refactor(engine): audit and rationalize platform cfg gates (closes #49)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
funman300
2026-05-27 18:00:57 -07:00
parent 561395fca6
commit ce536b0176
13 changed files with 302 additions and 243 deletions
+19 -3
View File
@@ -1,12 +1,28 @@
//! Platform abstraction layer.
//!
//! Traits defined here are implemented per target:
//! - native builds use filesystem-backed storage
//! - browser builds use `localStorage`
//! 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")]