wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run

ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-25 15:31:34 +03:00
parent 5ffe50ed02
commit 19fcf60599
459 changed files with 17862 additions and 17603 deletions

View file

@ -1,54 +1,54 @@
# ludic.settings/file.ludic - the store as a JSON object, by key: a switch is 0 or 1, a whole number
# is itself, a float is thousandths (sv_put_float), text is a string. A key the file lacks keeps
# what the store holds, and a key the store does not know is ignored.
export function settings_to_json() -> Val {
sg_init()
export function settings_to_json(settings_st: mut SettingsState) -> Val {
sg_init(settings_st)
let v = Value.object()
for i in 0 .. len(sg_defs) { settings_put(v, i) }
for i in 0 .. len(settings_st.sg_defs) { settings_put(settings_st, v, i) }
return v
}
# one setting into `v` under its key (a game building its own file adds its extras beside them)
export function settings_put(v: Val, id: int) -> void {
let d = sg_defs[id]
export function settings_put(settings_st: SettingsState, v: Val, id: int) -> void {
let d = settings_st.sg_defs[id]
if not d.saved { return }
if d.kind == SETTING_TEXT {
sv_put_str(v, d.key, sg_text[id])
sv_put_str(v, d.key, settings_st.sg_text[id])
} else if d.kind == SETTING_FLOAT {
sv_put_float(v, d.key, sg_num[id])
sv_put_float(v, d.key, settings_st.sg_num[id])
} else {
sv_put_int(v, d.key, int(sg_num[id]))
sv_put_int(v, d.key, int(settings_st.sg_num[id]))
}
}
# every key `v` names, held to its range; quiet, since a load is applied whole by its caller
export function settings_from_json(v: Val) -> void {
sg_init()
export function settings_from_json(settings_st: mut SettingsState, v: Val) -> void {
sg_init(settings_st)
if v == null { return }
for i in 0 .. len(sg_defs) { sg_read(v, i) }
for i in 0 .. len(settings_st.sg_defs) { sg_read(settings_st, v, i) }
}
function sg_read(v: Val, id: int) -> void {
let d = sg_defs[id]
function sg_read(settings_st: mut SettingsState, v: Val, id: int) -> void {
let d = settings_st.sg_defs[id]
if not d.saved or Value.kind(v) != 6 or Value.has(v, d.key) == 0 { return }
if d.kind == SETTING_TEXT {
sg_text[id] = sv_str(v, d.key, sg_text[id])
settings_st.sg_text[id] = sv_str(v, d.key, settings_st.sg_text[id])
} else if d.kind == SETTING_FLOAT {
sg_num[id] = settings_held(id, sv_float(v, d.key, sg_num[id]))
settings_st.sg_num[id] = settings_held(settings_st, id, sv_float(v, d.key, settings_st.sg_num[id]))
} else {
sg_num[id] = settings_held(id, float(sv_int(v, d.key, int(sg_num[id]))))
settings_st.sg_num[id] = settings_held(settings_st, id, float(sv_int(v, d.key, int(settings_st.sg_num[id]))))
}
}
# one setting from a JSON value in the file's own form (a row in a settings screen hands these):
# a change is a fact
export function settings_set_value(id: int, x: Val) -> void {
let d = sg_defs[id]
export function settings_set_value(base_st: mut BaseState, settings_st: mut SettingsState, id: int, x: Val) -> void {
let d = settings_st.sg_defs[id]
if d.kind == SETTING_TEXT {
if Value.kind(x) == 4 { settings_set_text(id, Value.as_str(x)) }
if Value.kind(x) == 4 { settings_set_text(base_st, settings_st, id, Value.as_str(x)) }
} else if d.kind == SETTING_FLOAT {
settings_set_float(id, float(Value.as_int(x)) / 1000.0)
settings_set_float(base_st, settings_st, id, float(Value.as_int(x)) / 1000.0)
} else {
settings_set_int(id, Value.as_int(x))
settings_set_int(base_st, settings_st, id, Value.as_int(x))
}
}