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`).
461 lines
15 KiB
Plaintext
Executable File
461 lines
15 KiB
Plaintext
Executable File
#import "modules/std.sx";
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#import "modules/compiler.sx";
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#import "modules/opengl.sx";
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#import "modules/math";
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#import "modules/ui/types.sx";
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#import "modules/ui/render.sx";
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#import "modules/ui/glyph_cache.sx";
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#import "modules/ui/font.sx";
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// Vertex: pos(2) + uv(2) + color(4) + params(4) = 12 floats
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UI_VERTEX_FLOATS :s64: 12;
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UI_VERTEX_BYTES :s64: 48;
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MAX_UI_VERTICES :s64: 16384;
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UIRenderer :: struct {
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vao: u32;
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vbo: u32;
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shader: u32;
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proj_loc: s32;
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tex_loc: s32;
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vertices: [*]f32;
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vertex_count: s64;
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screen_width: f32;
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screen_height: f32;
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dpi_scale: f32;
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white_texture: u32;
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current_texture: u32;
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draw_calls: s64;
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init :: (self: *UIRenderer) {
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// Create shader (ES for WASM/WebGL2 + iOS GLES3, Core for desktop GL 3.3)
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inline if OS == .wasm or OS == .ios {
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self.shader = create_program(UI_VERT_SRC_ES, UI_FRAG_SRC_ES);
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} else {
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self.shader = create_program(UI_VERT_SRC_CORE, UI_FRAG_SRC_CORE);
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}
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self.proj_loc = glGetUniformLocation(self.shader, "uProj");
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self.tex_loc = glGetUniformLocation(self.shader, "uTex");
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// Allocate vertex buffer (CPU side)
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buf_size := MAX_UI_VERTICES * UI_VERTEX_BYTES;
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self.vertices = xx context.allocator.alloc(buf_size);
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memset(self.vertices, 0, buf_size);
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self.vertex_count = 0;
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// Create VAO/VBO
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glGenVertexArrays(1, @self.vao);
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glGenBuffers(1, @self.vbo);
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glBindVertexArray(self.vao);
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glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
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glBufferData(GL_ARRAY_BUFFER, xx buf_size, null, GL_DYNAMIC_DRAW);
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// pos (2 floats)
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glVertexAttribPointer(0, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 0);
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glEnableVertexAttribArray(0);
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// uv (2 floats)
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 8);
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glEnableVertexAttribArray(1);
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// color (4 floats)
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glVertexAttribPointer(2, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 16);
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glEnableVertexAttribArray(2);
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// params: corner_radius, border_width, rect_w, rect_h
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glVertexAttribPointer(3, 4, GL_FLOAT, 0, xx UI_VERTEX_BYTES, xx 32);
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glEnableVertexAttribArray(3);
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glBindVertexArray(0);
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self.dpi_scale = 1.0;
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// 1x1 white texture for solid rects
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self.white_texture = create_white_texture();
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}
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begin :: (self: *UIRenderer, width: f32, height: f32, font_texture: u32) {
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self.screen_width = width;
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self.screen_height = height;
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self.vertex_count = 0;
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self.current_texture = font_texture;
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self.draw_calls = 0;
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// Set up GL state once for the entire frame
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glUseProgram(self.shader);
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proj := Mat4.ortho(0.0, width, height, 0.0, -1.0, 1.0);
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glUniformMatrix4fv(self.proj_loc, 1, 0, proj.data);
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glUniform1i(self.tex_loc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, font_texture);
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glBindVertexArray(self.vao);
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glBindBuffer(GL_ARRAY_BUFFER, self.vbo);
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}
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bind_texture :: (self: *UIRenderer, tex: u32) {
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if tex != self.current_texture {
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self.flush();
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self.current_texture = tex;
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}
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}
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// Emit a quad (2 triangles = 6 vertices)
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push_quad :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32) {
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if self.vertex_count + 6 > MAX_UI_VERTICES {
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self.flush();
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}
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x0 := frame.origin.x;
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y0 := frame.origin.y;
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x1 := x0 + frame.size.width;
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y1 := y0 + frame.size.height;
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r := color.rf();
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g := color.gf();
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b := color.bf();
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a := color.af();
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w := frame.size.width;
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h := frame.size.height;
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// 6 vertices for quad: TL, TR, BL, TR, BR, BL
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self.write_vertex(x0, y0, 0.0, 0.0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y0, 1.0, 0.0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y1, 1.0, 1.0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x0, y1, 0.0, 1.0, r, g, b, a, radius, border_w, w, h);
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}
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// Emit a quad with custom UV coordinates (for sprite sheet sub-textures)
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push_quad_uv :: (self: *UIRenderer, frame: Frame, color: Color, radius: f32, border_w: f32, uv_min: Point, uv_max: Point) {
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if self.vertex_count + 6 > MAX_UI_VERTICES {
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self.flush();
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}
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x0 := frame.origin.x;
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y0 := frame.origin.y;
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x1 := x0 + frame.size.width;
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y1 := y0 + frame.size.height;
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r := color.rf();
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g := color.gf();
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b := color.bf();
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a := color.af();
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w := frame.size.width;
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h := frame.size.height;
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u0 := uv_min.x;
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v0 := uv_min.y;
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u1 := uv_max.x;
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v1 := uv_max.y;
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self.write_vertex(x0, y0, u0, v0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y0, u1, v0, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x1, y1, u1, v1, r, g, b, a, radius, border_w, w, h);
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self.write_vertex(x0, y1, u0, v1, r, g, b, a, radius, border_w, w, h);
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}
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write_vertex :: (self: *UIRenderer, x: f32, y: f32, u: f32, v: f32, r: f32, g: f32, b: f32, a: f32, cr: f32, bw: f32, rw: f32, rh: f32) {
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off := self.vertex_count * UI_VERTEX_FLOATS;
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self.vertices[off + 0] = x;
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self.vertices[off + 1] = y;
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self.vertices[off + 2] = u;
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self.vertices[off + 3] = v;
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self.vertices[off + 4] = r;
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self.vertices[off + 5] = g;
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self.vertices[off + 6] = b;
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self.vertices[off + 7] = a;
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self.vertices[off + 8] = cr;
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self.vertices[off + 9] = bw;
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self.vertices[off + 10] = rw;
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self.vertices[off + 11] = rh;
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self.vertex_count += 1;
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}
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// Walk the render tree and emit quads
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process :: (self: *UIRenderer, tree: *RenderTree) {
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i := 0;
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while i < tree.nodes.len {
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node := tree.nodes.items[i];
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if node.type == {
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case .rect: {
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self.push_quad(node.frame, node.fill_color, 0.0, 0.0);
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}
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case .rounded_rect: {
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self.push_quad(node.frame, node.fill_color, node.corner_radius, node.stroke_width);
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}
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case .text: {
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if g_font != null {
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self.render_text(node);
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}
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}
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case .image: {
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self.bind_texture(node.texture_id);
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neg2 : f32 = 0.0 - 2.0;
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self.push_quad_uv(node.frame, COLOR_WHITE, neg2, 0.0, node.uv_min, node.uv_max);
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// Re-bind font atlas after image
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font := g_font;
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if font != null {
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self.bind_texture(font.texture_id);
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}
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}
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case .clip_push: {
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self.flush();
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glEnable(GL_SCISSOR_TEST);
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dpi := self.dpi_scale;
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glScissor(
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xx (node.frame.origin.x * dpi),
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xx ((self.screen_height - node.frame.origin.y - node.frame.size.height) * dpi),
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xx (node.frame.size.width * dpi),
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xx (node.frame.size.height * dpi)
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);
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}
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case .clip_pop: {
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self.flush();
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glDisable(GL_SCISSOR_TEST);
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}
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case .opacity_push: {}
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case .opacity_pop: {}
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}
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i += 1;
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}
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}
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flush :: (self: *UIRenderer) {
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if self.vertex_count == 0 { return; }
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// Only bind the current texture (program, projection, VAO already bound in begin())
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glBindTexture(GL_TEXTURE_2D, self.current_texture);
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upload_size : s64 = self.vertex_count * UI_VERTEX_BYTES;
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// Use glBufferData to orphan the old buffer and avoid GPU sync stalls
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glBufferData(GL_ARRAY_BUFFER, xx upload_size, self.vertices, GL_DYNAMIC_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, xx self.vertex_count);
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self.vertex_count = 0;
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self.draw_calls += 1;
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}
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render_text :: (self: *UIRenderer, node: RenderNode) {
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font := g_font;
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if font == null { return; }
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// Shape text into positioned glyphs
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font.shape_text(node.text, node.font_size);
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// Flush any new glyphs to the atlas texture (no texture switch needed — atlas is already bound)
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font.flush();
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r := node.text_color.rf();
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g := node.text_color.gf();
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b := node.text_color.bf();
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a := node.text_color.af();
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ascent := font.get_ascent(node.font_size);
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raster_size := node.font_size * font.dpi_scale;
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inv_dpi := font.inv_dpi;
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i : s64 = 0;
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while i < font.shaped_buf.len {
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shaped := font.shaped_buf.items[i];
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cached := font.get_or_rasterize(shaped.glyph_index, raster_size);
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if cached != null {
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if cached.width > 0.0 {
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// Scale physical pixel dimensions back to logical units
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gx0 := node.frame.origin.x + shaped.x + cached.offset_x * inv_dpi;
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gy0 := node.frame.origin.y + ascent + shaped.y + cached.offset_y * inv_dpi;
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gx1 := gx0 + cached.width * inv_dpi;
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gy1 := gy0 + cached.height * inv_dpi;
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u0 := cached.uv_x;
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v0 := cached.uv_y;
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u1 := cached.uv_x + cached.uv_w;
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v1 := cached.uv_y + cached.uv_h;
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if self.vertex_count + 6 > MAX_UI_VERTICES {
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self.flush();
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}
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// corner_radius = -1.0 signals "text mode" to the fragment shader
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neg1 : f32 = 0.0 - 1.0;
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self.write_vertex(gx0, gy0, u0, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy0, u1, v0, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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self.write_vertex(gx1, gy1, u1, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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self.write_vertex(gx0, gy1, u0, v1, r, g, b, a, neg1, 0.0, 0.0, 0.0);
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}
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}
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i += 1;
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}
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// Flush any glyphs rasterized during this text draw
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font.flush();
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}
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}
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create_white_texture :: () -> u32 {
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tex : u32 = 0;
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glGenTextures(1, @tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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pixel : [4]u8 = .[255, 255, 255, 255];
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glTexImage2D(GL_TEXTURE_2D, 0, xx GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, @pixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_NEAREST);
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tex;
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}
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// --- UI Shaders ---
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// --- Desktop (Core Profile 3.3) shaders ---
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UI_VERT_SRC_CORE :: #string GLSL
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(location = 3) in vec4 aParams;
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uniform mat4 uProj;
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out vec2 vUV;
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out vec4 vColor;
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out vec4 vParams;
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void main() {
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gl_Position = uProj * vec4(aPos, 0.0, 1.0);
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vUV = aUV;
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vColor = aColor;
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vParams = aParams;
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}
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GLSL;
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UI_FRAG_SRC_CORE :: #string GLSL
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#version 330 core
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in vec2 vUV;
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in vec4 vColor;
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in vec4 vParams;
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uniform sampler2D uTex;
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out vec4 FragColor;
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float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
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vec2 q = abs(center) - half_size + vec2(radius);
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return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
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}
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void main() {
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float mode = vParams.x;
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float border = vParams.y;
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vec2 rectSize = vParams.zw;
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if (mode < -1.5) {
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// Image mode (mode == -2.0): sample texture
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FragColor = texture(uTex, vUV) * vColor;
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} else if (mode < 0.0) {
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// Text mode (mode == -1.0): sample glyph atlas .r as alpha
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float alpha = texture(uTex, vUV).r;
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float ew = fwidth(alpha) * 0.7;
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alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
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FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
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} else if (mode > 0.0 || border > 0.0) {
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// Rounded rect: SDF alpha, vertex color only (no texture sample)
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vec2 half_size = rectSize * 0.5;
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vec2 center = (vUV - vec2(0.5)) * rectSize;
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float dist = roundedBoxSDF(center, half_size, mode);
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float aa = fwidth(dist);
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float alpha = 1.0 - smoothstep(-aa, aa, dist);
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if (border > 0.0) {
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float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
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float border_alpha = smoothstep(-aa, aa, inner);
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alpha = alpha * max(border_alpha, 0.0);
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}
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FragColor = vec4(vColor.rgb, vColor.a * alpha);
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} else {
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// Plain rect: vertex color only (no texture sample)
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FragColor = vColor;
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}
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}
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GLSL;
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// --- WASM (ES 3.0 / WebGL2) shaders ---
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UI_VERT_SRC_ES :: #string GLSL
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#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(location = 3) in vec4 aParams;
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uniform mat4 uProj;
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out vec2 vUV;
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out vec4 vColor;
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out vec4 vParams;
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void main() {
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gl_Position = uProj * vec4(aPos, 0.0, 1.0);
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vUV = aUV;
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vColor = aColor;
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vParams = aParams;
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}
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GLSL;
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UI_FRAG_SRC_ES :: #string GLSL
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#version 300 es
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precision mediump float;
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in vec2 vUV;
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in vec4 vColor;
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in vec4 vParams;
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uniform sampler2D uTex;
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out vec4 FragColor;
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float roundedBoxSDF(vec2 center, vec2 half_size, float radius) {
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vec2 q = abs(center) - half_size + vec2(radius);
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return length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - radius;
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}
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void main() {
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float mode = vParams.x;
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float border = vParams.y;
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vec2 rectSize = vParams.zw;
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if (mode < -1.5) {
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// Image mode (mode == -2.0): sample texture
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FragColor = texture(uTex, vUV) * vColor;
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} else if (mode < 0.0) {
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// Text mode (mode == -1.0): sample glyph atlas .r as alpha
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float alpha = texture(uTex, vUV).r;
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float ew = fwidth(alpha) * 0.7;
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alpha = smoothstep(0.5 - ew, 0.5 + ew, alpha);
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FragColor = vec4(vColor.rgb, vColor.a * pow(alpha, 0.9));
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} else if (mode > 0.0 || border > 0.0) {
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// Rounded rect: SDF alpha, vertex color only
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vec2 half_size = rectSize * 0.5;
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vec2 center = (vUV - vec2(0.5)) * rectSize;
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float dist = roundedBoxSDF(center, half_size, mode);
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float aa = fwidth(dist);
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float alpha = 1.0 - smoothstep(-aa, aa, dist);
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if (border > 0.0) {
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float inner = roundedBoxSDF(center, half_size - vec2(border), max(mode - border, 0.0));
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float border_alpha = smoothstep(-aa, aa, inner);
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alpha = alpha * max(border_alpha, 0.0);
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}
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FragColor = vec4(vColor.rgb, vColor.a * alpha);
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} else {
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// Plain rect: vertex color only
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FragColor = vColor;
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}
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}
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GLSL;
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