flan/examples/core-input-virtual-controls.flan
Joseph Ferano 421e09e0d6 A number can reach draw-text now
(string b) is the mirror of (bytes s) and costs nothing: emit.ml already
lowers Types.String and Types.Slice _ to the same %slice, 16 bytes at
align 8, so a string and a [u8] are the identical value at run time and
both directions emit as the argument itself. What changes is only what
the checker will let the value be passed to — which was the whole gap.

Two decisions, both written into check.ml's comment.

It does not check UTF-8, because `string` does not claim UTF-8. The
prelude settles it: valid-utf8? is an ordinary function you call when you
care, decode-rune / rune-at / rune-count all take [u8] and not string,
and decode-rune answers {:ok false :width 1} on a malformed byte rather
than assuming well-formed input. The one place the runtime treats a
string differently from a byte slice is flan_escape_bytes, for a string
nested in a printed structure, and that is a byte-wise escape table with
no decoding in it. A check here would be the only enforcement point in
the language, which is a claim the rest of it does not make.

It does not widen the literal-write hole. That hole is the other
direction — (bytes "Hi") hands back a writable-looking slice over
constant data — and this direction only loses the ability to write, so
the result reaches strictly fewer stores than its argument could.
Provenance is still what the other direction needs; nothing here waits
on it.

The one sharp edge is not new but is easier to trip over now, and is
recorded in both the checker and digits.flan: i64->bytes, f64->bytes and
u64->bytes all view the same static buffer in the runtime, overwritten
by the next call, and calling it a string does not copy it. Format, draw,
then format the next one.

examples/digits.flan keeps its three signatures and loses its middle: the
[10 string] table, the per-glyph pen and the digit arithmetic are gone,
and draw-int is one draw-text. What survives is the part (string ...)
does not answer — i64->bytes has no field width, so "%03i" is still
assembled, and f64->bytes is "%g", so fixed decimal places are still a
split into two integers. core-input-multitouch and
core-input-virtual-controls ignored the width they were given, so both
inline the draw and stop importing digits.flan entirely.

test/programs/string-of-bytes.flan at -O2 and -O0: a number round-tripped,
an empty slice, sub-views whose length is not the underlying storage's,
and the result across a declare-c boundary. The last is the one that
could have been wrong — "hello world" cut to five bytes has a space where
C wants a NUL, so a shim that trusted the bytes would print all eleven.
2026-09-12 05:19:23 +07:00

196 lines
8.4 KiB
Plaintext

;;;; raylib [core] example - input virtual controls
;;;;
;;;; examples/core/core_input_virtual_controls.c. No new bindings.
;;;;
;;;; Split the way sand.flan is split: everything above the second banner is
;;;; arithmetic with no raylib calls in it, so test/programs/virtual-controls-
;;;; headless.flan can import this file as a package, drive the pointer over a
;;;; scripted path and hash where the player ended up. That is the only one of
;;;; the ten examples with a headless half, and it has one because it is the
;;;; only one whose interesting part — which D-pad button is under the pointer,
;;;; and what that does to the player — is a function of numbers rather than of
;;;; a frame buffer. The link follows what the program reaches, so the headless
;;;; driver pulls in neither a window nor libraylib.
;;;;
;;;; Two language notes, both visible below.
;;;;
;;;; **No `break`.** The C's nearest-button search is
;;;;
;;;; for (i = 0; i < BUTTON_MAX; i++) { if (...) { pressedButton = i; break; } }
;;;;
;;;; and `(break)` is refused: "break is not implemented yet (see the build
;;;; sequence in plan.org)". `return` from the function works and is what this
;;;; uses — which is why the search is its own `defn` and not written inline
;;;; the way the C has it. That is not a loss: the function is the thing the
;;;; headless case wants to call anyway. Where a loop genuinely cannot be a
;;;; function, the shape left is a flag and a compound loop condition.
;;;;
;;;; **No `fabsf`.** The prelude has sqrt-f32 and sign-f32 but no absolute
;;;; value for floats, and the comment there says why for integers. `(max v
;;;; (- 0.0 v))` is it, and unlike the integer case it has no edge: there is no
;;;; float whose negation is itself except -0.0, whose absolute value is 0.0
;;;; either way.
;;;;
;;;; The button geometry is `defconst` arrays of struct literals. That works —
;;;; and it is the only way a fixed array can be made inside anything but a
;;;; top-level `defvar`, since a `let` binding takes no type annotation.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
;; The C's PadButton enum. -1 is BUTTON_NONE and the four directions are 0..3,
;; in the order the arrays below are written. A `defenum` would not help: the
;; value is used as an index and an enum does not convert to an integer
;; ("i32 converts a number, found ..."), so it would have to be turned back
;; into one at every use.
(defconst button-none -1)
(defconst button-up 0)
(defconst button-left 1)
(defconst button-right 2)
(defconst button-down 3)
(defconst button-max 4)
(defconst button-radius f32 30.0)
;; padPosition is {100, 350} and the buttons sit a radius and a half away from
;; it on each axis. The C computes these at run time from padPosition; they are
;; written out here because a defconst is compile-time and the numbers are.
(defconst button-positions [button-max rl/Vector2]
[(rl/Vector2 {:x 100.0 :y 305.0}) ; up
(rl/Vector2 {:x 55.0 :y 350.0}) ; left
(rl/Vector2 {:x 145.0 :y 350.0}) ; right
(rl/Vector2 {:x 100.0 :y 395.0})]) ; down
(defconst player-speed f32 75.0)
;;;; ── The part with no raylib in it ──────────────────────────────────
(defvar player rl/Vector2)
(defn reset-player []
(set player (rl/Vector2 {:x (/ (f32 screen-width) 2.0)
:y (/ (f32 screen-height) 2.0)})))
(defn abs-f32 [v f32] f32
(max v (- 0.0 v)))
;; The C's search, with `return` where it had `break`. Manhattan distance and
;; not Euclidean — the C adds the two axis distances and compares against the
;; radius — so the hit area is a diamond, which is deliberate: it makes the
;; four buttons tile without overlapping.
(defn nearest-button [pos rl/Vector2] i32
(dotimes [i button-max]
(let [b (at button-positions i)
dist-x (abs-f32 (- (.x b) (.x pos)))
dist-y (abs-f32 (- (.y b) (.y pos)))]
(when (< (+ dist-x dist-y) button-radius)
(return i))))
button-none)
;; The C's switch on the pressed button. Nothing moves for button-none, which
;; is the `default: break`.
(defn move-player [button i32 dt f32]
(let [step (* player-speed dt)]
(cond
(= button button-up) (set (.y player) (- (.y player) step))
(= button button-left) (set (.x player) (- (.x player) step))
(= button button-right) (set (.x player) (+ (.x player) step))
(= button button-down) (set (.y player) (+ (.y player) step))
:else (do))))
;; FNV-1a over the player's two floats, so the headless driver has one number
;; to compare. The floats are read through their bit patterns rather than
;; rounded to integers: rounding would hide exactly the kind of drift — a
;; crossed x and y, a step applied twice — the case exists to catch.
(defconst fnv-offset u64 0xcbf29ce484222325)
(defconst fnv-prime u64 1099511628211)
(defn hash-f32 [h u64 v f32] u64
;; No float-to-bits cast in the language, so the value is scaled and
;; truncated instead. 1024 keeps three decimal places of a screen
;; coordinate, which is finer than any real difference between two correct
;; runs and coarser than the last bit of an f32 — so this is reproducible
;; across targets where a raw bit pattern would depend on the FPU.
(let [n (i64 (* v 1024.0))
g h]
(dotimes [b 8]
(set g (bit-xor g (u64 (bit-and (>> n (i64 (* b 8))) 255))))
(set g (* g fnv-prime)))
g))
(defn hash-player [] u64
(hash-f32 (hash-f32 fnv-offset (.x player)) (.y player)))
;;;; ── The raylib front-end ───────────────────────────────────────────
;; The arrowheads, one triangle of three points per button, in the winding
;; raylib wants — counter-clockwise, or it culls them and draws nothing. A
;; [4 [3 rl/Vector2]]: a fixed array of fixed arrays of a struct, which is the
;; deepest shape any of these ten examples asks for and which works.
(defconst arrow-tris [button-max [3 rl/Vector2]]
[[(rl/Vector2 {:x 100.0 :y 293.0})
(rl/Vector2 {:x 91.0 :y 314.0})
(rl/Vector2 {:x 109.0 :y 314.0})]
[(rl/Vector2 {:x 64.0 :y 341.0})
(rl/Vector2 {:x 43.0 :y 350.0})
(rl/Vector2 {:x 64.0 :y 359.0})]
[(rl/Vector2 {:x 157.0 :y 350.0})
(rl/Vector2 {:x 136.0 :y 341.0})
(rl/Vector2 {:x 136.0 :y 359.0})]
[(rl/Vector2 {:x 91.0 :y 386.0})
(rl/Vector2 {:x 100.0 :y 407.0})
(rl/Vector2 {:x 109.0 :y 386.0})]])
(defconst label-colors [button-max rl/Color]
[(rl/Color {:r 253 :g 249 :b 0 :a 255}) ; yellow, up
(rl/Color {:r 0 :g 121 :b 241 :a 255}) ; blue, left
(rl/Color {:r 230 :g 41 :b 55 :a 255}) ; red, right
(rl/Color {:r 0 :g 228 :b 48 :a 255})]) ; green, down
(defn main []
(rl/init-window screen-width screen-height
"raylib [core] example - input virtual controls")
(defer (rl/close-window))
(reset-player)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. Touch first, mouse as the desktop stand-in — and on the desktop
;; the left button has to be held, or the player would follow the cursor
;; wherever it went.
(let [touching (> (rl/get-touch-point-count) 0)
input (if touching
(rl/get-touch-position 0)
(rl/get-mouse-position))
pressed (if (or touching (rl/mouse-button-down? :left))
(nearest-button input)
button-none)]
(move-player pressed (rl/get-frame-time))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/draw-circle-v player 50.0 rl/maroon)
(dotimes [i button-max]
(rl/draw-circle-v (at button-positions i) button-radius
(if (= i pressed) rl/darkgray rl/black))
(let [t (at arrow-tris i)]
(rl/draw-triangle (at t 0) (at t 1) (at t 2)
(at label-colors i))))
(rl/draw-text "move the player with D-Pad buttons" 10 10 20 rl/darkgray)
;; Not in the C: which button the search picked, as a number, so the
;; headless case and the window agree about the same thing.
(rl/draw-text "button: " 10 34 20 rl/lightgray)
(rl/draw-text (string (i64->bytes (i64 pressed)))
(+ 10 (rl/measure-text "button: " 20)) 34 20
rl/lightgray)
(rl/end-drawing))))