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.
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-12 12:55:12 +03:00
parent 925d133466
commit 38b6b81cd7
7 changed files with 34345 additions and 34143 deletions

View file

@ -249,6 +249,15 @@ function emit_ns_call(ns: pointer, meth: pointer, e: Node) -> Val {
if g_windowed { emit(" call void @splash_hide()\n") }
return val("0", "void")
}
if (meth == "set_icon") {
# The Dock tile. A bundled app takes it from CFBundleIconFile and this is a
# harmless no-op there; a bare `ludic build` binary has no bundle and no icon
# at all without it. Headless has no AppKit, so it compiles to nothing.
use_pak()
let ip = arg_code(e, 0)
if g_windowed { emit(` call void @lp_app_icon(ptr {ip})\n`) }
return val("0", "void")
}
perr(`unknown builtin App.{meth}`)
}
if (ns == "Pool") {