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>
867 lines
28 KiB
LLVM
867 lines
28 KiB
LLVM
; ============================================================================
|
|
; win32.ll — the Windows window, written in LLVM IR.
|
|
;
|
|
; The counterpart of cocoa.ll, to the same contracts, spoken to user32 and
|
|
; xinput through their C ABI. ludicc links it into a windowed Windows binary;
|
|
; the GL half (win_gl_*) is win32_gl.ll, linked only when the program uses Gl.*,
|
|
; so a software-framebuffer game never names a WGL function.
|
|
;
|
|
; win_open(w, h, scale, title) win_poll() -> key win_present(fb, w, h)
|
|
; win_running() -> bool win_close()
|
|
; win_held(out) win_mouse(out) win_pad(out) win_touch(out) win_cursor_mode(m)
|
|
; splash_show(bytes, len, bg) splash_hide() app_set_icon(bytes, len)
|
|
;
|
|
; Units and conventions carried over from cocoa.ll, because the Ludic side reads
|
|
; them without knowing which platform filled them:
|
|
;
|
|
; held keys a 256-bit set of Ludic key codes: letters lowercase, digits and
|
|
; punctuation as their unshifted character, Space 32, Enter 10,
|
|
; Esc 27, Backspace 8, Tab 9, Shift 16, Ctrl 17, Alt 18, and the
|
|
; arrows at 128 129 130 131 (up down left right)
|
|
; frame key the last key pressed this frame, arrows reported as w s a d
|
|
; mouse framebuffer pixels (client pixels / scale), top-left origin;
|
|
; buttons bit0 left, bit1 right; wheel in notches, up positive
|
|
; pads SDL button order, Q16.16 axes with Y down
|
|
;
|
|
; The process is per-monitor DPI aware: a client pixel is a screen pixel, the
|
|
; backing scale is 1, and a 1280x720 window is 1280x720 pixels on any display.
|
|
;
|
|
; Keys are read from the message queue before dispatch rather than from WM_CHAR:
|
|
; TranslateMessage is never called, so no character messages are produced, and a
|
|
; key's character comes from MapVirtualKeyA. The system keys (Alt, F10) are never
|
|
; handed to DefWindowProc, whose menu loop would stall the game's frame loop -
|
|
; Alt+F4 is honoured here instead.
|
|
; ============================================================================
|
|
|
|
declare ptr @GetModuleHandleA(ptr)
|
|
declare i16 @RegisterClassExA(ptr)
|
|
declare ptr @CreateWindowExA(i32, ptr, ptr, i32, i32, i32, i32, i32, ptr, ptr, ptr, ptr)
|
|
declare i64 @DefWindowProcA(ptr, i32, i64, i64)
|
|
declare i32 @ShowWindow(ptr, i32)
|
|
declare i32 @SetForegroundWindow(ptr)
|
|
declare i32 @PeekMessageA(ptr, ptr, i32, i32, i32)
|
|
declare i64 @DispatchMessageA(ptr)
|
|
declare ptr @GetDC(ptr)
|
|
declare i32 @AdjustWindowRectEx(ptr, i32, i32, i32)
|
|
declare i32 @GetSystemMetrics(i32)
|
|
declare i32 @GetClientRect(ptr, ptr)
|
|
declare i32 @ClientToScreen(ptr, ptr)
|
|
declare i32 @ScreenToClient(ptr, ptr)
|
|
declare i32 @GetCursorPos(ptr)
|
|
declare i32 @ClipCursor(ptr)
|
|
declare ptr @SetCursor(ptr)
|
|
declare ptr @LoadCursorA(ptr, ptr)
|
|
declare ptr @GetForegroundWindow()
|
|
declare i32 @IsWindow(ptr)
|
|
declare ptr @SetCapture(ptr)
|
|
declare i32 @ReleaseCapture()
|
|
declare i32 @MapVirtualKeyA(i32, i32)
|
|
declare i16 @GetKeyState(i32)
|
|
declare i32 @RegisterRawInputDevices(ptr, i32, i32)
|
|
declare i32 @GetRawInputData(ptr, i32, ptr, ptr, i32)
|
|
declare i32 @SetProcessDpiAwarenessContext(ptr)
|
|
declare i32 @StretchDIBits(ptr, i32, i32, i32, i32, i32, i32, i32, i32, ptr, ptr, i32, i32)
|
|
declare void @Sleep(i32)
|
|
declare i32 @XInputGetState(i32, ptr)
|
|
declare void @llvm.memset.p0.i64(ptr, i8, i64, i1)
|
|
|
|
@.w_class = private unnamed_addr constant [12 x i8] c"LudicWindow\00"
|
|
|
|
; shared with win32_gl.ll, which declares them external
|
|
@W_hwnd = global ptr null
|
|
@W_hdc = global ptr null
|
|
@W_fbw = global i32 320
|
|
@W_fbh = global i32 240
|
|
@W_scale = global i32 3
|
|
|
|
@W_fb = internal global ptr null
|
|
@W_key = internal global i32 0
|
|
@W_running = internal global i32 1
|
|
@W_held = internal global [8 x i32] zeroinitializer
|
|
@W_mx = internal global i32 0
|
|
@W_my = internal global i32 0
|
|
@W_mbtn = internal global i32 0
|
|
@W_wheel = internal global i32 0
|
|
; raw mouse motion since the last win_mouse, for cursor mode 2
|
|
@W_rawdx = internal global i32 0
|
|
@W_rawdy = internal global i32 0
|
|
; 0 normal, 1 hidden, 2 locked (relative), 3 confined; see win_cursor_maintain
|
|
@W_cursor_mode = internal global i32 0
|
|
@W_cursor_hidden = internal global i32 0
|
|
@W_clipped = internal global i32 0
|
|
|
|
; ---- the window procedure ---------------------------------------------------
|
|
; Only what is SENT to a window arrives here (posted input is read in win_poll).
|
|
define internal i64 @ludic_wndproc(ptr %hwnd, i32 %msg, i64 %wp, i64 %lp) {
|
|
entry:
|
|
switch i32 %msg, label %def [
|
|
i32 16, label %close ; WM_CLOSE: end the run; the game decides what quitting does
|
|
i32 20, label %erase ; WM_ERASEBKGND: the frame covers it, and erasing flickers
|
|
i32 8, label %blur ; WM_KILLFOCUS
|
|
i32 32, label %setcur ; WM_SETCURSOR
|
|
]
|
|
close:
|
|
store i32 0, ptr @W_running
|
|
ret i64 0
|
|
erase:
|
|
ret i64 1
|
|
blur:
|
|
; a key held when focus went away never sends its key-up to this window: drop them all,
|
|
; or the hiker walks on by himself after an Alt-Tab
|
|
call void @llvm.memset.p0.i64(ptr @W_held, i8 0, i64 32, i1 false)
|
|
store i32 0, ptr @W_mbtn
|
|
br label %def
|
|
setcur:
|
|
; a hidden cursor is hidden by answering WM_SETCURSOR with no cursor over the client
|
|
; area, which needs no ShowCursor counter to keep balanced
|
|
%hid = load i32, ptr @W_cursor_hidden
|
|
%ishid = icmp ne i32 %hid, 0
|
|
%hit = and i64 %lp, 65535
|
|
%client = icmp eq i64 %hit, 1 ; HTCLIENT
|
|
%both = and i1 %ishid, %client
|
|
br i1 %both, label %nocur, label %def
|
|
nocur:
|
|
%c = call ptr @SetCursor(ptr null)
|
|
ret i64 1
|
|
def:
|
|
%r = call i64 @DefWindowProcA(ptr %hwnd, i32 %msg, i64 %wp, i64 %lp)
|
|
ret i64 %r
|
|
}
|
|
|
|
define void @win_open(i32 %w, i32 %h, i32 %scale, ptr %title) {
|
|
entry:
|
|
%wc = alloca [80 x i8], align 8
|
|
%rc = alloca [16 x i8], align 4
|
|
%rid = alloca [16 x i8], align 8
|
|
store i32 %w, ptr @W_fbw
|
|
store i32 %h, ptr @W_fbh
|
|
store i32 %scale, ptr @W_scale
|
|
%have = load ptr, ptr @W_hwnd
|
|
%again = icmp ne ptr %have, null
|
|
br i1 %again, label %out, label %make
|
|
make:
|
|
; DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 = -4
|
|
%dpi = call i32 @SetProcessDpiAwarenessContext(ptr inttoptr (i64 -4 to ptr))
|
|
%inst = call ptr @GetModuleHandleA(ptr null)
|
|
; WNDCLASSEXA: cbSize 0, style 4, lpfnWndProc 8, hInstance 24, hCursor 40, lpszClassName 64
|
|
call void @llvm.memset.p0.i64(ptr %wc, i8 0, i64 80, i1 false)
|
|
store i32 80, ptr %wc
|
|
%wst = getelementptr i8, ptr %wc, i64 4
|
|
store i32 35, ptr %wst ; CS_OWNDC | CS_HREDRAW | CS_VREDRAW
|
|
%wwp = getelementptr i8, ptr %wc, i64 8
|
|
store ptr @ludic_wndproc, ptr %wwp
|
|
%whi = getelementptr i8, ptr %wc, i64 24
|
|
store ptr %inst, ptr %whi
|
|
%arrow = call ptr @LoadCursorA(ptr null, ptr inttoptr (i64 32512 to ptr)) ; IDC_ARROW
|
|
%whc = getelementptr i8, ptr %wc, i64 40
|
|
store ptr %arrow, ptr %whc
|
|
%wcn = getelementptr i8, ptr %wc, i64 64
|
|
store ptr @.w_class, ptr %wcn
|
|
%atom = call i16 @RegisterClassExA(ptr %wc)
|
|
; the client area is w*scale x h*scale pixels; the frame goes round it
|
|
%pw = mul i32 %w, %scale
|
|
%ph = mul i32 %h, %scale
|
|
call void @llvm.memset.p0.i64(ptr %rc, i8 0, i64 16, i1 false)
|
|
%rcr = getelementptr i8, ptr %rc, i64 8
|
|
store i32 %pw, ptr %rcr
|
|
%rcb = getelementptr i8, ptr %rc, i64 12
|
|
store i32 %ph, ptr %rcb
|
|
%adj = call i32 @AdjustWindowRectEx(ptr %rc, i32 13565952, i32 0, i32 0) ; WS_OVERLAPPEDWINDOW
|
|
%rl = load i32, ptr %rc
|
|
%rtp = getelementptr i8, ptr %rc, i64 4
|
|
%rt = load i32, ptr %rtp
|
|
%rr = load i32, ptr %rcr
|
|
%rb = load i32, ptr %rcb
|
|
%ww = sub i32 %rr, %rl
|
|
%wh = sub i32 %rb, %rt
|
|
; centred on the primary display
|
|
%sw = call i32 @GetSystemMetrics(i32 0)
|
|
%sh = call i32 @GetSystemMetrics(i32 1)
|
|
%dx = sub i32 %sw, %ww
|
|
%x0 = sdiv i32 %dx, 2
|
|
%xneg = icmp slt i32 %x0, 0
|
|
%x = select i1 %xneg, i32 0, i32 %x0
|
|
%dy = sub i32 %sh, %wh
|
|
%y0 = sdiv i32 %dy, 2
|
|
%yneg = icmp slt i32 %y0, 0
|
|
%y = select i1 %yneg, i32 0, i32 %y0
|
|
; WS_OVERLAPPEDWINDOW | WS_VISIBLE
|
|
%hwnd = call ptr @CreateWindowExA(i32 0, ptr @.w_class, ptr %title, i32 282001408, i32 %x, i32 %y, i32 %ww, i32 %wh, ptr null, ptr null, ptr %inst, ptr null)
|
|
%nowin = icmp eq ptr %hwnd, null
|
|
br i1 %nowin, label %out, label %show
|
|
show:
|
|
store ptr %hwnd, ptr @W_hwnd
|
|
%hdc = call ptr @GetDC(ptr %hwnd)
|
|
store ptr %hdc, ptr @W_hdc
|
|
%s1 = call i32 @ShowWindow(ptr %hwnd, i32 5) ; SW_SHOW
|
|
%s2 = call i32 @SetForegroundWindow(ptr %hwnd)
|
|
; RAWINPUTDEVICE { usUsagePage 1, usUsage 2 (mouse), dwFlags 0, hwndTarget }: the raw
|
|
; motion cursor mode 2 turns into mouse_dx / mouse_dy
|
|
call void @llvm.memset.p0.i64(ptr %rid, i8 0, i64 16, i1 false)
|
|
store i16 1, ptr %rid
|
|
%ru = getelementptr i8, ptr %rid, i64 2
|
|
store i16 2, ptr %ru
|
|
%rh = getelementptr i8, ptr %rid, i64 8
|
|
store ptr %hwnd, ptr %rh
|
|
%reg = call i32 @RegisterRawInputDevices(ptr %rid, i32 1, i32 16)
|
|
store i32 1, ptr @W_running
|
|
br label %out
|
|
out:
|
|
ret void
|
|
}
|
|
|
|
; set (%on != 0) or clear a key's bit in the 256-bit held set
|
|
define void @win_held_bit(i32 %k, i32 %on) {
|
|
entry:
|
|
%lo = icmp slt i32 %k, 0
|
|
%hi = icmp sgt i32 %k, 255
|
|
%oob = or i1 %lo, %hi
|
|
br i1 %oob, label %ret, label %go
|
|
go:
|
|
%w = ashr i32 %k, 5
|
|
%b = and i32 %k, 31
|
|
%m = shl i32 1, %b
|
|
%p = getelementptr [8 x i32], ptr @W_held, i32 0, i32 %w
|
|
%cur = load i32, ptr %p
|
|
%onb = icmp ne i32 %on, 0
|
|
br i1 %onb, label %set, label %clr
|
|
set:
|
|
%sv = or i32 %cur, %m
|
|
store i32 %sv, ptr %p
|
|
br label %ret
|
|
clr:
|
|
%nm = xor i32 %m, -1
|
|
%cv = and i32 %cur, %nm
|
|
store i32 %cv, ptr %p
|
|
br label %ret
|
|
ret:
|
|
ret void
|
|
}
|
|
|
|
; the unshifted character a virtual key types, 0 for none (F-keys, Home, ...)
|
|
define internal i32 @w_vk_char(i32 %vk) {
|
|
entry:
|
|
%c = call i32 @MapVirtualKeyA(i32 %vk, i32 2) ; MAPVK_VK_TO_CHAR; the top bit marks a dead key
|
|
%c7 = and i32 %c, 32767
|
|
ret i32 %c7
|
|
}
|
|
|
|
; the held-set code of a virtual key (cocoa.ll's ev_keyval)
|
|
define internal i32 @w_keyval(i64 %vk64) {
|
|
entry:
|
|
%vk = trunc i64 %vk64 to i32
|
|
switch i32 %vk, label %chars [
|
|
i32 38, label %up
|
|
i32 40, label %down
|
|
i32 37, label %left
|
|
i32 39, label %right
|
|
i32 32, label %space
|
|
i32 13, label %enter
|
|
i32 27, label %esc
|
|
i32 16, label %shift
|
|
i32 17, label %ctrl
|
|
i32 18, label %alt
|
|
i32 8, label %bksp
|
|
i32 9, label %tab
|
|
]
|
|
up: ret i32 128
|
|
down: ret i32 129
|
|
left: ret i32 130
|
|
right: ret i32 131
|
|
space: ret i32 32
|
|
enter: ret i32 10
|
|
esc: ret i32 27
|
|
shift: ret i32 16
|
|
ctrl: ret i32 17
|
|
alt: ret i32 18
|
|
bksp: ret i32 8
|
|
tab: ret i32 9
|
|
chars:
|
|
%c = call i32 @w_vk_char(i32 %vk)
|
|
; the held set is keyed by the key, not the case: fold A-Z (Shift is its own code)
|
|
%isA = icmp sge i32 %c, 65
|
|
%isZ = icmp sle i32 %c, 90
|
|
%upper = and i1 %isA, %isZ
|
|
%lower = add i32 %c, 32
|
|
%f = select i1 %upper, i32 %lower, i32 %c
|
|
ret i32 %f
|
|
}
|
|
|
|
; the frame key of a virtual key (cocoa.ll's win_poll): arrows as wasd, a letter in the
|
|
; case Shift gives it, and 0 for a key that types nothing
|
|
define internal i32 @w_framekey(i64 %vk64) {
|
|
entry:
|
|
%vk = trunc i64 %vk64 to i32
|
|
switch i32 %vk, label %chars [
|
|
i32 38, label %up
|
|
i32 40, label %down
|
|
i32 37, label %left
|
|
i32 39, label %right
|
|
i32 32, label %space
|
|
i32 13, label %enter
|
|
i32 27, label %esc
|
|
i32 16, label %none
|
|
i32 17, label %none
|
|
i32 18, label %none
|
|
]
|
|
up: ret i32 119
|
|
down: ret i32 115
|
|
left: ret i32 97
|
|
right: ret i32 100
|
|
space: ret i32 32
|
|
enter: ret i32 10
|
|
esc: ret i32 27
|
|
none: ret i32 0
|
|
chars:
|
|
%c = call i32 @w_vk_char(i32 %vk)
|
|
%isA = icmp sge i32 %c, 65
|
|
%isZ = icmp sle i32 %c, 90
|
|
%upper = and i1 %isA, %isZ
|
|
%ks = call i16 @GetKeyState(i32 16)
|
|
%shifted = icmp slt i16 %ks, 0
|
|
%keepup = and i1 %upper, %shifted
|
|
%fold = xor i1 %keepup, true
|
|
%dofold = and i1 %upper, %fold
|
|
%lower = add i32 %c, 32
|
|
%f = select i1 %dofold, i32 %lower, i32 %c
|
|
ret i32 %f
|
|
}
|
|
|
|
; Drain the message queue: keys, buttons, the wheel and raw motion are read here,
|
|
; everything else is dispatched to the window procedure. Returns the frame key.
|
|
define i32 @win_poll() {
|
|
entry:
|
|
%msg = alloca [48 x i8], align 8 ; MSG: message 8, wParam 16, lParam 24
|
|
%rbuf = alloca [48 x i8], align 8 ; RAWINPUT (mouse): header 24, RAWMOUSE 24
|
|
%rsz = alloca i32, align 4
|
|
store i32 0, ptr @W_key
|
|
%hwnd = load ptr, ptr @W_hwnd
|
|
%nohwnd = icmp eq ptr %hwnd, null
|
|
br i1 %nohwnd, label %done, label %pump
|
|
pump:
|
|
%got = call i32 @PeekMessageA(ptr %msg, ptr null, i32 0, i32 0, i32 1) ; PM_REMOVE
|
|
%any = icmp ne i32 %got, 0
|
|
br i1 %any, label %handle, label %finish
|
|
handle:
|
|
%mp = getelementptr i8, ptr %msg, i64 8
|
|
%m = load i32, ptr %mp
|
|
%wpp = getelementptr i8, ptr %msg, i64 16
|
|
%wp = load i64, ptr %wpp
|
|
%lpp = getelementptr i8, ptr %msg, i64 24
|
|
%lp = load i64, ptr %lpp
|
|
switch i32 %m, label %dispatch [
|
|
i32 256, label %kdown ; WM_KEYDOWN
|
|
i32 260, label %kdown ; WM_SYSKEYDOWN
|
|
i32 257, label %kup ; WM_KEYUP
|
|
i32 261, label %kup ; WM_SYSKEYUP
|
|
i32 513, label %ldown ; WM_LBUTTONDOWN
|
|
i32 514, label %lup ; WM_LBUTTONUP
|
|
i32 516, label %rdown ; WM_RBUTTONDOWN
|
|
i32 517, label %rup ; WM_RBUTTONUP
|
|
i32 522, label %wheel ; WM_MOUSEWHEEL
|
|
i32 255, label %raw ; WM_INPUT
|
|
]
|
|
kdown:
|
|
%hv = call i32 @w_keyval(i64 %wp)
|
|
call void @win_held_bit(i32 %hv, i32 1)
|
|
%isf4 = icmp eq i64 %wp, 115 ; VK_F4
|
|
%issys = icmp eq i32 %m, 260
|
|
%altf4 = and i1 %isf4, %issys
|
|
br i1 %altf4, label %quit, label %fkey
|
|
quit:
|
|
store i32 0, ptr @W_running
|
|
br label %pump
|
|
fkey:
|
|
%fk = call i32 @w_framekey(i64 %wp)
|
|
%hasfk = icmp ne i32 %fk, 0
|
|
br i1 %hasfk, label %setfk, label %pump
|
|
setfk:
|
|
store i32 %fk, ptr @W_key
|
|
br label %pump
|
|
kup:
|
|
%uv = call i32 @w_keyval(i64 %wp)
|
|
call void @win_held_bit(i32 %uv, i32 0)
|
|
br label %pump
|
|
ldown:
|
|
%lb = load i32, ptr @W_mbtn
|
|
%lb2 = or i32 %lb, 1
|
|
store i32 %lb2, ptr @W_mbtn
|
|
%cap1 = call ptr @SetCapture(ptr %hwnd) ; so the release is seen outside the window too
|
|
br label %dispatch
|
|
lup:
|
|
%lc = load i32, ptr @W_mbtn
|
|
%lc2 = and i32 %lc, -2
|
|
store i32 %lc2, ptr @W_mbtn
|
|
br label %release
|
|
rdown:
|
|
%rbn = load i32, ptr @W_mbtn
|
|
%rbn2 = or i32 %rbn, 2
|
|
store i32 %rbn2, ptr @W_mbtn
|
|
%cap2 = call ptr @SetCapture(ptr %hwnd)
|
|
br label %dispatch
|
|
rup:
|
|
%rcn = load i32, ptr @W_mbtn
|
|
%rcn2 = and i32 %rcn, -3
|
|
store i32 %rcn2, ptr @W_mbtn
|
|
br label %release
|
|
release:
|
|
%still = load i32, ptr @W_mbtn
|
|
%nobtn = icmp eq i32 %still, 0
|
|
br i1 %nobtn, label %uncap, label %dispatch
|
|
uncap:
|
|
%rel = call i32 @ReleaseCapture()
|
|
br label %dispatch
|
|
wheel:
|
|
; the high word of wParam is the signed delta, 120 to a notch, positive away from the user
|
|
%hiw = lshr i64 %wp, 16
|
|
%d16 = trunc i64 %hiw to i16
|
|
%d32 = sext i16 %d16 to i32
|
|
%notches = sdiv i32 %d32, 120
|
|
%wv = load i32, ptr @W_wheel
|
|
%wv2 = add i32 %wv, %notches
|
|
store i32 %wv2, ptr @W_wheel
|
|
br label %pump
|
|
raw:
|
|
%hraw = inttoptr i64 %lp to ptr
|
|
store i32 48, ptr %rsz
|
|
%n = call i32 @GetRawInputData(ptr %hraw, i32 268435459, ptr %rbuf, ptr %rsz, i32 24) ; RID_INPUT
|
|
%okn = icmp sgt i32 %n, 43
|
|
br i1 %okn, label %rawtype, label %dispatch
|
|
rawtype:
|
|
%rtype = load i32, ptr %rbuf
|
|
%ismouse = icmp eq i32 %rtype, 0 ; RIM_TYPEMOUSE
|
|
%flp = getelementptr i8, ptr %rbuf, i64 24
|
|
%fl = load i16, ptr %flp
|
|
%abs = and i16 %fl, 1 ; MOUSE_MOVE_ABSOLUTE (a tablet, a remote desktop)
|
|
%isrel = icmp eq i16 %abs, 0
|
|
%use = and i1 %ismouse, %isrel
|
|
br i1 %use, label %rawadd, label %dispatch
|
|
rawadd:
|
|
%rxp = getelementptr i8, ptr %rbuf, i64 36
|
|
%rx = load i32, ptr %rxp
|
|
%ryp = getelementptr i8, ptr %rbuf, i64 40
|
|
%ry = load i32, ptr %ryp
|
|
%ax = load i32, ptr @W_rawdx
|
|
%ax2 = add i32 %ax, %rx
|
|
store i32 %ax2, ptr @W_rawdx
|
|
%ay = load i32, ptr @W_rawdy
|
|
%ay2 = add i32 %ay, %ry
|
|
store i32 %ay2, ptr @W_rawdy
|
|
br label %dispatch
|
|
dispatch:
|
|
%dm = call i64 @DispatchMessageA(ptr %msg)
|
|
br label %pump
|
|
finish:
|
|
call void @win_cursor_maintain()
|
|
%alive = call i32 @IsWindow(ptr %hwnd)
|
|
%dead = icmp eq i32 %alive, 0
|
|
br i1 %dead, label %closed, label %done
|
|
closed:
|
|
store i32 0, ptr @W_running
|
|
br label %done
|
|
done:
|
|
%k = load i32, ptr @W_key
|
|
ret i32 %k
|
|
}
|
|
|
|
; A software framebuffer: w*h words of 0x00RRGGBB, row 0 at the top - which is
|
|
; exactly a top-down 32-bit DIB, so StretchDIBits takes it as it is.
|
|
define void @win_present(ptr %fb, i32 %w, i32 %h) {
|
|
entry:
|
|
%bmi = alloca [44 x i8], align 4
|
|
store ptr %fb, ptr @W_fb
|
|
%hdc = load ptr, ptr @W_hdc
|
|
%nodc = icmp eq ptr %hdc, null
|
|
br i1 %nodc, label %out, label %draw
|
|
draw:
|
|
; BITMAPINFOHEADER: biSize 40, biWidth, biHeight negative (top-down), 1 plane, 32 bpp, BI_RGB
|
|
call void @llvm.memset.p0.i64(ptr %bmi, i8 0, i64 44, i1 false)
|
|
store i32 40, ptr %bmi
|
|
%bw = getelementptr i8, ptr %bmi, i64 4
|
|
store i32 %w, ptr %bw
|
|
%nh = sub i32 0, %h
|
|
%bh = getelementptr i8, ptr %bmi, i64 8
|
|
store i32 %nh, ptr %bh
|
|
%bp = getelementptr i8, ptr %bmi, i64 12
|
|
store i16 1, ptr %bp
|
|
%bb = getelementptr i8, ptr %bmi, i64 14
|
|
store i16 32, ptr %bb
|
|
%sc = load i32, ptr @W_scale
|
|
%dw = mul i32 %w, %sc
|
|
%dh = mul i32 %h, %sc
|
|
%r = call i32 @StretchDIBits(ptr %hdc, i32 0, i32 0, i32 %dw, i32 %dh, i32 0, i32 0, i32 %w, i32 %h, ptr %fb, ptr %bmi, i32 0, i32 13369376) ; DIB_RGB_COLORS, SRCCOPY
|
|
call void @Sleep(i32 16) ; ~60 fps, as cocoa.ll's usleep
|
|
br label %out
|
|
out:
|
|
ret void
|
|
}
|
|
|
|
define i32 @win_running() {
|
|
entry:
|
|
%r = load i32, ptr @W_running
|
|
ret i32 %r
|
|
}
|
|
|
|
define void @win_close() {
|
|
entry:
|
|
store i32 0, ptr @W_cursor_mode
|
|
call void @win_cursor_maintain()
|
|
store i32 0, ptr @W_running
|
|
ret void
|
|
}
|
|
|
|
define void @win_held(ptr %out) {
|
|
entry:
|
|
br label %loop
|
|
loop:
|
|
%i = phi i32 [ 0, %entry ], [ %ni, %body ]
|
|
%done = icmp sge i32 %i, 8
|
|
br i1 %done, label %ret, label %body
|
|
body:
|
|
%sp = getelementptr [8 x i32], ptr @W_held, i32 0, i32 %i
|
|
%v = load i32, ptr %sp
|
|
%dp = getelementptr i32, ptr %out, i32 %i
|
|
store i32 %v, ptr %dp
|
|
%ni = add i32 %i, 1
|
|
br label %loop
|
|
ret:
|
|
ret void
|
|
}
|
|
|
|
; [x, y, buttons, wheel, raw dx, raw dy]; the wheel and the raw motion are per call
|
|
define void @win_mouse(ptr %out) {
|
|
entry:
|
|
%pt = alloca [8 x i8], align 4
|
|
%mode = load i32, ptr @W_cursor_mode
|
|
%isrel = icmp eq i32 %mode, 2
|
|
%ddx = load i32, ptr @W_rawdx
|
|
%ddy = load i32, ptr @W_rawdy
|
|
store i32 0, ptr @W_rawdx
|
|
store i32 0, ptr @W_rawdy
|
|
%fbw = load i32, ptr @W_fbw
|
|
%fbh = load i32, ptr @W_fbh
|
|
%fbwm = sub i32 %fbw, 1
|
|
%fbhm = sub i32 %fbh, 1
|
|
br i1 %isrel, label %rel, label %abs
|
|
rel:
|
|
; locked: the OS cursor is held still, so the position is a virtual one moved by the
|
|
; raw motion and clamped to the framebuffer; the motion itself is reported unclamped
|
|
%omx = load i32, ptr @W_mx
|
|
%omy = load i32, ptr @W_my
|
|
%nmx = add i32 %omx, %ddx
|
|
%nmy = add i32 %omy, %ddy
|
|
%p4r = getelementptr i32, ptr %out, i32 4
|
|
store i32 %ddx, ptr %p4r
|
|
%p5r = getelementptr i32, ptr %out, i32 5
|
|
store i32 %ddy, ptr %p5r
|
|
br label %clamp
|
|
abs:
|
|
%p4a = getelementptr i32, ptr %out, i32 4
|
|
store i32 0, ptr %p4a
|
|
%p5a = getelementptr i32, ptr %out, i32 5
|
|
store i32 0, ptr %p5a
|
|
%hwnd = load ptr, ptr @W_hwnd
|
|
%nowin = icmp eq ptr %hwnd, null
|
|
br i1 %nowin, label %emit, label %qpos
|
|
qpos:
|
|
%g = call i32 @GetCursorPos(ptr %pt)
|
|
%s = call i32 @ScreenToClient(ptr %hwnd, ptr %pt)
|
|
%cx = load i32, ptr %pt
|
|
%cyp = getelementptr i8, ptr %pt, i64 4
|
|
%cy = load i32, ptr %cyp
|
|
%sc = load i32, ptr @W_scale
|
|
%sc0 = icmp slt i32 %sc, 1
|
|
%scv = select i1 %sc0, i32 1, i32 %sc
|
|
%ax = sdiv i32 %cx, %scv
|
|
%ay = sdiv i32 %cy, %scv
|
|
br label %clamp
|
|
clamp:
|
|
%ux = phi i32 [ %nmx, %rel ], [ %ax, %qpos ]
|
|
%uy = phi i32 [ %nmy, %rel ], [ %ay, %qpos ]
|
|
%xlo = icmp slt i32 %ux, 0
|
|
%x1 = select i1 %xlo, i32 0, i32 %ux
|
|
%xhi = icmp sgt i32 %x1, %fbwm
|
|
%x2 = select i1 %xhi, i32 %fbwm, i32 %x1
|
|
%ylo = icmp slt i32 %uy, 0
|
|
%y1 = select i1 %ylo, i32 0, i32 %uy
|
|
%yhi = icmp sgt i32 %y1, %fbhm
|
|
%y2 = select i1 %yhi, i32 %fbhm, i32 %y1
|
|
store i32 %x2, ptr @W_mx
|
|
store i32 %y2, ptr @W_my
|
|
br label %emit
|
|
emit:
|
|
%mx = load i32, ptr @W_mx
|
|
store i32 %mx, ptr %out
|
|
%my = load i32, ptr @W_my
|
|
%p1 = getelementptr i32, ptr %out, i32 1
|
|
store i32 %my, ptr %p1
|
|
%mb = load i32, ptr @W_mbtn
|
|
%p2 = getelementptr i32, ptr %out, i32 2
|
|
store i32 %mb, ptr %p2
|
|
%wh = load i32, ptr @W_wheel
|
|
%p3 = getelementptr i32, ptr %out, i32 3
|
|
store i32 %wh, ptr %p3
|
|
store i32 0, ptr @W_wheel
|
|
ret void
|
|
}
|
|
|
|
; ---- the cursor ----------------------------------------------------------------
|
|
define internal void @w_cursor_hide(i32 %want) {
|
|
entry:
|
|
%cur = load i32, ptr @W_cursor_hidden
|
|
%same = icmp eq i32 %cur, %want
|
|
br i1 %same, label %out, label %change
|
|
change:
|
|
store i32 %want, ptr @W_cursor_hidden
|
|
%hide = icmp ne i32 %want, 0
|
|
br i1 %hide, label %none, label %arrow
|
|
none:
|
|
%c0 = call ptr @SetCursor(ptr null)
|
|
br label %out
|
|
arrow:
|
|
%a = call ptr @LoadCursorA(ptr null, ptr inttoptr (i64 32512 to ptr))
|
|
%c1 = call ptr @SetCursor(ptr %a)
|
|
br label %out
|
|
out:
|
|
ret void
|
|
}
|
|
|
|
; Re-derive the cursor from the mode and whether this window is in front, every frame:
|
|
; hidden for modes 1-3, held to the window's centre for 2, to its client area for 3,
|
|
; and all of it let go the moment another window comes forward. ClipCursor is global,
|
|
; so it is only released when this window was the one that set it.
|
|
define void @win_cursor_maintain() {
|
|
entry:
|
|
%rc = alloca [16 x i8], align 4
|
|
%hwnd = load ptr, ptr @W_hwnd
|
|
%nowin = icmp eq ptr %hwnd, null
|
|
br i1 %nowin, label %release, label %askfg
|
|
askfg:
|
|
%fg = call ptr @GetForegroundWindow()
|
|
%front = icmp eq ptr %fg, %hwnd
|
|
br i1 %front, label %keyed, label %release
|
|
release:
|
|
call void @w_cursor_hide(i32 0)
|
|
%was = load i32, ptr @W_clipped
|
|
%clipped = icmp ne i32 %was, 0
|
|
br i1 %clipped, label %unclip, label %out
|
|
unclip:
|
|
%u = call i32 @ClipCursor(ptr null)
|
|
store i32 0, ptr @W_clipped
|
|
br label %out
|
|
keyed:
|
|
%mode = load i32, ptr @W_cursor_mode
|
|
%any = icmp ne i32 %mode, 0
|
|
%anyi = zext i1 %any to i32
|
|
call void @w_cursor_hide(i32 %anyi)
|
|
%is2 = icmp eq i32 %mode, 2
|
|
%is3 = icmp eq i32 %mode, 3
|
|
%holds = or i1 %is2, %is3
|
|
br i1 %holds, label %rect, label %free
|
|
free:
|
|
%fwas = load i32, ptr @W_clipped
|
|
%fclipped = icmp ne i32 %fwas, 0
|
|
br i1 %fclipped, label %unclip, label %out
|
|
rect:
|
|
%gc = call i32 @GetClientRect(ptr %hwnd, ptr %rc)
|
|
%tl = call i32 @ClientToScreen(ptr %hwnd, ptr %rc)
|
|
%brp = getelementptr i8, ptr %rc, i64 8
|
|
%br = call i32 @ClientToScreen(ptr %hwnd, ptr %brp)
|
|
br i1 %is2, label %centre, label %clip
|
|
centre:
|
|
%l = load i32, ptr %rc
|
|
%tp = getelementptr i8, ptr %rc, i64 4
|
|
%t = load i32, ptr %tp
|
|
%r = load i32, ptr %brp
|
|
%bp = getelementptr i8, ptr %rc, i64 12
|
|
%b = load i32, ptr %bp
|
|
%lr = add i32 %l, %r
|
|
%cx = sdiv i32 %lr, 2
|
|
%tb = add i32 %t, %b
|
|
%cy = sdiv i32 %tb, 2
|
|
%cx1 = add i32 %cx, 1
|
|
%cy1 = add i32 %cy, 1
|
|
store i32 %cx, ptr %rc
|
|
store i32 %cy, ptr %tp
|
|
store i32 %cx1, ptr %brp
|
|
store i32 %cy1, ptr %bp
|
|
br label %clip
|
|
clip:
|
|
%cc = call i32 @ClipCursor(ptr %rc)
|
|
store i32 1, ptr @W_clipped
|
|
br label %out
|
|
out:
|
|
ret void
|
|
}
|
|
|
|
define void @win_cursor_mode(i32 %mode) {
|
|
entry:
|
|
store i32 %mode, ptr @W_cursor_mode
|
|
call void @win_cursor_maintain()
|
|
ret void
|
|
}
|
|
|
|
; ---- gamepads, through XInput --------------------------------------------------
|
|
; A stick value past its deadzone, rescaled so the edge of the deadzone is 0.0 and
|
|
; full deflection is 1.0, as Q16.16 (GameController does the same before macOS sees it).
|
|
define internal i32 @w_axis(i16 %v, i32 %dz) {
|
|
entry:
|
|
%s = sext i16 %v to i32
|
|
%neg = icmp slt i32 %s, 0
|
|
%ms = sub i32 0, %s
|
|
%a = select i1 %neg, i32 %ms, i32 %s
|
|
%inside = icmp sle i32 %a, %dz
|
|
br i1 %inside, label %zero, label %scale
|
|
zero:
|
|
ret i32 0
|
|
scale:
|
|
%past = sub i32 %a, %dz
|
|
%range = sub i32 32767, %dz
|
|
%p64 = sext i32 %past to i64
|
|
%m = mul i64 %p64, 65536
|
|
%r64 = sext i32 %range to i64
|
|
%q = sdiv i64 %m, %r64
|
|
%q32 = trunc i64 %q to i32
|
|
%big = icmp sgt i32 %q32, 65536
|
|
%cl = select i1 %big, i32 65536, i32 %q32
|
|
%mneg = sub i32 0, %cl
|
|
%res = select i1 %neg, i32 %mneg, i32 %cl
|
|
ret i32 %res
|
|
}
|
|
|
|
; bit %from of %bits, moved to bit %to
|
|
define internal i32 @w_bit(i32 %bits, i32 %from, i32 %to) {
|
|
entry:
|
|
%s = lshr i32 %bits, %from
|
|
%b = and i32 %s, 1
|
|
%o = shl i32 %b, %to
|
|
ret i32 %o
|
|
}
|
|
|
|
; [connected, mask, lx, ly, rx, ry] for pads 0-3. XINPUT_STATE: dwPacketNumber 0, then
|
|
; XINPUT_GAMEPAD at 4: wButtons 4, bLeftTrigger 6, bRightTrigger 7, sThumbLX 8, LY 10, RX 12, RY 14.
|
|
define void @win_pad(ptr %out) {
|
|
entry:
|
|
%st = alloca [16 x i8], align 4
|
|
call void @llvm.memset.p0.i64(ptr %out, i8 0, i64 96, i1 false)
|
|
br label %loop
|
|
loop:
|
|
%p = phi i32 [ 0, %entry ], [ %pn, %next ]
|
|
%more = icmp slt i32 %p, 4
|
|
br i1 %more, label %ask, label %done
|
|
ask:
|
|
call void @llvm.memset.p0.i64(ptr %st, i8 0, i64 16, i1 false)
|
|
%r = call i32 @XInputGetState(i32 %p, ptr %st)
|
|
%conn = icmp eq i32 %r, 0 ; ERROR_SUCCESS
|
|
br i1 %conn, label %pack, label %next
|
|
pack:
|
|
%base = mul i32 %p, 6
|
|
%o0 = getelementptr i32, ptr %out, i32 %base
|
|
store i32 1, ptr %o0
|
|
%btp = getelementptr i8, ptr %st, i64 4
|
|
%bt16 = load i16, ptr %btp
|
|
%bt = zext i16 %bt16 to i32
|
|
; XInput bits -> SDL order: A B X Y Back . Start LStick RStick LShoulder RShoulder Up Down Left Right
|
|
%mA = call i32 @w_bit(i32 %bt, i32 12, i32 0)
|
|
%mB = call i32 @w_bit(i32 %bt, i32 13, i32 1)
|
|
%mX = call i32 @w_bit(i32 %bt, i32 14, i32 2)
|
|
%mY = call i32 @w_bit(i32 %bt, i32 15, i32 3)
|
|
%mBk = call i32 @w_bit(i32 %bt, i32 5, i32 4)
|
|
%mSt = call i32 @w_bit(i32 %bt, i32 4, i32 6)
|
|
%mLs = call i32 @w_bit(i32 %bt, i32 6, i32 7)
|
|
%mRs = call i32 @w_bit(i32 %bt, i32 7, i32 8)
|
|
%mLb = call i32 @w_bit(i32 %bt, i32 8, i32 9)
|
|
%mRb = call i32 @w_bit(i32 %bt, i32 9, i32 10)
|
|
%mU = call i32 @w_bit(i32 %bt, i32 0, i32 11)
|
|
%mD = call i32 @w_bit(i32 %bt, i32 1, i32 12)
|
|
%mL = call i32 @w_bit(i32 %bt, i32 2, i32 13)
|
|
%mR = call i32 @w_bit(i32 %bt, i32 3, i32 14)
|
|
; the triggers are analogue; past XINPUT_GAMEPAD_TRIGGER_THRESHOLD (30) they are pressed
|
|
%ltp = getelementptr i8, ptr %st, i64 6
|
|
%lt8 = load i8, ptr %ltp
|
|
%lt = zext i8 %lt8 to i32
|
|
%ltd = icmp sgt i32 %lt, 30
|
|
%ltb = zext i1 %ltd to i32
|
|
%mLt = shl i32 %ltb, 15
|
|
%rtp = getelementptr i8, ptr %st, i64 7
|
|
%rt8 = load i8, ptr %rtp
|
|
%rt = zext i8 %rt8 to i32
|
|
%rtd = icmp sgt i32 %rt, 30
|
|
%rtb = zext i1 %rtd to i32
|
|
%mRt = shl i32 %rtb, 16
|
|
%k1 = or i32 %mA, %mB
|
|
%k2 = or i32 %k1, %mX
|
|
%k3 = or i32 %k2, %mY
|
|
%k4 = or i32 %k3, %mBk
|
|
%k5 = or i32 %k4, %mSt
|
|
%k6 = or i32 %k5, %mLs
|
|
%k7 = or i32 %k6, %mRs
|
|
%k8 = or i32 %k7, %mLb
|
|
%k9 = or i32 %k8, %mRb
|
|
%k10 = or i32 %k9, %mU
|
|
%k11 = or i32 %k10, %mD
|
|
%k12 = or i32 %k11, %mL
|
|
%k13 = or i32 %k12, %mR
|
|
%k14 = or i32 %k13, %mLt
|
|
%mask = or i32 %k14, %mRt
|
|
%i1 = add i32 %base, 1
|
|
%o1 = getelementptr i32, ptr %out, i32 %i1
|
|
store i32 %mask, ptr %o1
|
|
; XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849, RIGHT 8689; XInput's Y is up, Ludic's is down
|
|
%lxp = getelementptr i8, ptr %st, i64 8
|
|
%lxv = load i16, ptr %lxp
|
|
%lx = call i32 @w_axis(i16 %lxv, i32 7849)
|
|
%i2 = add i32 %base, 2
|
|
%o2 = getelementptr i32, ptr %out, i32 %i2
|
|
store i32 %lx, ptr %o2
|
|
%lyp = getelementptr i8, ptr %st, i64 10
|
|
%lyv = load i16, ptr %lyp
|
|
%lyu = call i32 @w_axis(i16 %lyv, i32 7849)
|
|
%ly = sub i32 0, %lyu
|
|
%i3 = add i32 %base, 3
|
|
%o3 = getelementptr i32, ptr %out, i32 %i3
|
|
store i32 %ly, ptr %o3
|
|
%rxp = getelementptr i8, ptr %st, i64 12
|
|
%rxv = load i16, ptr %rxp
|
|
%rx = call i32 @w_axis(i16 %rxv, i32 8689)
|
|
%i4 = add i32 %base, 4
|
|
%o4 = getelementptr i32, ptr %out, i32 %i4
|
|
store i32 %rx, ptr %o4
|
|
%ryp = getelementptr i8, ptr %st, i64 14
|
|
%ryv = load i16, ptr %ryp
|
|
%ryu = call i32 @w_axis(i16 %ryv, i32 8689)
|
|
%ry = sub i32 0, %ryu
|
|
%i5 = add i32 %base, 5
|
|
%o5 = getelementptr i32, ptr %out, i32 %i5
|
|
store i32 %ry, ptr %o5
|
|
br label %next
|
|
next:
|
|
%pn = add i32 %p, 1
|
|
br label %loop
|
|
done:
|
|
ret void
|
|
}
|
|
|
|
; Touch: a Windows PC reports its touchpad as a mouse, so there are no points.
|
|
define void @win_touch(ptr %out) {
|
|
entry:
|
|
call void @llvm.memset.p0.i64(ptr %out, i8 0, i64 96, i1 false)
|
|
ret void
|
|
}
|
|
|
|
; ---- the splash and the icon ---------------------------------------------------
|
|
; Not yet: both need an image decoder (WIC), and on Windows the icon a player sees on
|
|
; the taskbar and in Explorer is the one linked into the .exe, which `ludic bundle`
|
|
; will do. Until then these keep the contract - safe to call, change nothing.
|
|
define void @splash_show(ptr %bytes, i32 %len, i32 %bg) {
|
|
entry:
|
|
ret void
|
|
}
|
|
define void @splash_hide() {
|
|
entry:
|
|
ret void
|
|
}
|
|
define void @app_set_icon(ptr %bytes, i32 %len) {
|
|
entry:
|
|
ret void
|
|
}
|