refactor(engine): audit and rationalize platform cfg gates (closes #49)
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -1,12 +1,28 @@
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//! Platform abstraction layer.
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//!
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//! Traits defined here are implemented per target:
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//! - native builds use filesystem-backed storage
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//! - browser builds use `localStorage`
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//! Target-specific implementations live here so gameplay and rendering systems
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//! can depend on stable engine-facing abstractions instead of sprinkling
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//! `#[cfg(...)]` branches through UI code.
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pub mod clipboard;
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pub mod storage;
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pub mod time;
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#[cfg(target_os = "android")]
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/// `false` on touch-first Android builds, where UI buttons replace keyboard chips.
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pub const SHOW_KEYBOARD_ACCELERATORS: bool = false;
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#[cfg(not(target_os = "android"))]
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/// `true` on desktop builds, where keyboard chips should be rendered.
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pub const SHOW_KEYBOARD_ACCELERATORS: bool = true;
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#[cfg(target_os = "android")]
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/// `true` when the engine should prefer touch-optimised HUD affordances.
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pub const USE_TOUCH_UI_LAYOUT: bool = true;
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#[cfg(not(target_os = "android"))]
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/// `false` when the engine should prefer desktop HUD affordances.
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pub const USE_TOUCH_UI_LAYOUT: bool = false;
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pub use clipboard::{ClipboardBackend, ClipboardBackendResource, default_clipboard_backend};
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#[cfg(not(target_arch = "wasm32"))]
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pub use storage::NativeStorage;
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#[cfg(target_arch = "wasm32")]
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