//! Platform abstraction layer.
//!
//! Target-specific implementations live here so gameplay and rendering systems
//! can depend on stable engine-facing abstractions instead of sprinkling
//! `#[cfg(...)]` branches through UI code.

pub mod clipboard;
pub mod storage;
pub mod time;

#[cfg(target_os = "android")]
/// `false` on touch-first Android builds, where UI buttons replace keyboard chips.
pub const SHOW_KEYBOARD_ACCELERATORS: bool = false;
#[cfg(not(target_os = "android"))]
/// `true` on desktop builds, where keyboard chips should be rendered.
pub const SHOW_KEYBOARD_ACCELERATORS: bool = true;

#[cfg(target_os = "android")]
/// `true` when the engine should prefer touch-optimised HUD affordances.
pub const USE_TOUCH_UI_LAYOUT: bool = true;
#[cfg(not(target_os = "android"))]
/// `false` when the engine should prefer desktop HUD affordances.
pub const USE_TOUCH_UI_LAYOUT: bool = false;

pub use clipboard::{ClipboardBackend, ClipboardBackendResource, default_clipboard_backend};
#[cfg(not(target_arch = "wasm32"))]
pub use storage::NativeStorage;
#[cfg(target_arch = "wasm32")]
pub use storage::WasmStorage;
pub use storage::{StorageBackend, StorageBackendResource, default_storage_backend};
pub use time::PlatformTime;
