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
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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
68335
selfhost/ludicc.seed.ll
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