Refactor SDL/FreeRTOS implementation to support macOS simulator properly (#653)

- Run SDL from main() and place FreeRTOS in separate thread. This fixes macOS support.
- Updated GitHub Actions to publish macOS simulator build for testing, updated amd64 to x86_64 for consistent naming.
This commit is contained in:
Ken Van Hoeylandt
2026-09-20 23:12:42 +02:00
committed by Adolfo Reyna
parent 89e8baf517
commit 72089f74f3
25 changed files with 748 additions and 373 deletions
@@ -0,0 +1,40 @@
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include <tactility/error.h>
#include <stdint.h>
struct Device;
#ifdef __cplusplus
extern "C" {
#endif
/**
* @brief Runs forever, pumping SDL input and executing display present jobs submitted via
* sdl_bridge_present(). Must be called exactly once, from the real OS main thread: macOS requires
* SDL/Cocoa window creation, event pumping and rendering to happen there, but FreeRTOS tasks
* (including the lvgl task that owns display flush and indev polling) run on separate pthreads
* spawned by the FreeRTOS POSIX port, not on that thread.
*/
void sdl_bridge_run_main_loop(void);
/**
* @brief Hands a display flush off to the main thread and blocks until it has finished copying
* the pixel data out (see sdl_display_execute_draw_bitmap() in sdl_display.cpp). Called from the
* lvgl task. Must block: the caller's pixel buffer is single-buffered and gets reused as soon as
* this returns.
*/
error_t sdl_bridge_present(struct Device* device, void* internal, int32_t x_start, int32_t y_start, int32_t x_end, int32_t y_end, const void* color_data);
/**
* @brief Implemented in sdl_display.cpp: the actual SDL work behind a display flush (lazy window
* init on first call, SDL_UpdateTexture, present). Only ever called from sdl_bridge_run_main_loop()
* on the main thread.
*/
error_t sdl_display_execute_draw_bitmap(struct Device* device, void* internal, int32_t x_start, int32_t y_start, int32_t x_end, int32_t y_end, const void* color_data);
#ifdef __cplusplus
}
#endif