ludic/runtime/native/gl_win_nowin.ll
Orkuncakilkaya 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

44 lines
988 B
LLVM

; ============================================================================
; gl_win_nowin.ll — the window half of Gl.* in a headless Windows build.
;
; gl.ludic names win_gl_* on its is_windowed() branch. A headless build compiles that
; branch to nothing, but the names still have to resolve; a windowed build links
; win32_gl.ll, which defines them on the real window, in place of this file.
; ============================================================================
define i32 @win_gl_attach() {
entry:
ret i32 0
}
define void @win_gl_resize(i32 %w, i32 %h) {
entry:
ret void
}
define void @win_gl_swap() {
entry:
ret void
}
define i32 @win_gl_scale() {
entry:
ret i32 1
}
define void @win_gl_swap_interval(i32 %n) {
entry:
ret void
}
define void @win_gl_drawable(ptr %out) {
entry:
ret void
}
define void @win_gl_update() {
entry:
ret void
}
define void @win_gl_retina(i32 %on) {
entry:
ret void
}
define void @win_toggle_fullscreen() {
entry:
ret void
}