fix(windowed): #88 don't force-quit windowed games on Esc or 'q'
cocoa.ll win_poll hard-coded Escape (keycode 53) and 'q' as quit (W_running=0), so a shipped windowed game died the instant a player pressed Esc (pause) or typed 'q'. Remove the dev-loop quit keys for windowed builds: Escape is delivered as key 27 and 'q' is an ordinary key, consistently across the single per-frame @W_key and the #50 held-key set (ev_keyval maps Esc->27, not 'q'). A windowed game owns Esc/pause and quits via quit() or the window close button (still ends the run). The headless rt_poll keeps its own 'q'=quit for scripted golden tests, so nothing headless changes. Also stops forwarding consumed key events to -sendEvent:, which rang AppKit's system beep per key. Windowed-only behavior (not exercised by the headless suite); verified a windowed build links and assembles cleanly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2 changed files with 23 additions and 10 deletions
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@ -305,7 +305,9 @@ ret:
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}
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; #50 — the ASCII value an NSEvent key event maps to (same mapping as win_poll's
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; keyDown switch: arrows -> WASD, return, escape -> 'q', else the first character).
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; keyDown switch: arrows -> WASD, return, escape -> 27, else the first character).
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; #88: escape delivers key 27 (left to the game), not 'q' — so the held-key set
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; stays consistent with @W_key and a shipped game owns Esc (pause).
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define i32 @ev_keyval(ptr %ev) {
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entry:
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%sel_kc = call ptr @sel_registerName(ptr @.s_keycd)
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@ -326,7 +328,7 @@ va: ret i32 97
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vd: ret i32 100
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vspace: ret i32 32
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vret: ret i32 10
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vesc: ret i32 113
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vesc: ret i32 27
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chars:
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%sel_ch = call ptr @sel_registerName(ptr @.s_chars)
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%sel_len = call ptr @sel_registerName(ptr @.s_length)
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@ -344,8 +346,9 @@ none:
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}
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; Drain the event queue, remembering the last key pressed. Arrow keys map onto
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; WASD and escape onto 'q', matching what the C backend did. #50: also track the
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; held-key set (keyDown/keyUp) and the mouse (buttons, position, wheel).
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; WASD; escape delivers key 27 and 'q' is an ordinary key (#88 — a windowed game
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; owns Esc/quit; the headless rt_poll keeps its own 'q' = quit for scripted tests).
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; #50: also track the held-key set (keyDown/keyUp) and the mouse.
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define i32 @win_poll() {
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entry:
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store i32 0, ptr @W_key
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@ -446,8 +449,9 @@ k_d: store i32 100, ptr @W_key br label %forward
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k_space: store i32 32, ptr @W_key br label %forward
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k_ret: store i32 10, ptr @W_key br label %forward
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k_esc:
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store i32 113, ptr @W_key
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store i32 0, ptr @W_running
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; Escape is delivered as key 27 and left to the game (pause menus etc.).
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; It used to force-quit the window, which a shipped game cannot tolerate.
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store i32 27, ptr @W_key
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br label %forward
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fromchars:
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%chars = call ptr (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_ch)
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@ -458,12 +462,18 @@ takechar:
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%ch = call i16 (ptr, ptr, i64) @objc_msgSend(ptr %chars, ptr %sel_cat, i64 0)
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%ch32 = zext i16 %ch to i32
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store i32 %ch32, ptr @W_key
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%isq = icmp eq i32 %ch32, 113
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br i1 %isq, label %quit, label %forward
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quit:
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store i32 0, ptr @W_running
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; 'q' is an ordinary key in a windowed game (the headless test driver keeps its
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; own 'q' = quit in rt_poll); a shipped game must not die on a typo.
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br label %forward
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forward:
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; key events are consumed by win_poll itself; forwarding them to -sendEvent:
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; hits an unhandled responder chain and AppKit plays the system "funk" beep.
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; Mouse / other events are still forwarded so the window behaves normally.
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%fwd_isdown = icmp eq i64 %ty, 10
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%fwd_isup = icmp eq i64 %ty, 11
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%fwd_iskey = or i1 %fwd_isdown, %fwd_isup
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br i1 %fwd_iskey, label %pump, label %dosend
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dosend:
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%fwd = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %app, ptr %sel_send, ptr %ev)
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br label %pump
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finish:
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