ludic/runtime/native/cocoa.ll
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feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50)
The raw device layer the input proposal sketched, over the action maps +
record/replay of #7. Beyond one key per frame, gameplay can read:

- Multiple simultaneous held keys: Input.key_down / key_pressed / key_released,
  with clean rising/falling edges (hold left AND jump).
- Analog from keys: Input.axis(neg, pos) and a normalized Input.vector(l,r,u,d)
  (diagonals scaled by 1/sqrt(2)), plus Input.strength(action).
- Mouse: Input.mouse_x/y, mouse_dx/dy (per-frame delta), mouse_down(btn), wheel.
- Gamepads: Input.pad_connected/pad_button/pad_axis (SDL-order buttons, -1..1
  sticks); touch: Input.touch_count/touch_x/touch_y.

The held set is fed by the platform when windowed — cocoa.ll now tracks
keyDown/keyUp into a 256-bit held-key bitset (win_held) and the mouse
buttons/wheel (win_mouse), gated so headless builds DCE the native calls — and
by the Input.press / Input.set_mouse / Input.set_pad / Input.set_touch injection
on every target (Godot-style action injection: replays, AI, network-fed input).
Input.record / replay now snapshot the full per-frame device state (held set +
mouse), extending #7's single-key tape.

Everything is integer and deterministic, so the same inputs reproduce the same
frame on every run and headless. The gamepad/touch native hardware bindings
(GameController.framework / NSTouch) feed the same injected state and are the one
remaining platform-glue follow-up; the software layer, semantics and replay are
complete and driven deterministically today.

Worked example + regression: examples/library/input_device.ludic
(1 1 0 1 0 1 71 -71 5 1 3 1 2 1 0 0 1, injection-driven headless). 23 new
docs/language/input pages. Full suite 78 passed, self-host C-free fixpoint
intact, no golden drift; cocoa.ll assembles and a windowed build links.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 17:14:24 +03:00

496 lines
19 KiB
LLVM

; ============================================================================
; cocoa.ll — the macOS window, written in LLVM IR.
;
; This is what replaced plat_cocoa.m. There is no Objective-C source and no C
; source in a Ludic build: the window is opened by talking to the Objective-C
; runtime through its C ABI (objc_getClass / sel_registerName / objc_msgSend)
; and to Quartz through CoreGraphics, exactly as a compiled .m file would, only
; written at the level ludicc itself emits. ludicc splices this module in when
; it links a windowed macOS binary.
;
; The one piece that genuinely needs a class is the view: AppKit paints through
; -drawRect:, so a class is built at runtime with objc_allocateClassPair and
; @ludic_drawRect is installed as its IMP. On arm64 the unused NSRect argument
; simply stays in registers we never read, so the IMP needs no struct in its
; signature.
;
; Exposed to Ludic (through the win_* intrinsics):
; win_open(w, h, scale, title) win_poll() -> key win_present(fb, w, h)
; win_running() -> bool win_close()
; ============================================================================
%CGRect = type { double, double, double, double }
declare ptr @objc_getClass(ptr)
declare ptr @sel_registerName(ptr)
declare ptr @objc_msgSend(ptr, ptr, ...)
declare ptr @objc_allocateClassPair(ptr, ptr, i64)
declare void @objc_registerClassPair(ptr)
declare i8 @class_addMethod(ptr, ptr, ptr, ptr)
declare ptr @CGColorSpaceCreateDeviceRGB()
declare ptr @CGBitmapContextCreate(ptr, i64, i64, i64, i64, ptr, i32)
declare ptr @CGBitmapContextCreateImage(ptr)
declare void @CGContextDrawImage(ptr, %CGRect, ptr)
declare void @CGContextSetInterpolationQuality(ptr, i32)
declare void @CGContextTranslateCTM(ptr, double, double)
declare void @CGContextScaleCTM(ptr, double, double)
declare void @CGContextSaveGState(ptr)
declare void @CGContextRestoreGState(ptr)
declare void @CGImageRelease(ptr)
declare void @CGContextRelease(ptr)
declare void @CGColorSpaceRelease(ptr)
declare i32 @usleep(i32)
@.c_app = private unnamed_addr constant [14 x i8] c"NSApplication\00"
@.c_win = private unnamed_addr constant [9 x i8] c"NSWindow\00"
@.c_str = private unnamed_addr constant [9 x i8] c"NSString\00"
@.c_date = private unnamed_addr constant [7 x i8] c"NSDate\00"
@.c_view = private unnamed_addr constant [7 x i8] c"NSView\00"
@.c_gctx = private unnamed_addr constant [18 x i8] c"NSGraphicsContext\00"
@.c_ludic = private unnamed_addr constant [10 x i8] c"LudicView\00"
@.s_shared = private unnamed_addr constant [18 x i8] c"sharedApplication\00"
@.s_policy = private unnamed_addr constant [21 x i8] c"setActivationPolicy:\00"
@.s_alloc = private unnamed_addr constant [6 x i8] c"alloc\00"
@.s_initw = private unnamed_addr constant [45 x i8] c"initWithContentRect:styleMask:backing:defer:\00"
@.s_initf = private unnamed_addr constant [15 x i8] c"initWithFrame:\00"
@.s_title = private unnamed_addr constant [10 x i8] c"setTitle:\00"
@.s_utf8 = private unnamed_addr constant [22 x i8] c"stringWithUTF8String:\00"
@.s_setcv = private unnamed_addr constant [16 x i8] c"setContentView:\00"
@.s_center = private unnamed_addr constant [7 x i8] c"center\00"
@.s_mkey = private unnamed_addr constant [22 x i8] c"makeKeyAndOrderFront:\00"
@.s_mfirst = private unnamed_addr constant [20 x i8] c"makeFirstResponder:\00"
@.s_act = private unnamed_addr constant [27 x i8] c"activateIgnoringOtherApps:\00"
@.s_next = private unnamed_addr constant [48 x i8] c"nextEventMatchingMask:untilDate:inMode:dequeue:\00"
@.s_send = private unnamed_addr constant [11 x i8] c"sendEvent:\00"
@.s_dpast = private unnamed_addr constant [12 x i8] c"distantPast\00"
@.s_type = private unnamed_addr constant [5 x i8] c"type\00"
@.s_keycd = private unnamed_addr constant [8 x i8] c"keyCode\00"
@.s_chars = private unnamed_addr constant [28 x i8] c"charactersIgnoringModifiers\00"
@.s_length = private unnamed_addr constant [7 x i8] c"length\00"
@.s_charat = private unnamed_addr constant [18 x i8] c"characterAtIndex:\00"
@.s_locwin = private unnamed_addr constant [17 x i8] c"locationInWindow\00"
@.s_scrly = private unnamed_addr constant [16 x i8] c"scrollingDeltaY\00"
@.s_disp = private unnamed_addr constant [8 x i8] c"display\00"
@.s_visib = private unnamed_addr constant [10 x i8] c"isVisible\00"
@.s_curctx = private unnamed_addr constant [15 x i8] c"currentContext\00"
@.s_cgctx = private unnamed_addr constant [10 x i8] c"CGContext\00"
@.s_drawr = private unnamed_addr constant [10 x i8] c"drawRect:\00"
@.s_afr = private unnamed_addr constant [23 x i8] c"acceptsFirstResponder\00\00"
@.mode = private unnamed_addr constant [22 x i8] c"kCFRunLoopDefaultMode\00"
@.enc_draw = private unnamed_addr constant [36 x i8] c"v@:{CGRect={CGPoint=dd}{CGSize=dd}}\00"
@.enc_bool = private unnamed_addr constant [4 x i8] c"c@:\00"
@W_app = internal global ptr null
@W_win = internal global ptr null
@W_view = internal global ptr null
@W_fb = internal global ptr null
@W_fbw = internal global i32 320
@W_fbh = internal global i32 240
@W_scale = internal global i32 3
@W_key = internal global i32 0
@W_running = internal global i32 1
; #50 device layer — a 256-bit held-key set (8 i32) tracked from keyDown/keyUp,
; and the mouse state (position, button mask, per-frame wheel delta).
@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
; -drawRect: — blit the framebuffer into the view.
; The NSRect argument is ignored, so it never appears in this signature.
define internal void @ludic_drawRect(ptr %self, ptr %sel) {
entry:
%fb = load ptr, ptr @W_fb
%null = icmp eq ptr %fb, null
br i1 %null, label %out, label %draw
draw:
%w32 = load i32, ptr @W_fbw
%h32 = load i32, ptr @W_fbh
%sc32 = load i32, ptr @W_scale
%w = sext i32 %w32 to i64
%h = sext i32 %h32 to i64
%stride = mul i64 %w, 4
%cs = call ptr @CGColorSpaceCreateDeviceRGB()
; kCGImageAlphaNoneSkipFirst (6) | kCGBitmapByteOrder32Little (8192)
%bmp = call ptr @CGBitmapContextCreate(ptr %fb, i64 %w, i64 %h, i64 8, i64 %stride, ptr %cs, i32 8198)
%img = call ptr @CGBitmapContextCreateImage(ptr %bmp)
%gcls = call ptr @objc_getClass(ptr @.c_gctx)
%sel_cur = call ptr @sel_registerName(ptr @.s_curctx)
%gctx = call ptr @objc_msgSend(ptr %gcls, ptr %sel_cur)
%sel_cg = call ptr @sel_registerName(ptr @.s_cgctx)
%ctx = call ptr @objc_msgSend(ptr %gctx, ptr %sel_cg)
call void @CGContextSetInterpolationQuality(ptr %ctx, i32 1) ; kCGInterpolationNone
%scd = sitofp i32 %sc32 to double
%wd = sitofp i32 %w32 to double
%hd = sitofp i32 %h32 to double
%dw = fmul double %wd, %scd
%dh = fmul double %hd, %scd
; The framebuffer's row 0 is the top row, and a CGImage built over it carries
; that orientation, so drawing it into the view's context lands right-side-up
; with no CTM flip. (Adding one here mirrors the game vertically — verified by
; drawing four different corners and looking at the window.)
%r0 = insertvalue %CGRect undef, double 0.0, 0
%r1 = insertvalue %CGRect %r0, double 0.0, 1
%r2 = insertvalue %CGRect %r1, double %dw, 2
%r3 = insertvalue %CGRect %r2, double %dh, 3
call void @CGContextDrawImage(ptr %ctx, %CGRect %r3, ptr %img)
call void @CGImageRelease(ptr %img)
call void @CGContextRelease(ptr %bmp)
call void @CGColorSpaceRelease(ptr %cs)
br label %out
out:
ret void
}
; -acceptsFirstResponder — so the view receives key events
define internal i8 @ludic_yes(ptr %self, ptr %sel) {
entry:
ret i8 1
}
define void @win_open(i32 %w, i32 %h, i32 %scale, ptr %title) {
entry:
store i32 %w, ptr @W_fbw
store i32 %h, ptr @W_fbh
store i32 %scale, ptr @W_scale
%appcls = call ptr @objc_getClass(ptr @.c_app)
%sel_sh = call ptr @sel_registerName(ptr @.s_shared)
%app = call ptr @objc_msgSend(ptr %appcls, ptr %sel_sh)
store ptr %app, ptr @W_app
%sel_pol = call ptr @sel_registerName(ptr @.s_policy)
%a1 = call ptr (ptr, ptr, i64) @objc_msgSend(ptr %app, ptr %sel_pol, i64 0)
; build the view class once: NSView + drawRect: + acceptsFirstResponder
%viewsuper = call ptr @objc_getClass(ptr @.c_view)
%cls = call ptr @objc_allocateClassPair(ptr %viewsuper, ptr @.c_ludic, i64 0)
%sel_draw = call ptr @sel_registerName(ptr @.s_drawr)
%m1 = call i8 @class_addMethod(ptr %cls, ptr %sel_draw, ptr @ludic_drawRect, ptr @.enc_draw)
%sel_afr = call ptr @sel_registerName(ptr @.s_afr)
%m2 = call i8 @class_addMethod(ptr %cls, ptr %sel_afr, ptr @ludic_yes, ptr @.enc_bool)
call void @objc_registerClassPair(ptr %cls)
%wd = sitofp i32 %w to double
%hd = sitofp i32 %h to double
%scd = sitofp i32 %scale to double
%pw = fmul double %wd, %scd
%ph = fmul double %hd, %scd
%r0 = insertvalue %CGRect undef, double 0.0, 0
%r1 = insertvalue %CGRect %r0, double 0.0, 1
%r2 = insertvalue %CGRect %r1, double %pw, 2
%rect = insertvalue %CGRect %r2, double %ph, 3
%wincls = call ptr @objc_getClass(ptr @.c_win)
%sel_alloc = call ptr @sel_registerName(ptr @.s_alloc)
%w0 = call ptr @objc_msgSend(ptr %wincls, ptr %sel_alloc)
%sel_initw = call ptr @sel_registerName(ptr @.s_initw)
; NSWindowStyleMaskTitled|Closable = 3, NSBackingStoreBuffered = 2
%win = call ptr (ptr, ptr, %CGRect, i64, i64, i8) @objc_msgSend(ptr %w0, ptr %sel_initw, %CGRect %rect, i64 3, i64 2, i8 0)
store ptr %win, ptr @W_win
%strcls = call ptr @objc_getClass(ptr @.c_str)
%sel_utf8 = call ptr @sel_registerName(ptr @.s_utf8)
%nstitle = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %strcls, ptr %sel_utf8, ptr %title)
%sel_title = call ptr @sel_registerName(ptr @.s_title)
%a2 = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_title, ptr %nstitle)
%v0 = call ptr @objc_msgSend(ptr %cls, ptr %sel_alloc)
%sel_initf = call ptr @sel_registerName(ptr @.s_initf)
%view = call ptr (ptr, ptr, %CGRect) @objc_msgSend(ptr %v0, ptr %sel_initf, %CGRect %rect)
store ptr %view, ptr @W_view
%sel_setcv = call ptr @sel_registerName(ptr @.s_setcv)
%a3 = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_setcv, ptr %view)
%sel_center = call ptr @sel_registerName(ptr @.s_center)
%a4 = call ptr @objc_msgSend(ptr %win, ptr %sel_center)
%sel_mkey = call ptr @sel_registerName(ptr @.s_mkey)
%a5 = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_mkey, ptr null)
%sel_mfirst = call ptr @sel_registerName(ptr @.s_mfirst)
%a6 = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_mfirst, ptr %view)
%sel_act = call ptr @sel_registerName(ptr @.s_act)
%a7 = call ptr (ptr, ptr, i8) @objc_msgSend(ptr %app, ptr %sel_act, i8 1)
ret void
}
; #50 — set (%on != 0) or clear a key's bit in the 256-bit held set @W_held.
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
}
; #50 — the ASCII value an NSEvent key event maps to (same mapping as win_poll's
; keyDown switch: arrows -> WASD, return, escape -> 'q', else the first character).
define i32 @ev_keyval(ptr %ev) {
entry:
%sel_kc = call ptr @sel_registerName(ptr @.s_keycd)
%kc = call i16 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_kc)
%kc32 = zext i16 %kc to i32
switch i32 %kc32, label %chars [
i32 126, label %vw
i32 125, label %vs
i32 123, label %va
i32 124, label %vd
i32 49, label %vspace
i32 36, label %vret
i32 53, label %vesc
]
vw: ret i32 119
vs: ret i32 115
va: ret i32 97
vd: ret i32 100
vspace: ret i32 32
vret: ret i32 10
vesc: ret i32 113
chars:
%sel_ch = call ptr @sel_registerName(ptr @.s_chars)
%sel_len = call ptr @sel_registerName(ptr @.s_length)
%sel_cat = call ptr @sel_registerName(ptr @.s_charat)
%s = call ptr (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_ch)
%cl = call i64 (ptr, ptr) @objc_msgSend(ptr %s, ptr %sel_len)
%has = icmp sgt i64 %cl, 0
br i1 %has, label %take, label %none
take:
%c = call i16 (ptr, ptr, i64) @objc_msgSend(ptr %s, ptr %sel_cat, i64 0)
%c32 = zext i16 %c to i32
ret i32 %c32
none:
ret i32 0
}
; Drain the event queue, remembering the last key pressed. Arrow keys map onto
; WASD and escape onto 'q', matching what the C backend did. #50: also track the
; held-key set (keyDown/keyUp) and the mouse (buttons, position, wheel).
define i32 @win_poll() {
entry:
store i32 0, ptr @W_key
%app = load ptr, ptr @W_app
%none = icmp eq ptr %app, null
br i1 %none, label %done, label %setup
setup:
%sel_next = call ptr @sel_registerName(ptr @.s_next)
%sel_send = call ptr @sel_registerName(ptr @.s_send)
%sel_dp = call ptr @sel_registerName(ptr @.s_dpast)
%sel_type = call ptr @sel_registerName(ptr @.s_type)
%sel_kc = call ptr @sel_registerName(ptr @.s_keycd)
%sel_ch = call ptr @sel_registerName(ptr @.s_chars)
%sel_len = call ptr @sel_registerName(ptr @.s_length)
%sel_cat = call ptr @sel_registerName(ptr @.s_charat)
%sel_utf8 = call ptr @sel_registerName(ptr @.s_utf8)
%datecls = call ptr @objc_getClass(ptr @.c_date)
%strcls = call ptr @objc_getClass(ptr @.c_str)
%mode = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %strcls, ptr %sel_utf8, ptr @.mode)
br label %pump
pump:
%date = call ptr @objc_msgSend(ptr %datecls, ptr %sel_dp)
%ev = call ptr (ptr, ptr, i64, ptr, ptr, i8) @objc_msgSend(ptr %app, ptr %sel_next, i64 -1, ptr %date, ptr %mode, i8 1)
%got = icmp ne ptr %ev, null
br i1 %got, label %handle, label %finish
handle:
%ty = call i64 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_type)
%iskey = icmp eq i64 %ty, 10 ; NSEventTypeKeyDown
br i1 %iskey, label %key, label %notkey
notkey:
%isup = icmp eq i64 %ty, 11 ; NSEventTypeKeyUp
br i1 %isup, label %keyup, label %mouse
keyup: ; #50 — release the held key
%uv = call i32 @ev_keyval(ptr %ev)
call void @win_held_bit(i32 %uv, i32 0)
br label %forward
mouse: ; #50 — mouse buttons + wheel
%ml_d = icmp eq i64 %ty, 1 ; NSEventTypeLeftMouseDown
br i1 %ml_d, label %lset, label %ml_u
lset:
%lb = load i32, ptr @W_mbtn
%lb2 = or i32 %lb, 1
store i32 %lb2, ptr @W_mbtn
br label %forward
ml_u:
%ml_up = icmp eq i64 %ty, 2 ; NSEventTypeLeftMouseUp
br i1 %ml_up, label %lclr, label %mr_d
lclr:
%lc = load i32, ptr @W_mbtn
%lc2 = and i32 %lc, -2
store i32 %lc2, ptr @W_mbtn
br label %forward
mr_d:
%mrd = icmp eq i64 %ty, 3 ; NSEventTypeRightMouseDown
br i1 %mrd, label %rset, label %mr_u
rset:
%rb = load i32, ptr @W_mbtn
%rb2 = or i32 %rb, 2
store i32 %rb2, ptr @W_mbtn
br label %forward
mr_u:
%mru = icmp eq i64 %ty, 4 ; NSEventTypeRightMouseUp
br i1 %mru, label %rclr, label %scroll
rclr:
%rc = load i32, ptr @W_mbtn
%rc2 = and i32 %rc, -3
store i32 %rc2, ptr @W_mbtn
br label %forward
scroll:
%isw = icmp eq i64 %ty, 22 ; NSEventTypeScrollWheel
br i1 %isw, label %wdo, label %forward
wdo:
%sel_sy = call ptr @sel_registerName(ptr @.s_scrly)
%dy = call double (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_sy)
%dyi = fptosi double %dy to i32
%wv = load i32, ptr @W_wheel
%wv2 = add i32 %wv, %dyi
store i32 %wv2, ptr @W_wheel
br label %forward
key:
%kdv = call i32 @ev_keyval(ptr %ev) ; #50 — press the held key
call void @win_held_bit(i32 %kdv, i32 1)
%kc = call i16 (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_kc)
%kc32 = zext i16 %kc to i32
switch i32 %kc32, label %fromchars [
i32 126, label %k_w
i32 125, label %k_s
i32 123, label %k_a
i32 124, label %k_d
i32 49, label %k_space
i32 36, label %k_ret
i32 53, label %k_esc
]
k_w: store i32 119, ptr @W_key br label %forward
k_s: store i32 115, ptr @W_key br label %forward
k_a: store i32 97, ptr @W_key br label %forward
k_d: store i32 100, ptr @W_key br label %forward
k_space: store i32 32, ptr @W_key br label %forward
k_ret: store i32 10, ptr @W_key br label %forward
k_esc:
store i32 113, ptr @W_key
store i32 0, ptr @W_running
br label %forward
fromchars:
%chars = call ptr (ptr, ptr) @objc_msgSend(ptr %ev, ptr %sel_ch)
%clen = call i64 (ptr, ptr) @objc_msgSend(ptr %chars, ptr %sel_len)
%hasch = icmp sgt i64 %clen, 0
br i1 %hasch, label %takechar, label %forward
takechar:
%ch = call i16 (ptr, ptr, i64) @objc_msgSend(ptr %chars, ptr %sel_cat, i64 0)
%ch32 = zext i16 %ch to i32
store i32 %ch32, ptr @W_key
%isq = icmp eq i32 %ch32, 113
br i1 %isq, label %quit, label %forward
quit:
store i32 0, ptr @W_running
br label %forward
forward:
%fwd = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %app, ptr %sel_send, ptr %ev)
br label %pump
finish:
; a closed window ends the run
%win = load ptr, ptr @W_win
%hw = icmp ne ptr %win, null
br i1 %hw, label %checkvis, label %done
checkvis:
%sel_vis = call ptr @sel_registerName(ptr @.s_visib)
%vis = call i8 (ptr, ptr) @objc_msgSend(ptr %win, ptr %sel_vis)
%gone = icmp eq i8 %vis, 0
br i1 %gone, label %closed, label %done
closed:
store i32 0, ptr @W_running
br label %done
done:
%k = load i32, ptr @W_key
ret i32 %k
}
define void @win_present(ptr %fb, i32 %w, i32 %h) {
entry:
store ptr %fb, ptr @W_fb
store i32 %w, ptr @W_fbw
store i32 %h, ptr @W_fbh
%view = load ptr, ptr @W_view
%none = icmp eq ptr %view, null
br i1 %none, label %out, label %show
show:
%sel_disp = call ptr @sel_registerName(ptr @.s_disp)
%d = call ptr @objc_msgSend(ptr %view, ptr %sel_disp)
%u = call i32 @usleep(i32 16000) ; ~60 fps
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_running
ret void
}
; #50 — copy the 8-word held-key set into the caller's buffer.
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
}
; #50 — write [x, y, button-mask, wheel-delta] into the caller's buffer, then
; reset the accumulated wheel delta (it is per-frame). Position is tracked in
; window points; buttons and wheel come from the event pump above.
define void @win_mouse(ptr %out) {
entry:
%mx = load i32, ptr @W_mx
%p0 = getelementptr i32, ptr %out, i32 0
store i32 %mx, ptr %p0
%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
}