0.1.0-1-alpha.2
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15
crates/apps/game-reflex-poc-tauri/src/lib.rs
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15
crates/apps/game-reflex-poc-tauri/src/lib.rs
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// file: crates/apps/game-reflex-poc-tauri/src/lib.rs
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// version: 1
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#![warn(missing_docs)]
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#![deny(unreachable_pub)]
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#![forbid(unsafe_code)]
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//! WebAssembly adapter for the Reflex POC when hosted by the Tauri variant.
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#[cfg(target_arch = "wasm32")]
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mod wasm_runtime;
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#[cfg(target_arch = "wasm32")]
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/// Re-export of the Reflex WebAssembly runtime adapter.
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pub use self::wasm_runtime::ReflexWasmGame;
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25
crates/apps/game-reflex-poc-tauri/src/main.rs
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crates/apps/game-reflex-poc-tauri/src/main.rs
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// file: crates/apps/game-reflex-poc-tauri/src/main.rs
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// version: 1
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#![warn(missing_docs)]
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#![deny(unreachable_pub)]
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#![forbid(unsafe_code)]
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//! Native Tauri host for the local Reflex WebAssembly POC.
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#[cfg(not(target_arch = "wasm32"))]
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fn main() {
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let result = tauri::Builder::default().run(tauri::generate_context!());
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match result {
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std::result::Result::Ok(()) => {},
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std::result::Result::Err(error) => {
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eprintln!("Reflex POC Tauri runner failed: {error}");
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},
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}
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return;
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}
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#[cfg(target_arch = "wasm32")]
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fn main() {
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return;
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}
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152
crates/apps/game-reflex-poc-tauri/src/wasm_runtime.rs
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152
crates/apps/game-reflex-poc-tauri/src/wasm_runtime.rs
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// file: crates/apps/game-reflex-poc-tauri/src/wasm_runtime.rs
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// version: 1
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/// WebAssembly-owned Reflex game state consumed by the local Tauri WebView.
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#[wasm_bindgen::prelude::wasm_bindgen]
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pub struct ReflexWasmGame {
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runner: engine_v1_common::FixedStepRunner,
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state: game_reflex_poc::ReflexState,
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}
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#[wasm_bindgen::prelude::wasm_bindgen]
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impl ReflexWasmGame {
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/// Creates a fresh Reflex POC session using the same gameplay crate as native Desktop.
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#[wasm_bindgen::prelude::wasm_bindgen(constructor)]
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pub fn new() -> Self {
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return Self {
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runner: engine_v1_common::FixedStepRunner::new(std::time::Duration::from_millis(16)),
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state: game_reflex_poc::ReflexState::new(),
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};
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}
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/// Advances one deterministic update without an input impulse.
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pub fn tick(&mut self) {
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self.runner.tick(&mut self.state, engine_v1_common::InputState::none());
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return;
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}
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/// Delivers one normalized primary-pointer impulse to the shared Reflex gameplay state.
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pub fn pointer_down(&mut self, x: f32, y: f32) {
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let pointer = engine_v1_common::PointerState::normalized(true, x, y);
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let input = engine_v1_common::InputState::none().with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
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self.runner.tick(&mut self.state, input);
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return;
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}
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/// Returns the current gameplay score.
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pub fn score(&self) -> u32 {
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return self.state.score().min(u32::MAX as u64) as u32;
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}
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/// Returns the current scene background red channel.
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pub fn background_red(&self) -> u8 {
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return self.scene().background().red();
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}
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/// Returns the current scene background green channel.
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pub fn background_green(&self) -> u8 {
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return self.scene().background().green();
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}
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/// Returns the current scene background blue channel.
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pub fn background_blue(&self) -> u8 {
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return self.scene().background().blue();
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}
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/// Returns the number of occupied rectangle slots in the current scene.
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pub fn rectangle_count(&self) -> u32 {
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let scene = self.scene();
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let mut count = 0_u32;
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for slot in scene.rectangles() {
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if slot.is_some() {
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count = count.saturating_add(1);
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}
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}
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return count;
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}
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/// Returns one rectangle's normalized left coordinate or `-1.0` if the index is absent.
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pub fn rectangle_x(&self, index: u32) -> f32 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.rect().x(),
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None => -1.0,
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};
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}
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/// Returns one rectangle's normalized top coordinate or `-1.0` if the index is absent.
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pub fn rectangle_y(&self, index: u32) -> f32 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.rect().y(),
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None => -1.0,
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};
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}
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/// Returns one rectangle's normalized width or `0.0` if the index is absent.
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pub fn rectangle_width(&self, index: u32) -> f32 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.rect().width(),
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None => 0.0,
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};
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}
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/// Returns one rectangle's normalized height or `0.0` if the index is absent.
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pub fn rectangle_height(&self, index: u32) -> f32 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.rect().height(),
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None => 0.0,
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};
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}
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/// Returns one rectangle's red channel or zero if the index is absent.
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pub fn rectangle_red(&self, index: u32) -> u8 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.color().red(),
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None => 0,
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};
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}
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/// Returns one rectangle's green channel or zero if the index is absent.
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pub fn rectangle_green(&self, index: u32) -> u8 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.color().green(),
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None => 0,
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};
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}
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/// Returns one rectangle's blue channel or zero if the index is absent.
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pub fn rectangle_blue(&self, index: u32) -> u8 {
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return match self.rectangle(index) {
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Some(rectangle) => rectangle.color().blue(),
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None => 0,
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};
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}
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}
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impl Default for ReflexWasmGame {
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fn default() -> Self {
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return Self::new();
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}
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}
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impl ReflexWasmGame {
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fn scene(&self) -> engine_v1_common::EngineScene {
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return engine_v1_common::EngineGame::scene(&self.state);
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}
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fn rectangle(&self, requested_index: u32) -> Option<engine_v1_common::RenderRect> {
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let scene = self.scene();
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let mut occupied_index = 0_u32;
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for slot in scene.rectangles() {
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match slot {
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Some(rectangle) => {
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if occupied_index == requested_index {
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return Some(*rectangle);
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}
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occupied_index = occupied_index.saturating_add(1);
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},
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None => {},
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}
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}
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return None;
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}
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}
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