0.1.0-0-pre.11
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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: 7
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// version: 8
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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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@@ -47,9 +47,22 @@ 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::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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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Right), repeat: false, .. } => {
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input = input.with_action(engine_v1_common::GameAction::Right, true);
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},
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Up), repeat: false, .. } => {
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input = input.with_action(engine_v1_common::GameAction::Up, true);
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},
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sdl3::event::Event::KeyDown { keycode: Some(sdl3::keyboard::Keycode::Down), repeat: false, .. } => {
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input = input.with_action(engine_v1_common::GameAction::Down, true);
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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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input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
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input = apply_pointer_direction(input, pointer);
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},
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sdl3::event::Event::MouseButtonUp { mouse_btn: sdl3::mouse::MouseButton::Left, x, y, .. } => {
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pointer = normalize_mouse_pointer(&canvas, false, x, y);
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@@ -62,6 +75,7 @@ impl SdlRuntime {
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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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input = input.with_pointer(pointer).with_action(engine_v1_common::GameAction::Primary, true);
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input = apply_pointer_direction(input, pointer);
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},
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sdl3::event::Event::FingerMotion { x, y, .. } => {
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pointer = engine_v1_common::PointerState::normalized(true, x, y);
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@@ -119,3 +133,20 @@ fn render_scene(canvas: &mut sdl3::render::WindowCanvas, scene: engine_v1_common
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canvas.present();
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return std::result::Result::Ok(());
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}
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fn apply_pointer_direction(mut input: engine_v1_common::InputState, pointer: engine_v1_common::PointerState) -> engine_v1_common::InputState {
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let horizontal = pointer.x() - 0.5;
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let vertical = pointer.y() - 0.5;
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if horizontal.abs() >= vertical.abs() {
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if horizontal < 0.0 {
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input = input.with_action(engine_v1_common::GameAction::Left, true);
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} else {
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input = input.with_action(engine_v1_common::GameAction::Right, true);
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}
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} else if vertical < 0.0 {
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input = input.with_action(engine_v1_common::GameAction::Up, true);
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} else {
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input = input.with_action(engine_v1_common::GameAction::Down, true);
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}
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return input;
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}
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