cocoa.ll win_poll hard-coded Escape (keycode 53) and 'q' as quit (W_running=0), so a shipped windowed game died the instant a player pressed Esc (pause) or typed 'q'. Remove the dev-loop quit keys for windowed builds: Escape is delivered as key 27 and 'q' is an ordinary key, consistently across the single per-frame @W_key and the #50 held-key set (ev_keyval maps Esc->27, not 'q'). A windowed game owns Esc/pause and quits via quit() or the window close button (still ends the run). The headless rt_poll keeps its own 'q'=quit for scripted golden tests, so nothing headless changes. Also stops forwarding consumed key events to -sendEvent:, which rang AppKit's system beep per key. Windowed-only behavior (not exercised by the headless suite); verified a windowed build links and assembles cleanly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3 lines
998 B
Markdown
3 lines
998 B
Markdown
bump: patch
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type: fix
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Windowed games no longer force-quit on Esc or 'q' (#88). The macOS platform layer (`runtime/native/cocoa.ll` `win_poll`) used to hard-code Escape (keycode 53) and the character 'q' as *quit* — storing `W_running = 0` so a shipped windowed game died the instant a player pressed Esc (a universal pause key) or typed 'q'. Those dev-loop conveniences are removed for windowed builds: **Escape is delivered to the game as key 27** and **'q' is an ordinary key**, consistently across both the single per-frame key (`@W_key`) and the `#50` held-key set (`ev_keyval` now maps Escape→27, not 'q'). A windowed game now owns Esc/pause and shuts down via `quit()` or the window close button (which still ends the run). The headless test driver (`rt_poll` in `core.ludic`) keeps its own `'q'` = quit for scripted golden runs, so nothing headless changes. Also stops forwarding consumed key events to `-sendEvent:`, which was triggering AppKit's system "funk" beep on every keystroke.
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