod(SxMetalView, sel_registerName("touchesCancelled:withEvent:".ptr), xx uikit_gl_view_touches_ended, "v@:@@".ptr); objc_registerClassPair(SxMetalView); } }