feat(app): App.set_icon, so a game without a bundle still has an icon
`ludic bundle` builds an AppIcon.icns and macOS reads it out of the .app, so a shipped game has an icon. `ludic build` produces a bare executable: no bundle, no CFBundleIconFile, and so no icon at all - macOS draws the generic green "exec" tile. That is the build a developer runs every day, which is why "the game has no icon" can be true for months while the bundle is perfect. It was here: the .app's icns validated against iconutil, the plist was right, the signature was right, and NSWorkspace rendered the artwork - and the binary beside it still had the exec tile. App.set_icon(path) takes the bytes through lp_pak_open, so a packed path and a loose one both work and this does not repeat Audio.load's trick of taking a filesystem path only. NSData copies them, so the buffer goes straight back. A missing or undecodable image leaves the existing icon alone rather than clearing it; a bundled app is unaffected; headless links no AppKit and compiles it away. Verified the Cocoa sequence against an ObjC twin doing the same message sends: before, a bare binary's applicationIconImage is the generic 128x128 tile; after, it is the 1024x1024 artwork. Backend change, so selfhost/ludicc.seed.ll is reseeded: the bootstrap fixpoint and the C-free rebuild from the seed both pass.
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7 changed files with 34345 additions and 34143 deletions
19
changes/app-set-icon.md
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19
changes/app-set-icon.md
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@ -0,0 +1,19 @@
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bump: minor
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type: feat
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**`App.set_icon(path)`** — an icon for a binary that has no bundle to take one from.
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`ludic bundle` builds an `AppIcon.icns` and macOS reads it from the `.app`, so a
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shipped game has an icon. `ludic build` produces a bare executable, which has no
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bundle, no `CFBundleIconFile` and therefore no icon at all — macOS draws the generic
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green "exec" tile in the Dock. That is the build a developer runs all day and the one
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they see every session, so "my game has no icon" is true long before it ships.
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```ludic
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App.set_icon("assets/app/icon.png")
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```
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The path resolves through the pack first and the filesystem second, like every other
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asset, so the same call works packed and unpacked — it does not repeat `Audio.load`'s
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trick of taking a filesystem path only. An image that cannot be found or decoded
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leaves the current icon alone rather than clearing it, calling it in a bundled app is
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a harmless no-op, and a headless build compiles it away to nothing.
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31
docs/language/app/app-set_icon.md
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docs/language/app/app-set_icon.md
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---
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id: app-set_icon
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name: App.set_icon
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category: app
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kind: namespace-method
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tokens: App.set_icon
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sig: App.set_icon(path) -> void
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tip: Set the Dock icon from an image the game ships.
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order: 2
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ns: App
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member: set_icon
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---
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Sets the application's icon — the Dock tile, the Cmd-Tab switcher, the About box — from an image the game ships.
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A **bundled** app already has one: `ludic bundle` builds `AppIcon.icns` from the manifest's `app icon` and macOS reads it from the bundle, so calling this there is harmless and changes nothing you can see. A **plain binary** is the case this exists for. `ludic build` produces an executable with no bundle around it, so macOS has nowhere to find an icon and draws the generic one — which is what a developer looks at every time they run the game.
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The path is resolved the same way every other asset is, through the pack first and the filesystem second, so the same call works in a packed build and in a project directory. An image that cannot be found or decoded leaves the current icon alone rather than clearing it.
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Parameters:
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- `path` — an image the game ships (PNG, JPEG or TIFF); 1024x1024 is the size macOS wants
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```ludic
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program Titled {
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entry {
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App.set_icon("assets/app/icon.png")
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}
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}
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```
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Headless builds have no AppKit, so this compiles to nothing there.
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@ -1455,6 +1455,49 @@ out:
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@.s_setbg = private unnamed_addr constant [20 x i8] c"setBackgroundColor:\00"
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@.s_finlau = private unnamed_addr constant [16 x i8] c"finishLaunching\00"
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@.s_setappicon = private unnamed_addr constant [25 x i8] c"setApplicationIconImage:\00"
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; ---------------------------------------------------------------------------
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; app_set_icon(bytes, len) - the Dock tile, the Cmd-Tab switcher, the About box.
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;
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; A BUNDLED app gets this from CFBundleIconFile and needs nothing here. A plain
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; binary - which is what `ludic build` produces and what a developer runs all day
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; - has no bundle and therefore no icon at all: macOS draws the generic green
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; "exec" tile for it. That is not a cosmetic difference to someone who only ever
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; sees the game that way.
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;
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; Bytes, not a path, for the same reason splash_show takes bytes: the caller has
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; already resolved it through the pack. NSData copies them, so the caller may free
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; its buffer immediately. Anything unreadable leaves the existing icon alone.
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define void @app_set_icon(ptr %bytes, i32 %len) {
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entry:
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%nodata = icmp eq ptr %bytes, null
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%empty = icmp sle i32 %len, 0
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%skip = or i1 %nodata, %empty
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br i1 %skip, label %out, label %go
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go:
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%appcls = call ptr @objc_getClass(ptr @.c_app)
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%sel_sh = call ptr @sel_registerName(ptr @.s_shared)
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%nsapp = call ptr @objc_msgSend(ptr %appcls, ptr %sel_sh)
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%datacls = call ptr @objc_getClass(ptr @.c_data)
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%sel_dwb = call ptr @sel_registerName(ptr @.s_datawb)
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%lz = zext i32 %len to i64
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%data = call ptr (ptr, ptr, ptr, i64) @objc_msgSend(ptr %datacls, ptr %sel_dwb, ptr %bytes, i64 %lz)
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%imgcls = call ptr @objc_getClass(ptr @.c_image)
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%sel_alloc = call ptr @sel_registerName(ptr @.s_alloc)
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%i0 = call ptr @objc_msgSend(ptr %imgcls, ptr %sel_alloc)
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%sel_iwd = call ptr @sel_registerName(ptr @.s_initdat)
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%img = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %i0, ptr %sel_iwd, ptr %data)
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%noimg = icmp eq ptr %img, null
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br i1 %noimg, label %out, label %set
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set:
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%sel_seti = call ptr @sel_registerName(ptr @.s_setappicon)
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%r = call ptr (ptr, ptr, ptr) @objc_msgSend(ptr %nsapp, ptr %sel_seti, ptr %img)
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br label %out
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out:
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ret void
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}
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@W_splash = internal global ptr null
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define void @splash_show(ptr %bytes, i32 %len, i32 %bg) {
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@ -249,6 +249,15 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
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if g_windowed { emit(" call void @splash_hide()\n") }
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return val("0", "void")
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}
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if (meth == "set_icon") {
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# The Dock tile. A bundled app takes it from CFBundleIconFile and this is a
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# harmless no-op there; a bare `ludic build` binary has no bundle and no icon
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# at all without it. Headless has no AppKit, so it compiles to nothing.
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use_pak()
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let ip = arg_code(e, 0)
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if g_windowed { emit(` call void @lp_app_icon(ptr {ip})\n`) }
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return val("0", "void")
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}
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perr(`unknown builtin App.{meth}`)
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}
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if (ns == "Pool") {
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@ -117,6 +117,7 @@ function emit_pak_prelude() -> void {
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if g_windowed {
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emith("declare void @splash_show(ptr, i32, i32)\n")
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emith("declare void @splash_hide()\n")
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emith("declare void @app_set_icon(ptr, i32)\n")
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}
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emit_pak_mount()
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@ -300,5 +301,19 @@ function emit_pak_boot() -> void {
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emith("show:\n %len = load i32, ptr %lp\n %bg = load i32, ptr @L_pak_splashbg\n")
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emith(" call void @splash_show(ptr %blob, i32 %len, i32 %bg)\n br label %out\n")
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emith("out:\n ret void\n}\n")
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# App.set_icon(path): the Dock tile for a binary that has no bundle to take one
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# from. Read through lp_pak_open, so a packed path and a loose one both work and
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# this does not repeat Audio.load's trick of taking a filesystem path only.
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# NSData copies the bytes, so the buffer goes straight back.
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emith("define void @lp_app_icon(ptr %path) {\n")
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emith("entry:\n %f = call ptr @lp_pak_open(ptr %path, ptr @.pak_rb)\n %bad = icmp eq ptr %f, null\n br i1 %bad, label %out, label %go\n")
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emith("go:\n %s1 = call i32 @fseek(ptr %f, i64 0, i32 2)\n %n64 = call i64 @ftell(ptr %f)\n %s2 = call i32 @fseek(ptr %f, i64 0, i32 0)\n")
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emith(" %tiny = icmp sle i64 %n64, 0\n br i1 %tiny, label %shut, label %read\n")
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emith("read:\n %buf = call ptr @malloc(i64 %n64)\n %rd = call i64 @fread(ptr %buf, i64 1, i64 %n64, ptr %f)\n")
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emith(" %c1 = call i32 @fclose(ptr %f)\n %n32 = trunc i64 %rd to i32\n")
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emith(" call void @app_set_icon(ptr %buf, i32 %n32)\n call void @free(ptr %buf)\n ret void\n")
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emith("shut:\n %c2 = call i32 @fclose(ptr %f)\n ret void\n")
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emith("out:\n ret void\n}\n")
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}
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}
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68335
selfhost/ludicc.seed.ll
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selfhost/ludicc.seed.ll
File diff suppressed because it is too large
Load diff
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@ -157,6 +157,41 @@ function pack_probe_src() -> pointer {
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return s
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}
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# App.set_icon: the Dock tile for a binary with no bundle around it. The tile itself
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# cannot be asserted from a test process, so what is checked is the part that can go
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# wrong silently - that it compiles and runs in a windowed build, that a missing or
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# unreadable image is a no-op rather than a crash or a cleared icon, and that a headless
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# build (which has no AppKit linked at all) compiles it away to nothing.
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function app_icon_case() -> void {
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let lbl = "App.set_icon -> an icon for a binary with no bundle, and nothing headless"
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if not is_darwin() { skip(lbl); return }
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let work = `{tmp_dir()}/appicon`
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let root = capture_line("pwd")
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run(`rm -rf {work} && mkdir -p {work}`)
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# a real PNG to set, made the same way the bundle test makes its icon
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run(`sips -s format png --resampleHeightWidth 64 64 /System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/GenericApplicationIcon.icns --out {work}/icon.png > /dev/null 2>&1`)
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var src = "program IconSet {" + nl()
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src = src + " entry {" + nl()
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src = src + " App.set_icon(\"icon.png\")" + nl()
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src = src + " App.set_icon(\"nope.png\")" + nl() # missing: must not crash
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src = src + " print(\"ok\")" + nl()
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src = src + " }" + nl()
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src = src + "}" + nl()
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write_file(`{work}/i.ludic`, src)
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if not shq(`cd {work} && {root}/bin/ludicc i.ludic -o i > cc.out 2>&1`) {
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bad2(lbl, capture_line(`tail -1 {work}/cc.out`)); return
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}
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let got = s_trim(capture(`cd {work} && ./i 2>&1`))
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if got != "ok" { bad2(lbl, `windowed build printed [{got}]`); return }
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# headless links no AppKit: it has to compile and run just the same
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if not shq(`cd {work} && {root}/bin/ludicc i.ludic --headless -o ih > hh.out 2>&1`) {
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bad2(lbl, capture_line(`tail -1 {work}/hh.out`)); return
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}
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let goth = s_trim(capture(`cd {work} && ./ih 2>&1`))
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if goth != "ok" { bad2(lbl, `headless build printed [{goth}]`); return }
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ok(lbl)
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}
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# Os.save_dir / config_dir / cache_dir have to name the directory the PLATFORM keeps
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# those things in - that is the entire reason a program calls them instead of building a
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# path. They were the macOS layout on every platform, so a game built on Linux wrote its
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pack_roundtrip_case()
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packignore_case()
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os_dirs_case()
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app_icon_case()
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bundle_case()
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# install.sh is what the landing page tells people to pipe into sh, and it is
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