0.1.0-0-pre.11-fix.5

This commit is contained in:
2026-09-16 22:58:48 +02:00
parent 9386372e51
commit 9197758184
9 changed files with 181 additions and 90 deletions

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@@ -1,5 +1,5 @@
# file: Cargo.toml
# version: 25
# version: 26
[workspace]
resolver = "3"
@@ -17,7 +17,7 @@ members = [
]
[workspace.package]
version = "0.1.0-0-pre.11.fix.4"
version = "0.1.0-0-pre.11.fix.5"
edition = "2024"
license = "MIT"
repository = "https://git.sasedev.com/Sasedev/games"

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@@ -1,11 +1,19 @@
// file: crates/engines/engine-v1-common/src/game_loop.rs
// version: 3
// version: 4
/// Minimal update contract implemented by a game state consumed by engine V1.
pub trait EngineGame {
/// Advances the game by one engine update using platform-independent input.
fn update(&mut self, frame: crate::EngineFrame, input: crate::InputState);
/// Handles a platform-independent request to leave the current runtime.
///
/// Games may mutate their state and return [`crate::QuitDecision::Continue`] to implement
/// pause/confirmation screens, navigation, score submission, saving, or other workflows.
fn quit_requested(&mut self, _request: crate::QuitRequest) -> crate::QuitDecision {
return crate::QuitDecision::Exit;
}
/// Produces the platform-independent scene rendered after the update.
fn scene(&self) -> crate::EngineScene {
return crate::EngineScene::empty(crate::RenderColor::rgb(18, 18, 24));

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@@ -1,5 +1,5 @@
// file: crates/engines/engine-v1-common/src/lib.rs
// version: 4
// version: 5
#![warn(missing_docs)]
#![deny(unreachable_pub)]
@@ -12,6 +12,7 @@ mod frame;
mod game_loop;
mod input;
mod pointer;
mod quit;
mod render;
/// Re-export of the canonical logical input action used by engine V1 games.
@@ -26,6 +27,12 @@ pub use self::game_loop::FixedStepRunner;
pub use self::input::InputState;
/// Re-export of the normalized primary pointer snapshot.
pub use self::pointer::PointerState;
/// Re-export of a game's response to a quit request.
pub use self::quit::QuitDecision;
/// Re-export of the platform-independent quit request.
pub use self::quit::QuitRequest;
/// Re-export of the platform-level source of a quit request.
pub use self::quit::QuitSource;
/// Re-export of the maximum engine scene rectangle capacity.
pub use self::render::ENGINE_SCENE_RECT_CAPACITY;
/// Re-export of the platform-independent scene snapshot.

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@@ -0,0 +1,42 @@
// file: crates/engines/engine-v1-common/src/quit.rs
// version: 1
/// Origin of a platform-independent request to leave the current game runtime.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum QuitSource {
/// The operating-system or window manager requested the window to close.
WindowClose,
/// The Desktop Escape key requested leaving the runtime.
Escape,
/// The platform-native Back action requested leaving the runtime.
PlatformBack,
}
/// Decision returned by a game when the runtime requests to leave.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum QuitDecision {
/// Leave the current runtime immediately.
Exit,
/// Keep the runtime active after the game handled the request.
Continue,
}
/// Platform-independent quit request delivered to a game.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct QuitRequest {
source: QuitSource,
}
impl QuitRequest {
/// Creates a quit request from the supplied source.
#[must_use]
pub const fn new(source: QuitSource) -> Self {
return Self { source };
}
/// Returns the physical or platform-level source of the request.
#[must_use]
pub const fn source(self) -> QuitSource {
return self.source;
}
}

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@@ -1,5 +1,5 @@
// file: crates/engines/engine-v1-common/unit_tests/game_loop.rs
// version: 1
// version: 2
#[derive(Default)]
struct CountingGame {
@@ -28,3 +28,20 @@ fn fixed_step_runner_advances_index_and_elapsed_time() {
assert_eq!(game.last_frame.map(crate::EngineFrame::index), std::option::Option::Some(1));
});
}
#[test]
fn default_quit_policy_exits() {
game_logging_lib::with_test_tracing("default_quit_policy_exits", || {
let mut game = CountingGame::default();
let request = crate::QuitRequest::new(crate::QuitSource::Escape);
assert_eq!(crate::EngineGame::quit_requested(&mut game, request), crate::QuitDecision::Exit);
});
}
#[test]
fn quit_request_preserves_its_source() {
game_logging_lib::with_test_tracing("quit_request_preserves_its_source", || {
let request = crate::QuitRequest::new(crate::QuitSource::PlatformBack);
assert_eq!(request.source(), crate::QuitSource::PlatformBack);
});
}

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@@ -1,5 +1,5 @@
// file: crates/engines/engine-v1-sdl/src/runtime.rs
// version: 10
// version: 11
/// Minimal SDL3 runtime used by Desktop and Android POC runners.
pub struct SdlRuntime {
@@ -50,9 +50,22 @@ impl SdlRuntime {
let mut input = engine_v1_common::InputState::none().with_pointer(pointer);
for event in events.poll_iter() {
match event {
sdl3::event::Event::Quit { .. } => break 'running,
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => break 'running,
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::AcBack), .. } => break 'running,
sdl3::event::Event::Quit { .. } => {
if quit_requested(game, engine_v1_common::QuitSource::WindowClose) {
break 'running;
}
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => {
if quit_requested(game, engine_v1_common::QuitSource::Escape) {
break 'running;
}
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::AcBack), .. }
| sdl3::event::Event::KeyDown { scancode: Some(sdl3::keyboard::Scancode::AcBack), .. } => {
if quit_requested(game, engine_v1_common::QuitSource::PlatformBack) {
break 'running;
}
},
sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Left), repeat: false, .. } => {
input = input.with_action(engine_v1_common::GameAction::Left, true);
},
@@ -67,9 +80,6 @@ impl SdlRuntime {
},
sdl3::event::Event::MouseButtonDown { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
pointer = normalize_mouse_pointer(&canvas, true, x, y);
if platform_quit_control_hit(pointer) {
break 'running;
}
gesture_start = Some(pointer);
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
},
@@ -86,9 +96,6 @@ impl SdlRuntime {
},
sdl3::event::Event::FingerDown { x, y, .. } => {
pointer = engine_v1_common::PointerState::normalized(true, x, y);
if platform_quit_control_hit(pointer) {
break 'running;
}
gesture_start = Some(pointer);
input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
},
@@ -153,70 +160,18 @@ fn render_scene(canvas: &mut sdl3::render::WindowCanvas, scene: engine_v1_common
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
}
}
match render_platform_controls(canvas, width, height) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error),
}
canvas.present();
return std::result::Result::Ok(());
}
const SWIPE_DIRECTION_THRESHOLD: f32 = 0.04;
fn platform_quit_control_hit(pointer: engine_v1_common::PointerState) -> bool {
#[cfg(target_os = "android")]
{
return quit_control_hit(pointer);
}
#[cfg(not(target_os = "android"))]
{
let _ = pointer;
return false;
}
}
fn quit_control_hit(pointer: engine_v1_common::PointerState) -> bool {
return pointer.x() >= 0.86 && pointer.x() <= 0.99 && pointer.y() >= 0.015 && pointer.y() <= 0.105;
}
fn render_platform_controls(canvas: &mut sdl3::render::WindowCanvas, width: u32, height: u32) -> std::result::Result<(), std::string::String> {
#[cfg(target_os = "android")]
{
let button = sdl3::render::FRect::new(0.86 * width as f32, 0.015 * height as f32, 0.13 * width as f32, 0.09 * height as f32);
canvas.set_draw_color(sdl3::pixels::Color::RGBA(176, 48, 48, 232));
match canvas.fill_rect(button) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
}
canvas.set_draw_color(sdl3::pixels::Color::RGBA(255, 255, 255, 255));
let marks = [
(0.885_f32, 0.032_f32),
(0.905_f32, 0.044_f32),
(0.925_f32, 0.056_f32),
(0.945_f32, 0.068_f32),
(0.965_f32, 0.080_f32),
(0.965_f32, 0.032_f32),
(0.945_f32, 0.044_f32),
(0.925_f32, 0.056_f32),
(0.905_f32, 0.068_f32),
(0.885_f32, 0.080_f32),
];
for (x, y) in marks {
let mark = sdl3::render::FRect::new(x * width as f32, y * height as f32, 0.012 * width as f32, 0.012 * height as f32);
match canvas.fill_rect(mark) {
std::result::Result::Ok(()) => {},
std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
}
}
}
#[cfg(not(target_os = "android"))]
{
let _ = canvas;
let _ = width;
let _ = height;
}
return std::result::Result::Ok(());
fn quit_requested<G>(game: &mut G, source: engine_v1_common::QuitSource) -> bool
where
G: engine_v1_common::EngineGame,
{
let request = engine_v1_common::QuitRequest::new(source);
return game.quit_requested(request) == engine_v1_common::QuitDecision::Exit;
}
fn apply_swipe_direction(

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@@ -1,5 +1,5 @@
// file: crates/engines/engine-v1-sdl/unit_tests/swipe.rs
// version: 2
// version: 3
fn pointer(x: f32, y: f32) -> engine_v1_common::PointerState {
return engine_v1_common::PointerState::normalized(true, x, y);
@@ -26,9 +26,25 @@ fn vertical_swipe_uses_dominant_axis() {
assert!(input.is_active(engine_v1_common::GameAction::Up));
}
#[test]
fn quit_control_hit_is_limited_to_top_right_region() {
assert!(super::quit_control_hit(pointer(0.92, 0.05)));
assert!(!super::quit_control_hit(pointer(0.50, 0.05)));
assert!(!super::quit_control_hit(pointer(0.92, 0.50)));
#[derive(Default)]
struct QuitAwareGame {
requests: u64,
}
impl engine_v1_common::EngineGame for QuitAwareGame {
fn update(&mut self, _frame: engine_v1_common::EngineFrame, _input: engine_v1_common::InputState) {
return;
}
fn quit_requested(&mut self, _request: engine_v1_common::QuitRequest) -> engine_v1_common::QuitDecision {
self.requests = self.requests.saturating_add(1);
return engine_v1_common::QuitDecision::Continue;
}
}
#[test]
fn runtime_respects_game_quit_decision() {
let mut game = QuitAwareGame::default();
assert!(!super::quit_requested(&mut game, engine_v1_common::QuitSource::PlatformBack));
assert_eq!(game.requests, 1);
}

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@@ -0,0 +1,46 @@
<!-- file: deltas/0.1.0/0-pre.11.fix.5.md -->
<!-- version: 1 -->
# Delta 0.1.0-0-pre.11.fix.5
## Base
Base complète Git : `0.1.0-0-pre.11.fix.4`.
## Motifs
`0-pre.11.fix.4` n'est pas validée : audit `RUST-FMT-101`, dead code Desktop et contrôle de sortie Android spécifique au renderer insuffisant.
## Contrat de sortie moteur
`engine-v1-common` introduit `QuitSource`, `QuitRequest` et `QuitDecision`.
`EngineGame::quit_requested` retourne `Exit` par défaut. Un jeu peut retourner `Continue` après avoir adapté son état pour implémenter confirmation, pause, navigation, sauvegarde, Hall of Fame ou traitement préalable.
## SDL3
Le runtime transmet fermeture de fenêtre, Escape et Back Android au jeu. Android conserve `SDL_ANDROID_TRAP_BACK_BUTTON=1` et reconnaît Back via `Keycode::AcBack` ou `Scancode::AcBack`.
Le `X` SDL spécifique Android de `fix.4` est retiré.
## Validation
```bash
cargo fmt --all
cargo fmt --all -- --check
python3 scripts/audit_rust_workspace_rules.py
python3 scripts/audit_markdown_tables.py README.md RULES.md ROADMAP.md CHANGELOG.md docs prompts crates Android deltas history
cargo check --workspace
cargo clippy --workspace --all-targets --all-features -- -D warnings
cargo test -p engine-v1-common --all-targets --all-features
cargo test -p engine-v1-sdl --all-targets --all-features
cargo test -p game-snake-poc --all-targets --all-features
```
Smoke Desktop : `Escape -> QuitRequest(Escape) -> Exit`.
Smoke Android AVD : `Back -> QuitRequest(PlatformBack) -> Exit`.
Le Galaxy S9+ détecté en `arm64-v8a` peut servir de test physique après rebuild ARM64 et déploiement APK.
Le POC WASM + Tauri reste volontairement reporté après cette stabilisation.

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@@ -1,5 +1,5 @@
<!-- file: docs/architecture/004-INPUT_AND_CONTROLS.md -->
<!-- version: 6 -->
<!-- version: 7 -->
# Abstraction des entrées et contrôles
@@ -97,18 +97,18 @@ Pour souris et tactile :
Reflex conserve son impulsion `Primary` sur `Down` et reste donc indépendant de la reconnaissance du swipe.
## Sortie utilisateur
## Requête de sortie
Desktop :
La plateforme ne décide plus directement de terminer un jeu. Elle traduit l'événement physique en `QuitRequest` :
- `Escape` quitte proprement la boucle SDL ;
- la fermeture de fenêtre continue d'émettre `Quit`.
- fermeture de fenêtre → `QuitSource::WindowClose` ;
- `Escape` Desktop → `QuitSource::Escape` ;
- Back Android → `QuitSource::PlatformBack`.
Android :
`EngineGame::quit_requested` retourne un `QuitDecision`. Le comportement par défaut est `QuitDecision::Exit`.
- `SDL_ANDROID_TRAP_BACK_BUTTON=1` permet de traiter `AcBack` comme sortie propre ;
- un contrôle visuel de fermeture est rendu en haut à droite ;
- un tap/clic dans cette zone quitte la boucle avant d'alimenter le gameplay ;
- la boucle retourne ensuite normalement vers `SDL_main`.
Un jeu peut retourner `QuitDecision::Continue` après avoir modifié son état afin de mettre la partie en pause, demander confirmation, revenir à un écran précédent, préparer un Hall of Fame, sauvegarder ou commencer une action avant une sortie ultérieure.
Le gameplay ne dépend pas de cette logique de cycle de vie.
Sur Android, `SDL_ANDROID_TRAP_BACK_BUTTON=1` reste activé. Le runtime reconnaît le Back via `Keycode::AcBack` ou `Scancode::AcBack`.
Le contrôle `X` SDL spécifique Android de `0-pre.11.fix.4` est supprimé : le contrôle système Back est la frontière plateforme de référence. Une future UI de confirmation ou navigation appartient au jeu ou à une couche UI moteur.