0.1.0-0-pre.11-fix.5
This commit is contained in:
@@ -1,5 +1,5 @@
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# file: Cargo.toml
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# version: 25
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# version: 26
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[workspace]
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resolver = "3"
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@@ -17,7 +17,7 @@ members = [
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]
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[workspace.package]
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version = "0.1.0-0-pre.11.fix.4"
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version = "0.1.0-0-pre.11.fix.5"
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edition = "2024"
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license = "MIT"
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repository = "https://git.sasedev.com/Sasedev/games"
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@@ -1,11 +1,19 @@
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// file: crates/engines/engine-v1-common/src/game_loop.rs
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// version: 3
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// version: 4
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/// Minimal update contract implemented by a game state consumed by engine V1.
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pub trait EngineGame {
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/// Advances the game by one engine update using platform-independent input.
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fn update(&mut self, frame: crate::EngineFrame, input: crate::InputState);
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/// Handles a platform-independent request to leave the current runtime.
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///
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/// Games may mutate their state and return [`crate::QuitDecision::Continue`] to implement
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/// pause/confirmation screens, navigation, score submission, saving, or other workflows.
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fn quit_requested(&mut self, _request: crate::QuitRequest) -> crate::QuitDecision {
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return crate::QuitDecision::Exit;
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}
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/// Produces the platform-independent scene rendered after the update.
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fn scene(&self) -> crate::EngineScene {
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return crate::EngineScene::empty(crate::RenderColor::rgb(18, 18, 24));
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@@ -1,5 +1,5 @@
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// file: crates/engines/engine-v1-common/src/lib.rs
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// version: 4
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// version: 5
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#![warn(missing_docs)]
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#![deny(unreachable_pub)]
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@@ -12,6 +12,7 @@ mod frame;
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mod game_loop;
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mod input;
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mod pointer;
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mod quit;
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mod render;
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/// Re-export of the canonical logical input action used by engine V1 games.
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@@ -26,6 +27,12 @@ pub use self::game_loop::FixedStepRunner;
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pub use self::input::InputState;
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/// Re-export of the normalized primary pointer snapshot.
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pub use self::pointer::PointerState;
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/// Re-export of a game's response to a quit request.
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pub use self::quit::QuitDecision;
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/// Re-export of the platform-independent quit request.
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pub use self::quit::QuitRequest;
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/// Re-export of the platform-level source of a quit request.
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pub use self::quit::QuitSource;
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/// Re-export of the maximum engine scene rectangle capacity.
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pub use self::render::ENGINE_SCENE_RECT_CAPACITY;
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/// Re-export of the platform-independent scene snapshot.
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42
crates/engines/engine-v1-common/src/quit.rs
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42
crates/engines/engine-v1-common/src/quit.rs
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@@ -0,0 +1,42 @@
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// file: crates/engines/engine-v1-common/src/quit.rs
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// version: 1
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/// Origin of a platform-independent request to leave the current game runtime.
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub enum QuitSource {
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/// The operating-system or window manager requested the window to close.
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WindowClose,
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/// The Desktop Escape key requested leaving the runtime.
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Escape,
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/// The platform-native Back action requested leaving the runtime.
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PlatformBack,
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}
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/// Decision returned by a game when the runtime requests to leave.
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub enum QuitDecision {
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/// Leave the current runtime immediately.
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Exit,
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/// Keep the runtime active after the game handled the request.
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Continue,
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}
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/// Platform-independent quit request delivered to a game.
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub struct QuitRequest {
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source: QuitSource,
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}
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impl QuitRequest {
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/// Creates a quit request from the supplied source.
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#[must_use]
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pub const fn new(source: QuitSource) -> Self {
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return Self { source };
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}
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/// Returns the physical or platform-level source of the request.
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#[must_use]
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pub const fn source(self) -> QuitSource {
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return self.source;
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}
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}
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@@ -1,5 +1,5 @@
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// file: crates/engines/engine-v1-common/unit_tests/game_loop.rs
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// version: 1
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// version: 2
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#[derive(Default)]
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struct CountingGame {
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@@ -28,3 +28,20 @@ fn fixed_step_runner_advances_index_and_elapsed_time() {
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assert_eq!(game.last_frame.map(crate::EngineFrame::index), std::option::Option::Some(1));
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});
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}
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#[test]
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fn default_quit_policy_exits() {
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game_logging_lib::with_test_tracing("default_quit_policy_exits", || {
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let mut game = CountingGame::default();
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let request = crate::QuitRequest::new(crate::QuitSource::Escape);
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assert_eq!(crate::EngineGame::quit_requested(&mut game, request), crate::QuitDecision::Exit);
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});
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}
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#[test]
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fn quit_request_preserves_its_source() {
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game_logging_lib::with_test_tracing("quit_request_preserves_its_source", || {
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let request = crate::QuitRequest::new(crate::QuitSource::PlatformBack);
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assert_eq!(request.source(), crate::QuitSource::PlatformBack);
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});
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}
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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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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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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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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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@@ -1,5 +1,5 @@
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// file: crates/engines/engine-v1-sdl/unit_tests/swipe.rs
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// version: 2
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// version: 3
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fn pointer(x: f32, y: f32) -> engine_v1_common::PointerState {
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return engine_v1_common::PointerState::normalized(true, x, y);
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@@ -26,9 +26,25 @@ fn vertical_swipe_uses_dominant_axis() {
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assert!(input.is_active(engine_v1_common::GameAction::Up));
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}
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#[test]
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fn quit_control_hit_is_limited_to_top_right_region() {
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assert!(super::quit_control_hit(pointer(0.92, 0.05)));
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assert!(!super::quit_control_hit(pointer(0.50, 0.05)));
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assert!(!super::quit_control_hit(pointer(0.92, 0.50)));
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#[derive(Default)]
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struct QuitAwareGame {
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requests: u64,
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}
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impl engine_v1_common::EngineGame for QuitAwareGame {
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fn update(&mut self, _frame: engine_v1_common::EngineFrame, _input: engine_v1_common::InputState) {
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return;
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}
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fn quit_requested(&mut self, _request: engine_v1_common::QuitRequest) -> engine_v1_common::QuitDecision {
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self.requests = self.requests.saturating_add(1);
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return engine_v1_common::QuitDecision::Continue;
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}
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}
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#[test]
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fn runtime_respects_game_quit_decision() {
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let mut game = QuitAwareGame::default();
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assert!(!super::quit_requested(&mut game, engine_v1_common::QuitSource::PlatformBack));
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assert_eq!(game.requests, 1);
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}
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46
deltas/0.1.0/0-pre.11.fix.5.md
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46
deltas/0.1.0/0-pre.11.fix.5.md
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@@ -0,0 +1,46 @@
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<!-- file: deltas/0.1.0/0-pre.11.fix.5.md -->
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<!-- version: 1 -->
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# Delta 0.1.0-0-pre.11.fix.5
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## Base
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Base complète Git : `0.1.0-0-pre.11.fix.4`.
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## Motifs
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`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.
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## Contrat de sortie moteur
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`engine-v1-common` introduit `QuitSource`, `QuitRequest` et `QuitDecision`.
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`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.
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## SDL3
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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`.
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Le `X` SDL spécifique Android de `fix.4` est retiré.
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## Validation
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```bash
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cargo fmt --all
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cargo fmt --all -- --check
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python3 scripts/audit_rust_workspace_rules.py
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python3 scripts/audit_markdown_tables.py README.md RULES.md ROADMAP.md CHANGELOG.md docs prompts crates Android deltas history
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cargo check --workspace
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cargo clippy --workspace --all-targets --all-features -- -D warnings
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cargo test -p engine-v1-common --all-targets --all-features
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cargo test -p engine-v1-sdl --all-targets --all-features
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cargo test -p game-snake-poc --all-targets --all-features
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```
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Smoke Desktop : `Escape -> QuitRequest(Escape) -> Exit`.
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Smoke Android AVD : `Back -> QuitRequest(PlatformBack) -> Exit`.
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Le Galaxy S9+ détecté en `arm64-v8a` peut servir de test physique après rebuild ARM64 et déploiement APK.
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Le POC WASM + Tauri reste volontairement reporté après cette stabilisation.
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@@ -1,5 +1,5 @@
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<!-- file: docs/architecture/004-INPUT_AND_CONTROLS.md -->
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<!-- version: 6 -->
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<!-- version: 7 -->
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# Abstraction des entrées et contrôles
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@@ -97,18 +97,18 @@ Pour souris et tactile :
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Reflex conserve son impulsion `Primary` sur `Down` et reste donc indépendant de la reconnaissance du swipe.
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## Sortie utilisateur
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## Requête de sortie
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Desktop :
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La plateforme ne décide plus directement de terminer un jeu. Elle traduit l'événement physique en `QuitRequest` :
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- `Escape` quitte proprement la boucle SDL ;
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- la fermeture de fenêtre continue d'émettre `Quit`.
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- fermeture de fenêtre → `QuitSource::WindowClose` ;
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- `Escape` Desktop → `QuitSource::Escape` ;
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- Back Android → `QuitSource::PlatformBack`.
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Android :
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`EngineGame::quit_requested` retourne un `QuitDecision`. Le comportement par défaut est `QuitDecision::Exit`.
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- `SDL_ANDROID_TRAP_BACK_BUTTON=1` permet de traiter `AcBack` comme sortie propre ;
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- un contrôle visuel de fermeture est rendu en haut à droite ;
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- un tap/clic dans cette zone quitte la boucle avant d'alimenter le gameplay ;
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- la boucle retourne ensuite normalement vers `SDL_main`.
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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.
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Le gameplay ne dépend pas de cette logique de cycle de vie.
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Sur Android, `SDL_ANDROID_TRAP_BACK_BUTTON=1` reste activé. Le runtime reconnaît le Back via `Keycode::AcBack` ou `Scancode::AcBack`.
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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.
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