0.1.0-0-pre.11-fix.4
This commit is contained in:
@@ -1,5 +1,5 @@
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# file: Cargo.toml
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# version: 24
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# version: 25
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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.3"
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version = "0.1.0-0-pre.11.fix.4"
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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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@@ -1,5 +1,5 @@
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// file: crates/engines/engine-v1-sdl/src/runtime.rs
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// version: 9
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// version: 10
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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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@@ -21,6 +21,10 @@ impl SdlRuntime {
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where
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G: engine_v1_common::EngineGame,
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{
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#[cfg(target_os = "android")]
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{
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let _ = sdl3::hint::set(sdl3::hint::names::ANDROID_TRAP_BACK_BUTTON, "1");
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}
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let sdl = match sdl3::init() {
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std::result::Result::Ok(value) => value,
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std::result::Result::Err(error) => return std::result::Result::Err(error.to_string()),
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@@ -48,6 +52,7 @@ impl SdlRuntime {
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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::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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@@ -62,6 +67,9 @@ 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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@@ -78,6 +86,9 @@ 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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@@ -142,12 +153,72 @@ 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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}
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fn apply_swipe_direction(
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mut input: engine_v1_common::InputState,
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start: Option<engine_v1_common::PointerState>,
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@@ -179,4 +250,4 @@ fn apply_swipe_direction(
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#[cfg(test)]
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#[path = "../unit_tests/swipe.rs"]
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mod swipe_tests;
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mod tests;
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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: 1
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// version: 2
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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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@@ -25,3 +25,10 @@ fn vertical_swipe_uses_dominant_axis() {
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let input = super::apply_swipe_direction(engine_v1_common::InputState::none(), Some(pointer(0.5, 0.8)), pointer(0.55, 0.2));
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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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}
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155
deltas/0.1.0/0-pre.11.fix.4.md
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155
deltas/0.1.0/0-pre.11.fix.4.md
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@@ -0,0 +1,155 @@
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<!-- file: deltas/0.1.0/0-pre.11.fix.4.md -->
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<!-- version: 1 -->
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# Delta 0.1.0-0-pre.11.fix.4
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## Base
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Base déclarée : `0.1.0-0-pre.11.fix.3`, non validée.
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## Motifs
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Deux points restent à corriger avant validation finale de `0-pre.*`.
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### Audit RUST-TEST-001
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Le module externe `unit_tests/swipe.rs` était déclaré avec :
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```text
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mod swipe_tests;
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```
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alors que la règle workspace exige la forme canonique :
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```text
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mod tests;
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```
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Le corps des tests reste bien hors de `src/`.
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### Sortie explicite
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Le smoke Android a montré un gameplay fonctionnel et des swipes nettement meilleurs, mais aucun contrôle visuel de sortie n'était disponible dans le jeu plein écran.
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## Sortie Desktop
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`Escape` continue de quitter directement la boucle SDL, sans nécessiter le bouton de fermeture de la fenêtre.
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## Sortie Android
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Le backend SDL configure :
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```text
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SDL_ANDROID_TRAP_BACK_BUTTON=1
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```
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et quitte la boucle sur `Keycode::AcBack`.
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Un contrôle de fermeture rouge avec un X blanc est également rendu en haut à droite.
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Zone normalisée :
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```text
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x = 0.86 .. 0.99
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y = 0.015 .. 0.105
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```
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Un `MouseButtonDown` ou `FingerDown` dans cette zone quitte la boucle avant toute transmission de l'input au jeu.
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Aucun `exit()` n'est utilisé : `SdlRuntime::run` retourne normalement, puis l'entrypoint Android retourne à SDL/Java.
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## Tests
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Le fichier externe `unit_tests/swipe.rs` vérifie désormais aussi le hit-test du contrôle de sortie.
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## Validation Rust
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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-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
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```bash
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cargo run -p game-snake-poc-desktop
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```
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Critères supplémentaires :
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- `Escape` quitte sans cliquer sur le bouton de fenêtre ;
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- aucun contrôle Android n'est visible sur Desktop.
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## Smoke Android x86_64
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```bash
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python3 scripts/build_android_rust.py snake --abi x86_64
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cd Android
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gradle :game-snake-poc:assembleDebug
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cd ..
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```
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Puis :
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```bash
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android emulator start sasedev_games_api36
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adb devices
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android run \
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--apks=Android/game-snake-poc/build/outputs/apk/debug/game-snake-poc-debug.apk \
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--device=emulator-5554
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```
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Critères supplémentaires :
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- contrôle de fermeture visible en haut à droite ;
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- tap dessus termine proprement l'Activity ;
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- Back système termine également proprement l'Activity ;
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- aucun input Snake n'est déclenché par le contrôle de fermeture.
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## Test physique Galaxy S9+
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Activer les Options développeur et le Débogage USB, connecter le téléphone et accepter l'autorisation RSA.
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Identifier son serial et son ABI :
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```bash
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adb devices
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adb -s <serial> shell getprop ro.product.cpu.abi
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```
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Reconstruire ARM64 après ce fix :
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```bash
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python3 scripts/build_android_rust.py snake --abi arm64-v8a
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cd Android
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gradle :game-snake-poc:assembleDebug
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cd ..
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```
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Déployer :
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```bash
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android run \
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--apks=Android/game-snake-poc/build/outputs/apk/debug/game-snake-poc-debug.apk \
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--device=<serial>
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```
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Le téléphone réel sert à juger la latence et la qualité tactile, pas seulement la compatibilité d'installation.
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## Transition
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Si les gates et les smokes sont propres, `0.1.0-0-pre.11.fix.4` valide la fin de la phase `0-pre.*`.
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En cas d'échec imputable au projet, produire `0.1.0-0-pre.11.fix.5`.
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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: 5 -->
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<!-- version: 6 -->
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# Abstraction des entrées et contrôles
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@@ -96,3 +96,19 @@ Pour souris et tactile :
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- `Canceled` annule le geste.
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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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Desktop :
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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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Android :
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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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Le gameplay ne dépend pas de cette logique de cycle de vie.
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