Files
sx/library/modules/platform/sdl3.sx
agra 5cc45a2b38 refactor: List is slice-backed { items: []T; cap } — directly iterable
items is now a []T slice whose .len IS the live element count (cap = allocated
capacity), so a List iterates directly: `for xs.items (e) { ... }`. A
`len :: (self) -> i64 #get => items.len` accessor keeps `xs.len` reads working;
`.len` WRITES become `.items.len`. List stays 24 bytes (`[]T`=16 + cap=8).

- list.sx: append/ensure_capacity/deinit rewritten for the slice backing. deinit
  guards the free on `cap > 0` (true ownership) and resets via explicit
  ptr=null/len=0 (a `.{}` slice assignment yields a garbage len; `.[]` is the
  empty-slice literal but can't be assigned to a generic []T — both worked around).
- Compiler coupling updated: comptime_vm makeStringList/readStringList write/read
  items as a {ptr,len} fat pointer at field 0 + cap at field 1; control_flow
  listView views an `items: []T` slice (keeps the legacy {[*]T,len} shape too).
- Migrated List `.len` writes to `.items.len` in sched.sx + ui/{render,pipeline,
  glyph_cache} + platform/{sdl3,android,uikit}.
- Snapshots: List's type-table layout changed → ~40 .ir + memory/0800 (items now
  prints as a slice) regenerated; diagnostics/1183 retargeted to a genuine
  many-pointer (xs.items is a slice now). Example memory/0840 locks for-each.
2026-06-22 11:55:19 +03:00

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#import "modules/std.sx";
#import "modules/std/mem.sx";
#import "modules/build.sx";
#import "modules/ffi/opengl.sx";
#import "modules/ffi/sdl3.sx";
#import "modules/ffi/wasm.sx";
#import "modules/ui/types.sx";
#import "modules/ui/events.sx";
#import "modules/platform/types.sx";
#import "modules/platform/api.sx";
g_sdl_plat : *SdlPlatform = null;
chdir :: (path: [*]u8) -> i32 extern;
SDL_GetBasePath :: () -> [*]u8 extern;
// A macOS `.app` launched via Finder / `open` starts with CWD=`/`, so a
// game's CWD-relative asset loads (`read_file_bytes("assets/...")`) miss and
// the app crashes loading fonts/textures. SDL's base path is the directory
// holding the executable — inside the `.app`, where the bundler copied
// `assets/`. chdir there, but ONLY when actually running from within a `.app`
// bundle, so the `sx run` dev flow (binary not bundled, assets in the project
// CWD) is left alone. Mirrors uikit.sx's iOS `chdir_to_bundle`.
sdl_chdir_to_bundle :: () {
inline if OS != .macos { return; }
bp := SDL_GetBasePath();
if bp == null { return; }
// Reorient only when the base path lives inside a `.app` bundle.
i : i64 = 0;
found := false;
while bp[i] != 0 {
if bp[i] == 46 and bp[i + 1] == 97 and bp[i + 2] == 112 and bp[i + 3] == 112 {
found = true;
break;
}
i = i + 1;
}
if found { chdir(bp); }
}
SdlPlatform :: struct {
window: *void = null;
gl_ctx: *void = null;
running: bool = true;
width: i32 = 0;
height: i32 = 0;
pixel_w: i32 = 0;
pixel_h: i32 = 0;
dpi_scale: f32 = 1.0;
delta_time: f32 = 0.008;
last_perf: u64 = 0;
frame_closure: Closure() = ---;
has_frame_closure: bool = false;
events: List(Event) = .{};
}
impl Platform for SdlPlatform {
init :: (self: *SdlPlatform, title: [:0]u8, w: i32, h: i32) -> bool {
self.running = true;
self.has_frame_closure = false;
self.delta_time = 0.008;
self.dpi_scale = 1.0;
SDL_Init(SDL_INIT_VIDEO);
// Find bundled assets when launched as a `.app` (CWD=/ under Finder).
sdl_chdir_to_bundle();
inline if OS == {
case .wasm: {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
case .ios: {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
else: {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
}
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
init_w := w;
init_h := h;
inline if OS == .wasm {
init_w = emscripten_run_script_int("window.innerWidth");
init_h = emscripten_run_script_int("window.innerHeight");
} else {
display_id := SDL_GetPrimaryDisplay();
bounds : SDL_Rect = ---;
if SDL_GetDisplayUsableBounds(display_id, @bounds) {
init_w = bounds.w * 3 / 4;
init_h = bounds.h * 3 / 4;
}
}
self.window = SDL_CreateWindow(title, init_w, init_h,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
if self.window == null { return false; }
self.gl_ctx = SDL_GL_CreateContext(self.window);
SDL_GL_MakeCurrent(self.window, self.gl_ctx);
SDL_GL_SetSwapInterval(0);
load_gl(@SDL_GL_GetProcAddress);
SDL_GetWindowSize(self.window, @self.width, @self.height);
SDL_GetWindowSizeInPixels(self.window, @self.pixel_w, @self.pixel_h);
wf : f32 = xx self.width;
pw : f32 = xx self.pixel_w;
self.dpi_scale = if wf > 0.0 then pw / wf else 1.0;
glViewport(0, 0, self.pixel_w, self.pixel_h);
g_sdl_plat = self;
self.last_perf = SDL_GetPerformanceCounter();
true
}
run_frame_loop :: (self: *SdlPlatform, frame_fn: Closure()) {
self.frame_closure = frame_fn;
self.has_frame_closure = true;
g_sdl_plat = self;
inline if OS != .wasm {
SDL_AddEventWatch(@sdl_event_watch, xx self);
}
inline if OS == .wasm {
emscripten_set_main_loop(@sdl_wasm_tick, 0, 1);
} else {
while self.running {
frame_fn();
}
}
}
poll_events :: (self: *SdlPlatform) -> []Event {
self.events.items.len = 0;
sdl_event : SDL_Event = .none;
while SDL_PollEvent(@sdl_event) {
if sdl_event == {
case .quit: { self.running = false; }
case .window_resized: (data) {
self.width = data.data1;
self.height = data.data2;
SDL_GetWindowSizeInPixels(self.window, @self.pixel_w, @self.pixel_h);
}
}
ui_event := translate_sdl_event(@sdl_event);
if ui_event != .none {
self.events.append(ui_event);
}
}
result : []Event = ---;
result.ptr = self.events.items;
result.len = self.events.len;
result
}
begin_frame :: (self: *SdlPlatform) -> FrameContext {
current := SDL_GetPerformanceCounter();
freq := SDL_GetPerformanceFrequency();
if freq > 0 and self.last_perf > 0 {
diff : f32 = xx (current - self.last_perf);
fr : f32 = xx freq;
self.delta_time = diff / fr;
}
self.last_perf = current;
inline if OS == .wasm {
new_w : i32 = 0;
new_h : i32 = 0;
SDL_GetWindowSize(self.window, @new_w, @new_h);
if new_w != self.width or new_h != self.height {
self.width = new_w;
self.height = new_h;
SDL_GetWindowSizeInPixels(self.window, @self.pixel_w, @self.pixel_h);
}
}
FrameContext.{
viewport_w = xx self.width,
viewport_h = xx self.height,
pixel_w = self.pixel_w,
pixel_h = self.pixel_h,
dpi_scale = self.dpi_scale,
delta_time = self.delta_time,
}
}
end_frame :: (self: *SdlPlatform) {
SDL_GL_SwapWindow(self.window);
}
safe_insets :: (self: *SdlPlatform) -> EdgeInsets {
EdgeInsets.zero()
}
keyboard :: (self: *SdlPlatform) -> KeyboardState {
KeyboardState.zero()
}
show_keyboard :: (self: *SdlPlatform) { }
hide_keyboard :: (self: *SdlPlatform) { }
stop :: (self: *SdlPlatform) {
self.running = false;
}
shutdown :: (self: *SdlPlatform) {
inline if OS != .wasm {
SDL_GL_DestroyContext(self.gl_ctx);
SDL_DestroyWindow(self.window);
SDL_Quit();
}
}
}
// SDL fires the watch synchronously when events are added — including during
// macOS's modal resize-drag, when SDL_PollEvent can't run. Re-invoking the
// frame closure here keeps content rendering at the new size during the drag.
sdl_event_watch :: (userdata: *void, event: *SDL_Event) -> bool abi(.c) {
plat : *SdlPlatform = xx userdata;
if event.* == {
case .window_resized: (data) {
plat.width = data.data1;
plat.height = data.data2;
SDL_GetWindowSizeInPixels(plat.window, @plat.pixel_w, @plat.pixel_h);
if plat.has_frame_closure {
fn := plat.frame_closure;
fn();
}
}
}
true
}
sdl_wasm_tick :: () abi(.c) {
if g_sdl_plat == null { return; }
if !g_sdl_plat.has_frame_closure { return; }
fn := g_sdl_plat.frame_closure;
fn();
}