- objc.sx, objc_block.sx (from std/) + sdl3/opengl/raylib/stb/stb_truetype/ wasm vendor bindings (from modules/ root) -> modules/ffi/ - std/uikit.sx deleted: platform/uikit.sx already declares UIApplicationMain and imports objc; '#framework "UIKit"' cannot live in a file imported on macOS targets (unconditional link directive, UIKit is iOS-only), so the three iOS-only examples carry the 3-line glue inline. 1607/1608/1616 also un-rotted (dead ns_string -> 'xx "..."' Into conversions, callconv(.c) msgSend fn-ptrs) — all three build for ios-sim/ios again. - math/math.sx -> math/scalar.sx; one spelling '#import "modules/math"' everywhere (4 pinned IR snapshots regenerated: dir import adds Vec2/Mat4 to the type tables). - compiler.sx -> build.sx (imports, CLAUDE.md bundling table, specs.md). - testpkg/ + test_c.sx -> tests/fixtures/ (resolve CWD-relative from repo root, same as vendors/). - library-internal imports use full modules/... paths (std.sx tail, platform/bundle.sx, fixtures).
134 lines
3.7 KiB
Plaintext
Executable File
134 lines
3.7 KiB
Plaintext
Executable File
#import "modules/std.sx";
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#import "modules/ffi/sdl3.sx";
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#import "modules/ui/types.sx";
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MouseButton :: enum {
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none;
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left;
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middle;
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right;
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}
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MouseButtonData :: struct { position: Point; button: MouseButton; }
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MouseMotionData :: struct { position: Point; delta: Point; }
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MouseWheelData :: struct { position: Point; delta: Point; }
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// Platform-neutral keycode. Each backend translates its native codes to this
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// (see `keycode_from_sdl`), so app code never depends on a platform key enum.
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Keycode :: enum {
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unknown;
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escape;
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enter;
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space;
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tab;
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backspace;
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delete;
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left;
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right;
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up;
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down;
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}
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KeyData :: struct { key: Keycode; }
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ResizeData :: struct { size: Size; }
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Event :: enum {
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none;
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quit;
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mouse_down: MouseButtonData;
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mouse_up: MouseButtonData;
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mouse_moved: MouseMotionData;
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mouse_wheel: MouseWheelData;
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key_down: KeyData;
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key_up: KeyData;
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text_input: string;
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window_resize: ResizeData;
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}
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event_position :: (e: *Event) -> ?Point {
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if e == {
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case .mouse_down: (d) { return d.position; }
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case .mouse_up: (d) { return d.position; }
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case .mouse_moved: (d) { return d.position; }
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case .mouse_wheel: (d) { return d.position; }
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}
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null
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}
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// Map a platform (SDL) keycode to the neutral `Keycode`. Only the keys the app
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// consumes are mapped; everything else is `.unknown`. Letters/digits arrive via
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// `text_input`, not here.
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// TODO: extend as more keys are needed.
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keycode_from_sdl :: (k: SDL_Keycode) -> Keycode {
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if k == {
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case .escape: return .escape;
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case .return_key: return .enter;
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case .space: return .space;
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case .tab: return .tab;
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case .backspace: return .backspace;
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case .delete_key: return .delete;
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case .left: return .left;
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case .right: return .right;
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case .up: return .up;
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case .down: return .down;
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}
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.unknown
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}
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// Translate SDL_Event → our Event type
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translate_sdl_event :: (sdl: *SDL_Event) -> Event {
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if sdl == {
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case .quit: {
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return .quit;
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}
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case .key_down: (data) {
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return .key_down(.{ key = keycode_from_sdl(data.key) });
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}
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case .key_up: (data) {
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return .key_up(.{ key = keycode_from_sdl(data.key) });
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}
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case .mouse_motion: (data) {
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return .mouse_moved(.{
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position = .{ x = data.x, y = data.y },
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delta = .{ x = data.xrel, y = data.yrel }
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});
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}
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case .mouse_button_down: (data) {
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btn :MouseButton = if data.button == {
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case 1: .left;
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case 2: .middle;
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case 3: .right;
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else: .none;
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};
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return .mouse_down(.{
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position = .{ x = data.x, y = data.y },
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button = btn
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});
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}
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case .mouse_button_up: (data) {
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btn :MouseButton = if data.button == {
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case 1: .left;
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case 2: .middle;
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case 3: .right;
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else: .none;
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};
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return .mouse_up(.{
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position = .{ x = data.x, y = data.y },
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button = btn
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});
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}
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case .mouse_wheel: (data) {
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return .mouse_wheel(.{
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position = .{ x = data.mouse_x, y = data.mouse_y },
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delta = .{ x = data.x, y = data.y }
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});
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}
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case .window_resized: (data) {
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return .window_resize(.{
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size = .{ width = xx data.data1, height = xx data.data2 }
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});
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}
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}
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.none
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}
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