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`).
566 lines
23 KiB
Plaintext
566 lines
23 KiB
Plaintext
// Pure UIKit + CAEAGLLayer + CADisplayLink backend for iOS.
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//
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// Linking is per-target via the game's build.sx (`opts.add_framework("UIKit")`
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// + `opts.add_framework("OpenGLES")` + `opts.add_framework("QuartzCore")` on
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// `.ios`). The file compiles cleanly on every target — the UIKit-touching
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// bodies live behind `inline if OS == .ios` guards, so non-iOS builds never
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// reach the unresolved Obj-C symbols.
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#import "modules/std.sx";
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#import "modules/std/objc.sx";
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#import "modules/compiler.sx";
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#import "modules/opengl.sx";
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#import "modules/ui/types.sx";
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#import "modules/ui/events.sx";
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#import "modules/platform/types.sx";
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#import "modules/platform/api.sx";
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UIApplicationMain :: (argc: s32, argv: *void, principal_class: *void, delegate_class: *void) -> s32 #foreign;
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dlsym :: (handle: *void, name: [*]u8) -> *void #foreign;
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chdir :: (path: [*]u8) -> s32 #foreign;
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// kEAGLRenderingAPIOpenGLES3 = 3
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EAGL_API_GLES3 :: 3;
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// CGFloat is a `double` on 64-bit Apple platforms; CGPoint = {x, y} fits in
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// 16 bytes and returns via the FP-register path on arm64.
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CGPoint :: struct { x: f64; y: f64; }
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// GLenum constants for renderbuffer/framebuffer setup that aren't in opengl.sx's
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// loader path (they live on the framework's symbol table directly).
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GL_RENDERBUFFER :u32: 0x8D41;
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GL_FRAMEBUFFER :u32: 0x8D40;
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GL_COLOR_ATTACHMENT0 :u32: 0x8CE0;
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GL_FRAMEBUFFER_COMPLETE :u32: 0x8CD5;
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g_uikit_plat : *UIKitPlatform = null;
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UIKitPlatform :: struct {
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window: *void = null; // UIWindow*
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root_vc: *void = null; // UIViewController*
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gl_view: *void = null; // SxGLView*
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gl_layer: *void = null; // CAEAGLLayer* (= gl_view.layer)
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gl_ctx: *void = null; // EAGLContext*
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display_link: *void = null;
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color_renderbuffer: u32 = 0;
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framebuffer: u32 = 0;
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gl_initialized: bool = false;
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viewport_w: f32 = 0.0;
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viewport_h: f32 = 0.0;
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pixel_w: s32 = 0;
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pixel_h: s32 = 0;
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dpi_scale: f32 = 1.0;
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delta_time: f32 = 0.016;
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frame_closure: Closure() = ---;
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has_frame_closure: bool = false;
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events: List(Event) = .{};
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safe_top: f32 = 0.0;
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safe_left: f32 = 0.0;
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safe_bottom: f32 = 0.0;
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safe_right: f32 = 0.0;
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keyboard_visible: bool = false;
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keyboard_height: f32 = 0.0;
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saved_title: [*]u8 = null;
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}
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impl Platform for UIKitPlatform {
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init :: (self: *UIKitPlatform, title: [:0]u8, w: s32, h: s32) -> bool {
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self.dpi_scale = 1.0;
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self.delta_time = 0.016;
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self.has_frame_closure = false;
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self.gl_initialized = false;
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self.keyboard_visible = false;
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self.keyboard_height = 0.0;
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self.saved_title = title.ptr;
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g_uikit_plat = self;
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// iOS apps start with CWD=/. chdir to the bundle's resourcePath so the
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// game's relative `fopen("assets/...")` calls find their data — must
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// happen BEFORE any code that loads fonts/textures from disk.
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inline if OS == .ios {
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uikit_chdir_to_bundle();
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uikit_register_classes();
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uikit_create_gl_context(self);
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}
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true;
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}
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run_frame_loop :: (self: *UIKitPlatform, frame_fn: Closure()) {
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self.frame_closure = frame_fn;
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self.has_frame_closure = true;
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g_uikit_plat = self;
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inline if OS == .ios {
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UIApplicationMain(0, xx 0, xx 0, ns_string("SxAppDelegate".ptr));
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}
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}
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poll_events :: (self: *UIKitPlatform) -> []Event {
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result : []Event = ---;
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result.ptr = self.events.items;
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result.len = self.events.len;
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self.events.len = 0;
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result;
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}
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begin_frame :: (self: *UIKitPlatform) -> FrameContext {
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FrameContext.{
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viewport_w = self.viewport_w,
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viewport_h = self.viewport_h,
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pixel_w = self.pixel_w,
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pixel_h = self.pixel_h,
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dpi_scale = self.dpi_scale,
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delta_time = self.delta_time,
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};
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}
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end_frame :: (self: *UIKitPlatform) {
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inline if OS == .ios {
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uikit_present_renderbuffer(self);
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}
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}
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safe_insets :: (self: *UIKitPlatform) -> EdgeInsets {
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bottom := self.safe_bottom;
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if self.keyboard_visible {
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if self.keyboard_height > bottom { bottom = self.keyboard_height; }
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}
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EdgeInsets.{
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top = self.safe_top,
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left = self.safe_left,
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bottom = bottom,
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right = self.safe_right,
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};
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}
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keyboard :: (self: *UIKitPlatform) -> KeyboardState {
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KeyboardState.{
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visible = self.keyboard_visible,
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height = self.keyboard_height,
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};
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}
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show_keyboard :: (self: *UIKitPlatform) { }
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hide_keyboard :: (self: *UIKitPlatform) { }
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stop :: (self: *UIKitPlatform) { }
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shutdown :: (self: *UIKitPlatform) { }
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}
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// dlsym(RTLD_DEFAULT, name) — Apple platforms. RTLD_DEFAULT is (void*)-2.
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ios_gl_proc :: (name: [*]u8) -> *void {
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rtld_default : *void = xx (0 - 2);
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dlsym(rtld_default, name);
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}
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// Read a `extern NSString * const k...` global from the loaded image. The
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// extern variable holds a pointer to the NSString instance — dlsym returns
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// the address of that variable, which we dereference.
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uikit_extern_nsstring :: (name: [*]u8) -> *void {
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rtld_default : *void = xx (0 - 2);
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p := dlsym(rtld_default, name);
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if p == null { return null; }
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pp : **void = xx p;
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pp.*;
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}
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// ───────────────────────────────────────────────────────────────────────────
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// iOS-only helpers — only reachable from `inline if OS == .ios` call sites,
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// so non-iOS builds never reference the unresolved UIKit symbols below.
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// ───────────────────────────────────────────────────────────────────────────
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uikit_chdir_to_bundle :: () {
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inline if OS != .ios { return; }
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NSBundle := objc_getClass("NSBundle".ptr);
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sel_main_bundle := sel_registerName("mainBundle".ptr);
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sel_resource_path := sel_registerName("resourcePath".ptr);
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msg_o : (*void, *void) -> *void = xx objc_msgSend;
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bundle := msg_o(NSBundle, sel_main_bundle);
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rsrc := msg_o(bundle, sel_resource_path);
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if rsrc == null { return; }
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chdir(c_string(rsrc));
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}
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uikit_register_classes :: () {
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inline if OS == .ios {
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UIResponder := objc_getClass("UIResponder".ptr);
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SxAppDelegate := objc_allocateClassPair(UIResponder, "SxAppDelegate".ptr, 0);
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class_addMethod(SxAppDelegate,
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sel_registerName("application:didFinishLaunchingWithOptions:".ptr),
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xx uikit_did_finish_launching, "c@:@@".ptr);
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class_addMethod(SxAppDelegate,
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sel_registerName("window".ptr),
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xx uikit_window_getter, "@@:".ptr);
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class_addMethod(SxAppDelegate,
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sel_registerName("setWindow:".ptr),
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xx uikit_window_setter, "v@:@".ptr);
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objc_registerClassPair(SxAppDelegate);
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uikit_register_gl_view_class();
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}
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}
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uikit_create_gl_context :: (plat: *UIKitPlatform) {
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inline if OS != .ios { return; }
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EAGLContext := objc_getClass("EAGLContext".ptr);
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UIScreen := objc_getClass("UIScreen".ptr);
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sel_alloc := sel_registerName("alloc".ptr);
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sel_init_with_api := sel_registerName("initWithAPI:".ptr);
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sel_set_current_ctx := sel_registerName("setCurrentContext:".ptr);
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sel_main_screen := sel_registerName("mainScreen".ptr);
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sel_native_scale := sel_registerName("nativeScale".ptr);
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msg_o : (*void, *void) -> *void = xx objc_msgSend;
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msg_oo : (*void, *void, *void) -> void = xx objc_msgSend;
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msg_oi32 : (*void, *void, s32) -> *void = xx objc_msgSend;
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msg_d : (*void, *void) -> f64 = xx objc_msgSend;
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// Read the screen scale up-front so callers can size font caches and
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// textures with the right DPI before the window even exists.
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screen := msg_o(UIScreen, sel_main_screen);
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scale_d : f64 = msg_d(screen, sel_native_scale);
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plat.dpi_scale = xx scale_d;
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ctx_raw := msg_o(EAGLContext, sel_alloc);
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plat.gl_ctx = msg_oi32(ctx_raw, sel_init_with_api, EAGL_API_GLES3);
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msg_oo(EAGLContext, sel_set_current_ctx, plat.gl_ctx);
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load_gl(@ios_gl_proc);
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}
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uikit_window_getter :: (self: *void, _cmd: *void) -> *void callconv(.c) {
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if g_uikit_plat == null { return xx 0; }
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g_uikit_plat.window;
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}
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uikit_window_setter :: (self: *void, _cmd: *void, w: *void) callconv(.c) {
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if g_uikit_plat == null { return; }
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g_uikit_plat.window = w;
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}
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uikit_did_finish_launching :: (self: *void, _cmd: *void, app: *void, opts: *void) -> u8 callconv(.c) {
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result : u8 = 1;
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inline if OS == .ios {
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result = uikit_did_finish_launching_ios(app);
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}
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result;
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}
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uikit_did_finish_launching_ios :: (app: *void) -> u8 {
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if g_uikit_plat == null {
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NSLog(ns_string("[sx] no platform\n".ptr));
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return 0;
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}
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plat := g_uikit_plat;
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UIWindow := objc_getClass("UIWindow".ptr);
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UIViewController := objc_getClass("UIViewController".ptr);
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SxGLView := objc_getClass("SxGLView".ptr);
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EAGLContext := objc_getClass("EAGLContext".ptr);
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CADisplayLink := objc_getClass("CADisplayLink".ptr);
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NSRunLoop := objc_getClass("NSRunLoop".ptr);
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sel_alloc := sel_registerName("alloc".ptr);
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sel_init := sel_registerName("init".ptr);
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sel_init_with_scene := sel_registerName("initWithWindowScene:".ptr);
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sel_init_with_frame := sel_registerName("initWithFrame:".ptr);
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sel_view := sel_registerName("view".ptr);
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sel_set_root_vc := sel_registerName("setRootViewController:".ptr);
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sel_make_key_visible := sel_registerName("makeKeyAndVisible".ptr);
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sel_connected_scenes := sel_registerName("connectedScenes".ptr);
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sel_any_object := sel_registerName("anyObject".ptr);
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sel_add_subview := sel_registerName("addSubview:".ptr);
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sel_set_frame := sel_registerName("setFrame:".ptr);
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sel_bounds := sel_registerName("bounds".ptr);
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sel_set_autoresizing := sel_registerName("setAutoresizingMask:".ptr);
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sel_init_with_api := sel_registerName("initWithAPI:".ptr);
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sel_set_current_ctx := sel_registerName("setCurrentContext:".ptr);
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sel_layer := sel_registerName("layer".ptr);
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sel_set_content_scale := sel_registerName("setContentScaleFactor:".ptr);
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sel_screen := sel_registerName("screen".ptr);
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sel_native_scale := sel_registerName("nativeScale".ptr);
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sel_link_with_target := sel_registerName("displayLinkWithTarget:selector:".ptr);
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sel_add_to_runloop := sel_registerName("addToRunLoop:forMode:".ptr);
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sel_current_runloop := sel_registerName("currentRunLoop".ptr);
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sel_tick := sel_registerName("sxTick:".ptr);
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sel_safe_insets := sel_registerName("safeAreaInsets".ptr);
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msg_o : (*void, *void) -> *void = xx objc_msgSend;
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msg_v : (*void, *void) -> void = xx objc_msgSend;
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msg_oo : (*void, *void, *void) -> void = xx objc_msgSend;
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msg_ooo : (*void, *void, *void) -> *void = xx objc_msgSend;
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msg_oso : (*void, *void, *void, *void) -> *void = xx objc_msgSend;
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msg_oi32 : (*void, *void, s32) -> *void = xx objc_msgSend;
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msg_oou64 : (*void, *void, u64) -> void = xx objc_msgSend;
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// CGFloat-returning msgSend. CGFloat is `double` on 64-bit Apple — reading
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// it as f32 reads the low 32 bits of `d0` which isn't a valid float
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// representation of the underlying double, so the value comes back as 0.
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msg_d : (*void, *void) -> f64 = xx objc_msgSend;
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msg_odbl : (*void, *void, f64) -> void = xx objc_msgSend;
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scenes := msg_o(app, sel_connected_scenes);
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scene := msg_o(scenes, sel_any_object);
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if scene == xx 0 {
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NSLog(ns_string("[sx] no scene\n".ptr));
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return 0;
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}
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win_raw := msg_o(UIWindow, sel_alloc);
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plat.window = msg_ooo(win_raw, sel_init_with_scene, scene);
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vc_raw := msg_o(UIViewController, sel_alloc);
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plat.root_vc = msg_o(vc_raw, sel_init);
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// Allocate SxGLView and install it as the VC's view, so the standard
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// ViewController layout pipeline sizes the GL view to the window. Setting
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// it BEFORE setRootViewController avoids the VC lazy-loading a default
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// view first.
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glv_raw := msg_o(SxGLView, sel_alloc);
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plat.gl_view = msg_o(glv_raw, sel_init);
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sel_set_view := sel_registerName("setView:".ptr);
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msg_oo(plat.root_vc, sel_set_view, plat.gl_view);
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msg_oo(plat.window, sel_set_root_vc, plat.root_vc);
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plat.gl_layer = msg_o(plat.gl_view, sel_layer);
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// Mark the layer opaque (no compositor blend) + set the drawable properties
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// required by EAGLContext.renderbufferStorage:fromDrawable: (color format,
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// non-retained backing). Without this dict the renderbuffer allocation
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// silently fails and the framebuffer reports INCOMPLETE.
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sel_set_opaque := sel_registerName("setOpaque:".ptr);
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msg_obool : (*void, *void, u8) -> void = xx objc_msgSend;
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msg_obool(plat.gl_layer, sel_set_opaque, 1);
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NSMutableDictionary := objc_getClass("NSMutableDictionary".ptr);
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NSNumber := objc_getClass("NSNumber".ptr);
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sel_dictionary := sel_registerName("dictionary".ptr);
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sel_set_obj_for_key := sel_registerName("setObject:forKey:".ptr);
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sel_number_bool := sel_registerName("numberWithBool:".ptr);
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sel_set_drawable := sel_registerName("setDrawableProperties:".ptr);
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msg_oio : (*void, *void, u8) -> *void = xx objc_msgSend;
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ns_no := msg_oio(NSNumber, sel_number_bool, 0);
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// The EAGL dict keys/values must be the framework-provided NSString
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// constants (pointer identity is checked) — dlsym them from OpenGLES.
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retained_key := uikit_extern_nsstring("kEAGLDrawablePropertyRetainedBacking".ptr);
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colorformat_key := uikit_extern_nsstring("kEAGLDrawablePropertyColorFormat".ptr);
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rgba8_value := uikit_extern_nsstring("kEAGLColorFormatRGBA8".ptr);
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dict := msg_o(NSMutableDictionary, sel_dictionary);
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msg_o3 : (*void, *void, *void, *void) -> void = xx objc_msgSend;
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msg_o3(dict, sel_set_obj_for_key, ns_no, retained_key);
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msg_o3(dict, sel_set_obj_for_key, rgba8_value, colorformat_key);
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msg_oo(plat.gl_layer, sel_set_drawable, dict);
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// EAGLContext + load_gl were already done in uikit_create_gl_context()
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// back when the game's main called plat.init() — so shaders/textures
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// 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 := msg_o(plat.window, sel_screen);
|
|
scale := msg_d(screen, sel_native_scale);
|
|
plat.dpi_scale = xx scale;
|
|
msg_odbl(plat.gl_view, sel_set_content_scale, scale);
|
|
|
|
// Renderbuffer is allocated lazily in -[SxGLView layoutSubviews] once
|
|
// the layer has its real on-screen bounds. makeKeyAndVisible triggers
|
|
// a layout pass; layoutSubviews calls uikit_setup_renderbuffer.
|
|
msg_v(plat.window, sel_make_key_visible);
|
|
|
|
// Safe insets stay zero for now — struct-return ABI for `safeAreaInsets`
|
|
// (UIEdgeInsets = 4 CGFloats) isn't expressible without dedicated
|
|
// msgSend_stret plumbing. Revisit when keyboard sync needs it.
|
|
plat.safe_top = 0.0;
|
|
plat.safe_left = 0.0;
|
|
plat.safe_bottom = 0.0;
|
|
plat.safe_right = 0.0;
|
|
|
|
// CADisplayLink: vsync-driven tick into our SxGLView.
|
|
plat.display_link = msg_oso(CADisplayLink, sel_link_with_target, plat.gl_view, sel_tick);
|
|
runloop := msg_o(NSRunLoop, sel_current_runloop);
|
|
mode := ns_string("kCFRunLoopDefaultMode".ptr);
|
|
msg_oso(plat.display_link, sel_add_to_runloop, runloop, mode);
|
|
|
|
NSLog(ns_string("[sx] UIKitPlatform booted\n".ptr));
|
|
1;
|
|
}
|
|
|
|
// 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);
|
|
|
|
sel_renderbuffer_storage := sel_registerName("renderbufferStorage:fromDrawable:".ptr);
|
|
msg_o_u32_o : (*void, *void, u32, *void) -> u8 = xx objc_msgSend;
|
|
msg_o_u32_o(plat.gl_ctx, sel_renderbuffer_storage, 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);
|
|
sel_present := sel_registerName("presentRenderbuffer:".ptr);
|
|
msg_ou : (*void, *void, u32) -> u8 = xx objc_msgSend;
|
|
msg_ou(self.gl_ctx, sel_present, 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;
|
|
if !plat.has_frame_closure { return; }
|
|
if !plat.gl_initialized { return; }
|
|
|
|
// Pull this frame's duration from the display link.
|
|
sel_dur := sel_registerName("duration".ptr);
|
|
msg_d : (*void, *void) -> f64 = xx objc_msgSend;
|
|
d := msg_d(link, sel_dur);
|
|
plat.delta_time = xx d;
|
|
|
|
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; }
|
|
uikit_setup_renderbuffer(plat);
|
|
plat.gl_initialized = true;
|
|
}
|
|
|
|
// Touch IMPs — UIKit fires touchesBegan/Moved/Ended/Cancelled with an
|
|
// NSSet<UITouch *> + UIEvent. We take the first touch (single-touch model
|
|
// matching the chess game's drag-and-tap UX) and push the resulting
|
|
// Event into the platform's queue for the next poll_events drain.
|
|
|
|
uikit_touch_location :: (touch: *void, view: *void) -> Point {
|
|
sel_location := sel_registerName("locationInView:".ptr);
|
|
msg_pt : (*void, *void, *void) -> CGPoint = xx objc_msgSend;
|
|
p := msg_pt(touch, sel_location, view);
|
|
Point.{ x = xx p.x, y = xx p.y };
|
|
}
|
|
|
|
uikit_first_touch :: (touches: *void) -> *void {
|
|
sel_any := sel_registerName("anyObject".ptr);
|
|
msg_o : (*void, *void) -> *void = xx objc_msgSend;
|
|
msg_o(touches, sel_any);
|
|
}
|
|
|
|
uikit_gl_view_touches_began :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
|
|
if g_uikit_plat == null { return; }
|
|
touch := uikit_first_touch(touches);
|
|
if touch == null { return; }
|
|
pos := uikit_touch_location(touch, self);
|
|
g_uikit_plat.events.append(.mouse_down(.{ position = pos, button = .left }));
|
|
}
|
|
|
|
uikit_gl_view_touches_moved :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
|
|
if g_uikit_plat == null { return; }
|
|
touch := uikit_first_touch(touches);
|
|
if touch == null { return; }
|
|
pos := uikit_touch_location(touch, self);
|
|
g_uikit_plat.events.append(.mouse_moved(.{ position = pos, delta = Point.zero() }));
|
|
}
|
|
|
|
uikit_gl_view_touches_ended :: (self: *void, _cmd: *void, touches: *void, event: *void) callconv(.c) {
|
|
if g_uikit_plat == null { return; }
|
|
touch := uikit_first_touch(touches);
|
|
if touch == null { return; }
|
|
pos := uikit_touch_location(touch, self);
|
|
g_uikit_plat.events.append(.mouse_up(.{ position = pos, button = .left }));
|
|
}
|
|
|
|
uikit_register_gl_view_class :: () {
|
|
inline if OS == .ios {
|
|
UIView := objc_getClass("UIView".ptr);
|
|
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);
|
|
}
|
|
}
|