Give the un-assertable bindings somewhere to be looked at

A binding nothing calls is a binding nothing checks, and that was
already true of key-released? and mouse-button-pressed? before this
lane added sixty more. Audio, render textures, gamepads, touch and
gestures cannot be in the acceptance table — a sound needs a device, a
framebuffer needs a GL context, and with no pad attached every gamepad
predicate answers what a wrapper with its arguments crossed would — so
they go here, where running the program is the check.

Each read-out is built to be asymmetric: the world is drawn through a
render texture with the negative source height raylib's bottom-up
framebuffer requires, so a missing flip is an upside-down world rather
than a subtle one; the stick dot is offset by x and y separately; the
two trigger bars are different lengths. The tone is generated in Flan
rather than shipped as an asset, which is also what gives export-wave
and load-music-stream a call site outside a test.
This commit is contained in:
Joseph Ferano 2026-09-12 03:51:08 +07:00
parent 34b6543e58
commit 245ad60fd8

299
sand.flan
View File

@ -207,6 +207,136 @@
(rl/draw-texture-ex brush-mirrored (rl/Vector2 {:x 110.0 :y 46.0})
0.0 2.0 rl/white)))
;; ── Sound ──────────────────────────────────────────────────────────
;;
;; Nothing in this section can be in the acceptance table and the reason is
;; sharper than "it needs a GL context": a Sound is a buffer the miniaudio
;; mixer owns, so it does not exist until init-audio-device has found a
;; device, and a machine with no sound server gets a zeroed struct and a
;; warning. What CAN be asserted headlessly is the Wave the sound is made
;; from — test/programs/raylib-audio.flan does exactly that — so the split
;; here is real and not an excuse: the samples are checked, the playing is
;; only listened to.
;;
;; The tone is generated rather than loaded because a .wav in the repository
;; would be an asset to maintain for one plink, and because generating it is
;; what gives load-sound-from-wave and export-wave a call site that is not a
;; test.
(defconst tone-rate 22050)
(defconst tone-frames 4410) ; 0.2 s
(defconst tone-path "/tmp/flan-sand-tone.wav")
;; Little-endian signed 16-bit PCM, two bytes per frame, written as bytes
;; because that is what a Wave's `data` is: the element width is `sample-size`,
;; a run-time number, and no Flan type says what the buffer holds.
(defvar tone-pcm [8820 u8])
(defn write-sample [i i32 v i32]
(set (at tone-pcm (* i 2)) (u8 (bit-and v 255)))
(set (at tone-pcm (+ (* i 2) 1)) (u8 (bit-and (>> v 8) 255))))
;; A square wave that decays to nothing over its length, which is the
;; cheapest thing that sounds like a plink rather than a click. `period` is
;; the half-period in frames, so a smaller one is a higher note.
(defn build-tone [period i32]
(dotimes [i tone-frames]
(let [amp (/ (* 9000 (- tone-frames i)) tone-frames)]
(write-sample i (if (= 0 (% (/ i period) 2)) amp (- 0 amp))))))
(defvar audio-ok bool)
(defvar tone rl/Sound)
(defvar tone-ok bool)
(defvar music rl/Music)
(defvar music-ok bool)
(defvar music-on bool)
(defn start-audio []
(rl/init-audio-device)
(set audio-ok (rl/audio-device-ready?))
(unless audio-ok
(print-line "sand: no audio device — the grains are silent"))
(build-tone 40)
(let [w (rl/Wave {:frame-count (u32 tone-frames) :sample-rate (u32 tone-rate)
:sample-size 16 :channels 1
:data (addr (at tone-pcm 0))})]
(when audio-ok
(set tone (rl/load-sound-from-wave w))
(set tone-ok (rl/sound-valid? tone))
(rl/set-sound-volume tone 0.25)
(rl/set-sound-pan tone 0.5)
;; The same samples out to a file and straight back in as a stream, so
;; the Music side has a call site without an asset in the repository.
;; A Sound is resident and a Music is decoded as it plays, which is the
;; whole difference, and update-music-stream in the loop below is the
;; visible consequence of it.
(when (rl/export-wave w tone-path)
(set music (rl/load-music-stream tone-path))
(set music-ok (rl/music-valid? music))
(when music-ok
(set (.looping music) true)
(rl/set-music-volume music 0.15)
(rl/set-music-pitch music 0.5)))))
(rl/set-master-volume 0.6))
(defn stop-audio []
(when music-ok (rl/unload-music-stream music))
(when tone-ok (rl/unload-sound tone))
(rl/close-audio-device))
;; Every plink goes through here, so a silent build — no device, or a wave
;; that would not load — is one branch and not a guard at every call site.
(defn plink [pitch f32]
(when tone-ok
(rl/set-sound-pitch tone pitch)
(rl/play-sound tone)))
(defn toggle-music []
(when music-ok
(set music-on (not music-on))
(if music-on
(rl/play-music-stream music)
(rl/pause-music-stream music))))
;; ── The scene, off-screen ───────────────────────────────────────────
;;
;; The world is drawn into a render texture and the render texture is drawn to
;; the screen, which is what a post-process pass or a pixel-perfect upscale
;; would hang off. There is nothing to assert here either — LoadRenderTexture
;; makes a GL framebuffer object and answers an id of 0 with no context — so
;; the fallback below is not defensive padding, it is what keeps the program
;; honest when the framebuffer is not there.
;;
;; The source rectangle's height is NEGATIVE on purpose. raylib renders into a
;; framebuffer bottom-up, so drawing the result the right way up needs the
;; flip, and getting it wrong is a world that is upside down rather than an
;; error.
(defvar scene rl/RenderTexture2D)
(defvar scene-ok bool)
(defn load-scene []
(set scene (rl/load-render-texture screen-width screen-height))
(set scene-ok (rl/render-texture-valid? scene))
(unless scene-ok
(print-line "sand: no render texture — drawing straight to the screen")))
;; ── The font ────────────────────────────────────────────────────────
;;
;; get-font-default needs a window: the default font is loaded as part of
;; init-window and LoadFontDefault is not exported, which is the same fact
;; that makes the plain measure-text answer 0 headless. The Font family IS
;; assertable — test/programs/raylib-font.flan builds one by hand and has
;; raylib measure with it — so what is left here is the drawing, and the
;; drawing is looked at.
(defvar hud-font rl/Font)
(defvar hud-font-ok bool)
(defn load-hud-font []
(set hud-font (rl/get-font-default))
(set hud-font-ok (rl/font-valid? hud-font)))
;; ── The view ────────────────────────────────────────────────────────
;;
;; begin-mode-2d and end-mode-2d were bound along with Camera2D and then
@ -279,8 +409,27 @@
(defn game-update []
(when (rl/key-pressed? :r) (clear-grid))
(move-view)
;; key-released? and mouse-button-pressed? were bound and called by nothing
;; at all, which is the same as not having bound them. They are the two
;; halves nothing else here uses: space cycles the colour when it comes back
;; UP, and the right button resets the view the instant it goes DOWN, so the
;; two edges are told apart by eye rather than only in the source.
(when (rl/key-released? :space) (next-color) (plink 1.4))
(when (rl/mouse-button-pressed? :right) (reset-view) (plink 0.6))
(when (rl/mouse-button-pressed? :left) (plink 1.0))
(when (rl/key-pressed? :m) (toggle-music))
;; The pad, when there is one. Pressed and released are separate events here
;; too, for the same reason.
(when (rl/gamepad-available? 0)
(when (rl/gamepad-button-pressed? 0 :right-face-down) (plink 1.2))
(when (rl/gamepad-button-released? 0 :right-face-down) (next-color))
(when (rl/gamepad-button-down? 0 :middle-right) (clear-grid)))
(when (rl/mouse-button-down? :left) (paint))
(when (rl/mouse-button-released? :left) (next-color))
;; Once a frame, every frame, or the stream runs dry and the music stops
;; without saying anything. This is the whole difference between a Music and
;; a Sound.
(when music-on (rl/update-music-stream music))
(step))
(defn draw-grid []
@ -341,11 +490,20 @@
;; visible rather than merely different.
(defn draw-hud []
(let [title "SAND"
keys "arrows pan , . zoom 0 reset r clear"
keys "arrows pan , . zoom 0 reset r clear space colour m music"
;; measure-text is what sizes the panel, so the box fits the string
;; rather than a number somebody guessed. Headless it answers 0 for
;; everything, which is why it is not in the acceptance table.
w (max (rl/measure-text title 30) (rl/measure-text keys 20))
;;
;; The title is measured with the Font form instead, which takes a
;; float size and a spacing the integer form has no way to express —
;; and then drawn with the matching draw-text-ex, so the box and the
;; letters agree. That agreement is the check: measure with one and
;; draw with the other and the panel is visibly the wrong width.
title-w (if hud-font-ok
(i32 (.x (rl/measure-text-ex hud-font title 30.0 4.0)))
(rl/measure-text title 30))
w (max title-w (rl/measure-text keys 20))
h 72
x 24
y (- (rl/get-screen-height) (+ h 24))
@ -357,7 +515,10 @@
(rl/draw-rectangle-rounded-lines panel (f32 0.2) 8 (rl/get-color 0x404060FF))
(rl/draw-rectangle-rounded-lines-ex panel (f32 0.2) 8 (f32 2.0)
(rl/get-color 0x6060A0FF))
(rl/draw-text title x y 30 rl/white)
(if hud-font-ok
(rl/draw-text-ex hud-font title (rl/Vector2 {:x (f32 x) :y (f32 y)})
30.0 4.0 rl/white)
(rl/draw-text title x y 30 rl/white))
(rl/draw-text keys x (+ y 40) 20 (rl/get-color 0xA0A0B0FF))
;; The palette, along the bottom right. The selected colour is the one
@ -371,6 +532,18 @@
(when (= i current-color)
(rl/draw-circle-lines cx sh (f32 22.0) rl/white))))
;; The selected index as a digit, drawn one codepoint at a time. There
;; is no string formatting in the language yet, so this is the only way
;; a number reaches the screen at all — and get-glyph-index is what says
;; whether the default font has the digit before it is asked for.
(when hud-font-ok
(let [cp (+ 48 current-color)]
(when (> (rl/get-glyph-index hud-font cp) 0)
(rl/draw-text-codepoint hud-font cp
(rl/Vector2 {:x (f32 (- sw 24))
:y (f32 (- sh 96))})
30.0 rl/white))))
;; A zoom read-out with no number in it, because there is no string
;; formatting yet: the bar's length is the zoom. draw-rectangle-rec,
;; draw-rectangle-v and draw-rectangle-lines are the three remaining
@ -406,16 +579,118 @@
(f32 30.0) (f32 34.0) spin (+ spin (f32 270.0)) 32
rl/white)))))
(defn game-draw []
(rl/clear-background rl/black)
;; ── Gamepads, touch and gestures ────────────────────────────────────
;;
;; None of this can be asserted anywhere, and the reason is worth stating
;; rather than assuming. With no pad attached, gamepad-available? is false,
;; every button predicate is false and every axis reads 0.0 — which is exactly
;; what a wrapper with its two int arguments exchanged would report. Touch and
;; gestures are the same: they are fed by raylib's own event polling inside a
;; frame loop, so they answer nothing at all headless. A test would be
;; asserting that two zeroes are equal.
;;
;; So they are drawn, and the only check they get is that moving a stick moves
;; the marker. Every read-out below is asymmetric on purpose — the stick dot
;; is offset by x and y separately, and the trigger bars are different lengths
;; — so a crossed wrapper is visible rather than merely different.
(defn draw-input-state []
(let [ox (f32 200.0)
oy (f32 90.0)
r (f32 34.0)]
(when (rl/gamepad-available? 0)
;; The ring only appears when raylib says a pad is there, which is what
;; separates "centred stick" from "no pad" — both of which are a dot in
;; the middle otherwise.
(rl/draw-circle-lines (i32 ox) (i32 oy) r (rl/get-color 0x6060A0FF))
(let [p (rl/Vector2 {:x (+ ox (* (rl/get-gamepad-axis-movement 0 :left-x) r))
:y (+ oy (* (rl/get-gamepad-axis-movement 0 :left-y) r))})]
(rl/draw-circle-v p (f32 5.0) rl/white))
;; The two triggers as bars of different lengths, so exchanging them is
;; visible. They rest at -1 and not at 0, which raylib does not
;; normalise and neither does this — hence the +1.
(let [lt (+ (f32 1.0) (rl/get-gamepad-axis-movement 0 :left-trigger))
rt (+ (f32 1.0) (rl/get-gamepad-axis-movement 0 :right-trigger))]
(rl/draw-rectangle-v (rl/Vector2 {:x (+ ox (f32 46.0)) :y (- oy (f32 12.0))})
(rl/Vector2 {:x (* lt (f32 30.0)) :y (f32 8.0)})
(rl/get-color 0x8080C0FF))
(rl/draw-rectangle-v (rl/Vector2 {:x (+ ox (f32 46.0)) :y (+ oy (f32 4.0))})
(rl/Vector2 {:x (* rt (f32 50.0)) :y (f32 8.0)})
(rl/get-color 0x8080C0FF)))
;; One pip per axis the pad reports, and one per face button that is
;; NOT up — gamepad-button-up? rather than -down? so the negative form
;; has a call site of its own.
(dotimes [i (rl/get-gamepad-axis-count 0)]
(rl/draw-pixel (+ (i32 ox) (* i 4)) (+ (i32 oy) 44) rl/white))
(unless (rl/gamepad-button-up? 0 :right-face-down)
(rl/draw-circle (+ (i32 ox) 110) (i32 oy) (f32 6.0) rl/white))
;; -1 when nothing is pressed, which is why this is an i32 and not a
;; GamepadButton: the answer is outside the enum.
(when (>= (rl/get-gamepad-button-pressed) 0)
(rl/draw-circle (+ (i32 ox) 130) (i32 oy) (f32 6.0)
(rl/get-color 0xFFC000FF))))
;; Touch. On a desktop the count is 0 but point 0 still follows the
;; mouse, so the ring below is what says a real touchscreen is there.
(dotimes [i (rl/get-touch-point-count)]
(rl/draw-circle-lines-v (rl/get-touch-position i) (f32 18.0)
(rl/get-color 0xA0A0FFFF))
(rl/draw-pixel (rl/get-touch-x) (rl/get-touch-y) rl/white)
(rl/draw-pixel-v (rl/Vector2 {:x (f32 (rl/get-touch-point-id i))
:y (f32 4.0)})
rl/white))
;; And the gesture, if any: a bar as long as the hold has lasted, and the
;; drag vector drawn from the centre of the ring.
(unless (= (rl/get-gesture-detected) :none)
(rl/draw-rectangle (i32 ox) (+ (i32 oy) 54)
(i32 (* (f32 60.0) (rl/get-gesture-hold-duration)))
8 rl/white)
(when (rl/gesture-detected? :drag)
(let [d (rl/get-gesture-drag-vector)]
(rl/draw-line-v (rl/Vector2 {:x ox :y oy})
(rl/Vector2 {:x (+ ox (* (.x d) (f32 200.0)))
:y (+ oy (* (.y d) (f32 200.0)))})
(rl/get-color 0xFFC000FF))))
(when (rl/gesture-detected? :pinch-in)
(let [q (rl/get-gesture-pinch-vector)]
(rl/draw-circle-v (rl/Vector2 {:x (+ ox (* (.x q) (f32 200.0)))
:y (+ oy (* (.y q) (f32 200.0)))})
(f32 4.0) rl/white))))))
(defn draw-world []
;; Everything between these two is in world space and moves with the camera.
(rl/begin-mode-2d view)
(draw-grid)
(draw-world-cursor)
(rl/end-mode-2d)
(rl/end-mode-2d))
(defn game-draw []
;; The world goes into the render texture first, if there is one. Note the
;; clear inside the texture mode: the framebuffer keeps last frame's pixels
;; otherwise, which looks like a trail and not like a bug.
(when scene-ok
(rl/begin-texture-mode scene)
(rl/clear-background rl/black)
(draw-world)
(rl/end-texture-mode))
(rl/clear-background rl/black)
;; Then the texture, upside down on purpose: raylib renders into a
;; framebuffer bottom-up, so a negative source height is the correction and
;; not a trick. Without a framebuffer the world is drawn straight to the
;; screen and nothing else changes.
(if scene-ok
(rl/draw-texture-rec (.texture scene)
(rl/Rectangle {:x 0.0 :y 0.0
:width (f32 screen-width)
:height (f32 (- 0 screen-height))})
(rl/Vector2 {:x 0.0 :y 0.0})
rl/white)
(draw-world))
;; And everything after it is in screen pixels again.
(draw-brush)
(draw-hud)
(draw-input-state)
(rl/draw-fps 20 20))
(defn main []
@ -430,6 +705,18 @@
(load-brush)
(defer (rl/unload-texture brush))
(defer (rl/unload-texture brush-mirrored))
;; The same rule for the framebuffer and the default font, and a third one
;; for the mixer: the audio device is its own subsystem and does not come
;; with the window, so it is opened and closed on its own.
(load-scene)
(defer (rl/unload-render-texture scene))
(load-hud-font)
(start-audio)
(defer (stop-audio))
;; Gestures are off until something asks for them. Everything, because the
;; read-out draws whichever one arrives, and because the parameter is a set
;; of flags rather than one member — see the note on the Gesture enum.
(rl/set-gestures-enabled rl/gesture-all)
;; The dev agent listens on a socket for redefinitions and hands them over;
;; (agent/poll) below is where they are installed. Building without --dev is
;; fine — nothing has cells to install into, so a module is refused on the