0.1.0-0-pre.11-fix.5
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@@ -1,5 +1,5 @@
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// file: crates/engines/engine-v1-sdl/src/runtime.rs
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// version: 10
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// version: 11
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/// Minimal SDL3 runtime used by Desktop and Android POC runners.
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pub struct SdlRuntime {
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@@ -50,9 +50,22 @@ impl SdlRuntime {
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let mut input = engine_v1_common::InputState::none().with_pointer(pointer);
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for event in events.poll_iter() {
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match event {
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sdl3::event::Event::Quit { .. } => break 'running,
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => break 'running,
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::AcBack), .. } => break 'running,
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sdl3::event::Event::Quit { .. } => {
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if quit_requested(game, engine_v1_common::QuitSource::WindowClose) {
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break 'running;
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}
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},
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Escape), .. } => {
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if quit_requested(game, engine_v1_common::QuitSource::Escape) {
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break 'running;
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}
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},
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::AcBack), .. }
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| sdl3::event::Event::KeyDown { scancode: Some(sdl3::keyboard::Scancode::AcBack), .. } => {
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if quit_requested(game, engine_v1_common::QuitSource::PlatformBack) {
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break 'running;
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}
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},
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Left), repeat: false, .. } => {
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input = input.with_action(engine_v1_common::GameAction::Left, true);
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},
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@@ -67,9 +80,6 @@ impl SdlRuntime {
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},
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sdl3::event::Event::MouseButtonDown { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
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pointer = normalize_mouse_pointer(&canvas, true, x, y);
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if platform_quit_control_hit(pointer) {
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break 'running;
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}
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gesture_start = Some(pointer);
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input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
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},
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@@ -86,9 +96,6 @@ impl SdlRuntime {
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},
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sdl3::event::Event::FingerDown { x, y, .. } => {
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pointer = engine_v1_common::PointerState::normalized(true, x, y);
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if platform_quit_control_hit(pointer) {
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break 'running;
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}
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gesture_start = Some(pointer);
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input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
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},
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@@ -153,70 +160,18 @@ fn render_scene(canvas: &mut sdl3::render::WindowCanvas, scene: engine_v1_common
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std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
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}
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}
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match render_platform_controls(canvas, width, height) {
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std::result::Result::Ok(()) => {},
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std::result::Result::Err(error) => return std::result::Result::Err(error),
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}
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canvas.present();
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return std::result::Result::Ok(());
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}
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const SWIPE_DIRECTION_THRESHOLD: f32 = 0.04;
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fn platform_quit_control_hit(pointer: engine_v1_common::PointerState) -> bool {
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#[cfg(target_os = "android")]
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{
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return quit_control_hit(pointer);
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}
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#[cfg(not(target_os = "android"))]
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{
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let _ = pointer;
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return false;
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}
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}
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fn quit_control_hit(pointer: engine_v1_common::PointerState) -> bool {
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return pointer.x() >= 0.86 && pointer.x() <= 0.99 && pointer.y() >= 0.015 && pointer.y() <= 0.105;
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}
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fn render_platform_controls(canvas: &mut sdl3::render::WindowCanvas, width: u32, height: u32) -> std::result::Result<(), std::string::String> {
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#[cfg(target_os = "android")]
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{
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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);
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canvas.set_draw_color(sdl3::pixels::Color::RGBA(176, 48, 48, 232));
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match canvas.fill_rect(button) {
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std::result::Result::Ok(()) => {},
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std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
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}
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canvas.set_draw_color(sdl3::pixels::Color::RGBA(255, 255, 255, 255));
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let marks = [
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(0.885_f32, 0.032_f32),
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(0.905_f32, 0.044_f32),
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(0.925_f32, 0.056_f32),
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(0.945_f32, 0.068_f32),
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(0.965_f32, 0.080_f32),
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(0.965_f32, 0.032_f32),
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(0.945_f32, 0.044_f32),
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(0.925_f32, 0.056_f32),
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(0.905_f32, 0.068_f32),
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(0.885_f32, 0.080_f32),
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];
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for (x, y) in marks {
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let mark = sdl3::render::FRect::new(x * width as f32, y * height as f32, 0.012 * width as f32, 0.012 * height as f32);
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match canvas.fill_rect(mark) {
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std::result::Result::Ok(()) => {},
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std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
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}
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}
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}
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#[cfg(not(target_os = "android"))]
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{
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let _ = canvas;
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let _ = width;
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let _ = height;
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}
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return std::result::Result::Ok(());
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fn quit_requested<G>(game: &mut G, source: engine_v1_common::QuitSource) -> bool
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where
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G: engine_v1_common::EngineGame,
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{
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let request = engine_v1_common::QuitRequest::new(source);
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return game.quit_requested(request) == engine_v1_common::QuitDecision::Exit;
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}
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fn apply_swipe_direction(
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