feat(input): native gamepad + touch + mouse-position hardware bindings (#51)
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 18s
ci / build-and-test (push) Successful in 1m24s
commit-lint / conventional-commits (push) Successful in 5s
docs / build-and-deploy (push) Successful in 20s

Wire the macOS platform side of the #50 device layer, feeding the same state
buffers the read APIs consume — no API changes, purely OS glue.

- mouse: cocoa.ll reads the live cursor via mouseLocationOutsideOfEventStream,
  converted to framebuffer pixels and y-flipped, so windowed games get
  Input.mouse_x/y without injection (W_mx/W_my were never written before).
- gamepad: win_pad polls GCController.controllers each frame, packing extended-
  gamepad buttons (SDL_GameControllerButton order) and thumbsticks (16.16 fixed,
  Y negated for SDL convention) into in_pad_*. Windowed builds now load
  GameController via -needed_framework (its classes are reached by name, so a
  plain -framework link dead-strips it); DCE'd in headless builds.
- touch: the view's NSTouch phase handlers snapshot the touching set into
  in_touch_* (normalizedPosition -> framebuffer pixels).

Web platform.js gains zero-fill stubs for win_held/mouse/pad/touch so a windowed
wasm build resolves the device-layer imports. New test asserts the windowed link
loads GameController. Reseeded; full + selfhost suites green (79 + 29).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-31 17:37:21 +03:00
parent 53bb441f23
commit d6ca320269
10 changed files with 15159 additions and 14652 deletions

View file

@ -296,6 +296,13 @@ async function start({ wasm, canvas, manifest = null, files = {}, onExit = null,
},
win_running: () => host.running,
win_close: () => { host.running = 0; },
// The #50/#51 device-state fills. The browser has no gamepad/touch hardware
// wired here yet, so these zero the caller's buffer; keyboard still flows
// through win_poll above, and Input.set_* injection works on every target.
win_held: (p) => { host.sync(); const b = p >>> 2; for (let i = 0; i < 8; i++) host.u32[b + i] = 0; },
win_mouse: (p) => { host.sync(); const b = p >>> 2; for (let i = 0; i < 4; i++) host.u32[b + i] = 0; },
win_pad: (p) => { host.sync(); const b = p >>> 2; for (let i = 0; i < 24; i++) host.u32[b + i] = 0; },
win_touch: (p) => { host.sync(); const b = p >>> 2; for (let i = 0; i < 24; i++) host.u32[b + i] = 0; },
};
const { instance } = await WebAssembly.instantiateStreaming(fetch(wasm), { env });