fix(window): the title a program passes to gl_open / gvk_open reaches the window
The runtime opens a game's window before main, titled with the program's name, and gl_open attached to it without passing its title on (render3d's gvk_open called win_open, which returns early on Windows and opened a second window on macOS). win_set_title in cocoa.ll / win32.ll (setTitle: / SetWindowTextW, UTF-8 -> UTF-16; a no-op without a window, stubbed headless) retitles it from gl_open, and win_open on an open window retitles it on both platforms. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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7 changed files with 93 additions and 3 deletions
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@ -229,7 +229,15 @@ entry:
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store i32 %w, ptr @W_fbw
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store i32 %h, ptr @W_fbh
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store i32 %scale, ptr @W_scale
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; a window already open (the runtime opens a game's before main) is retitled, not
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; opened again - as win32.ll's win_open does
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%have = load ptr, ptr @W_win
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%again = icmp ne ptr %have, null
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br i1 %again, label %retitle, label %make
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retitle:
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call void @win_set_title(ptr %title)
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ret void
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make:
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%appcls = call ptr @objc_getClass(ptr @.c_app)
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%sel_sh = call ptr @sel_registerName(ptr @.s_shared)
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%app = call ptr @objc_msgSend(ptr %appcls, ptr %sel_sh)
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@ -1700,6 +1708,31 @@ out:
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ret void
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}
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; ---- win_set_title --------------------------------------------------------------------
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; Retitle the window the runtime opened before main: gl_open / gvk_open attach to that window
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; rather than opening one, and the title the program asked for would otherwise be dropped in
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; favour of the program's name. A no-op without a window.
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define void @win_set_title(ptr %title) {
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entry:
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%win = load ptr, ptr @W_win
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%nowin = icmp eq ptr %win, null
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%notitle = icmp eq ptr %title, null
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%skip = or i1 %nowin, %notitle
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br i1 %skip, label %out, label %go
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go:
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%strcls = call ptr @objc_getClass(ptr @.c_str)
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%sel_utf8 = call ptr @sel_registerName(ptr @.s_utf8)
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%ns = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %strcls, ptr %sel_utf8, ptr %title)
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%none = icmp eq ptr %ns, null
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br i1 %none, label %out, label %set
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set:
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%sel_title = call ptr @sel_registerName(ptr @.s_title)
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%r = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_title, ptr %ns)
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br label %out
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out:
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ret void
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}
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; ---- App.window_hide / App.window_show ------------------------------------------------
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; The game's window leaves the screen and comes back with its view, layer and GL context
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; untouched: a launcher steps aside while the game it started runs. The run does not end
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