docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-29 17:53:22 +03:00
parent 25f987e30d
commit 3c7ec9b016
172 changed files with 5240 additions and 895 deletions

View file

@ -5,8 +5,41 @@ category: screen
kind: namespace-method
tokens: Screen.draw_rectangle
sig: Screen.draw_rectangle(x, y, width, height, color)
tip: Draw a one-pixel rectangle outline.
tip: Draw a one-pixel-thick rectangle outline (not filled).
order: 2
ns: Screen
member: draw_rectangle
---
Draw a one-pixel rectangle outline.
Draws just the border of a rectangle — a one-pixel-thick outline — leaving the interior untouched so whatever is behind it shows through. It takes the same top-left position and size as <code>Screen.fill_rectangle</code>, but is meant for framing rather than filling: selection boxes, UI panels, health-bar borders, or highlighting the tile under a cursor. Use it together with <code>fill_rectangle</code> when you want a filled shape with a contrasting edge. Coordinates are in pixels from the top-left of the screen.
Parameters:
- `x` — the left edge, in pixels from the left of the screen
- `y` — the top edge, in pixels from the top of the screen
- `width` — the outline width in pixels
- `height` — the outline height in pixels
- `color` — the outline color, e.g. a `Color.*` name or a `0xRRGGBB` literal
```ludic
program SelectionFrame {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
const TILE_SIZE: int = 16
handler SpawnEnemy phase Start {
spawn Enemy { Position { column: 6, row: 5 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Enemy}] {
let pixel_x = Position.column * TILE_SIZE
let pixel_y = Position.row * TILE_SIZE
Screen.fill_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Crimson)
Screen.draw_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold)
}
Screen.show()
}
}
```