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2 commits

Author SHA1 Message Date
51d82063aa feat(runtime): the native window, for a graphics API that makes its own surface
win_native_window / win_native_instance hand a Vulkan swapchain what it is created on: the
HWND and module instance on Windows (VkWin32SurfaceCreateInfoKHR), the game's view on macOS.
Headless builds define both as null (weak on macOS, so a windowed link keeps cocoa.ll's), so
code that asks for them links everywhere and simply finds no window.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:42:19 +03:00
00d25dcc3e feat(windows): a window - win32.ll, WGL on it, and a windowed Windows build
win32.ll implements cocoa.ll's contracts over user32 and xinput: the message
pump, the held-key set and frame key in Ludic codes, the mouse with raw input
for cursor mode 2, clip-based cursor modes released on focus loss, XInput pads,
and the software framebuffer present. win32_gl.ll puts the WGL 4.1 core context
on that window (vsync, borderless full screen); gl_win.ll's context code is now
lgl_wgl_core, shared with the headless hidden window, whose win_gl_* stubs move
to gl_win_nowin.ll. audio_win.ll links Audio.* silently for now.

Verified: macOS fixpoint, ludic-dev test 135/135, selfhost-test 32/32; on the
PC gl_triangle renders identically headless and in a real window, and Maroon
Lake builds windowed and runs a playtest to frame 240 in the desktop session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 02:33:53 +03:00