feat(input): native gamepad + touch + mouse-position hardware bindings (#51)
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>
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@ -77,7 +77,7 @@ function cmd_app() -> int {
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let ll = `{outbin}.ll`
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print(`ludicc: {src} -> {outbin} (Ludic-written compiler -> LLVM IR -> windowed binary)`)
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if not shq(`bin/ludicc --windowed {src} > {ll}`) { return 1 }
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if not shq(`{cc()} -O2 {ll} runtime/native/cocoa.ll -framework Cocoa -Wl,-rpath,@loader_path -o {outbin}`) { return 1 }
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if not shq(`{cc()} -O2 {ll} runtime/native/cocoa.ll -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path -o {outbin}`) { return 1 }
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if not save { run(`rm -f {ll}`) }
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print(`done. run: ./{outbin} (from the repo root, so assets/ resolves)`)
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return 0
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