fix(windowed): #88 don't force-quit windowed games on Esc or 'q'
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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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 07:23:09 +03:00
parent 57b8747c31
commit bdf1a97550
2 changed files with 23 additions and 10 deletions

View file

@ -0,0 +1,3 @@
bump: patch
type: fix
Windowed games no longer force-quit on Esc or 'q' (#88). The macOS platform layer (`runtime/native/cocoa.ll` `win_poll`) used to hard-code Escape (keycode 53) and the character 'q' as *quit* — storing `W_running = 0` so a shipped windowed game died the instant a player pressed Esc (a universal pause key) or typed 'q'. Those dev-loop conveniences are removed for windowed builds: **Escape is delivered to the game as key 27** and **'q' is an ordinary key**, consistently across both the single per-frame key (`@W_key`) and the `#50` held-key set (`ev_keyval` now maps Escape→27, not 'q'). A windowed game now owns Esc/pause and shuts down via `quit()` or the window close button (which still ends the run). The headless test driver (`rt_poll` in `core.ludic`) keeps its own `'q'` = quit for scripted golden runs, so nothing headless changes. Also stops forwarding consumed key events to `-sendEvent:`, which was triggering AppKit's system "funk" beep on every keystroke.

View file

@ -305,7 +305,9 @@ ret:
}
; #50 — the ASCII value an NSEvent key event maps to (same mapping as win_poll's
; keyDown switch: arrows -> WASD, return, escape -> 'q', else the first character).
; keyDown switch: arrows -> WASD, return, escape -> 27, else the first character).
; #88: escape delivers key 27 (left to the game), not 'q' — so the held-key set
; stays consistent with @W_key and a shipped game owns Esc (pause).
define i32 @ev_keyval(ptr %ev) {
entry:
%sel_kc = call ptr @sel_registerName(ptr @.s_keycd)
@ -326,7 +328,7 @@ va: ret i32 97
vd: ret i32 100
vspace: ret i32 32
vret: ret i32 10
vesc: ret i32 113
vesc: ret i32 27
chars:
%sel_ch = call ptr @sel_registerName(ptr @.s_chars)
%sel_len = call ptr @sel_registerName(ptr @.s_length)
@ -344,8 +346,9 @@ none:
}
; Drain the event queue, remembering the last key pressed. Arrow keys map onto
; WASD and escape onto 'q', matching what the C backend did. #50: also track the
; held-key set (keyDown/keyUp) and the mouse (buttons, position, wheel).
; WASD; escape delivers key 27 and 'q' is an ordinary key (#88 — a windowed game
; owns Esc/quit; the headless rt_poll keeps its own 'q' = quit for scripted tests).
; #50: also track the held-key set (keyDown/keyUp) and the mouse.
define i32 @win_poll() {
entry:
store i32 0, ptr @W_key
@ -446,8 +449,9 @@ k_d: store i32 100, ptr @W_key br label %forward
k_space: store i32 32, ptr @W_key br label %forward
k_ret: store i32 10, ptr @W_key br label %forward
k_esc:
store i32 113, ptr @W_key
store i32 0, ptr @W_running
; Escape is delivered as key 27 and left to the game (pause menus etc.).
; It used to force-quit the window, which a shipped game cannot tolerate.
store i32 27, ptr @W_key
br label %forward
fromchars:
%chars = call ptr (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_ch)
@ -458,12 +462,18 @@ takechar:
%ch = call i16 (ptr, ptr, i64) @objc_msgSend(ptr %chars, ptr %sel_cat, i64 0)
%ch32 = zext i16 %ch to i32
store i32 %ch32, ptr @W_key
%isq = icmp eq i32 %ch32, 113
br i1 %isq, label %quit, label %forward
quit:
store i32 0, ptr @W_running
; 'q' is an ordinary key in a windowed game (the headless test driver keeps its
; own 'q' = quit in rt_poll); a shipped game must not die on a typo.
br label %forward
forward:
; key events are consumed by win_poll itself; forwarding them to -sendEvent:
; hits an unhandled responder chain and AppKit plays the system "funk" beep.
; Mouse / other events are still forwarded so the window behaves normally.
%fwd_isdown = icmp eq i64 %ty, 10
%fwd_isup = icmp eq i64 %ty, 11
%fwd_iskey = or i1 %fwd_isdown, %fwd_isup
br i1 %fwd_iskey, label %pump, label %dosend
dosend:
%fwd = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %app, ptr %sel_send, ptr %ev)
br label %pump
finish: