refactor(lang): rename the fn keyword to function
Expand the function-declaration keyword to the full word across the whole
language and toolchain:
fn name(...) -> T { ... } -> function name(...) -> T { ... }
Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).
Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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86 changed files with 793 additions and 793 deletions
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@ -2,7 +2,7 @@
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# accessors. Split out of ui.ludic (the storage/build/measure half).
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# ---- arrange: rects, parents before children ------------------------------
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fn ui_arrange(i: int, x: int, y: int) -> void {
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function ui_arrange(i: int, x: int, y: int) -> void {
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ui_rx[i] = x
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ui_ry[i] = y
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let t = ui_type[i]
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@ -61,7 +61,7 @@ fn ui_arrange(i: int, x: int, y: int) -> void {
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}
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}
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fn ui_layout() -> void {
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function ui_layout() -> void {
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if ui_active < 0 { return }
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ui_measure()
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var px = (rt_fbw - ui_rw[ui_active]) / 2
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@ -74,7 +74,7 @@ fn ui_layout() -> void {
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}
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# ---- drawing --------------------------------------------------------------
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fn ui_lighten(c: int) -> int {
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function ui_lighten(c: int) -> int {
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var r = ((c >> 16) & 255)
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var g = ((c >> 8) & 255)
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var b = (c & 255)
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@ -84,7 +84,7 @@ fn ui_lighten(c: int) -> int {
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return (((r << 16) | (g << 8)) | b)
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}
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fn ui_draw_node(i: int) -> void {
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function ui_draw_node(i: int) -> void {
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if ui_visible[i] == 0 { return }
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let t = ui_type[i]
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let rx = ui_rx[i]
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@ -148,7 +148,7 @@ fn ui_draw_node(i: int) -> void {
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# ---- focus and activation -------------------------------------------------
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var ui_fl: words = null
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fn ui_focusables() -> int {
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function ui_focusables() -> int {
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if (ui_fl == null) { ui_fl = words(UI_MAX) }
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var n = 0
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for i in 0 .. ui_n {
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@ -164,14 +164,14 @@ fn ui_focusables() -> int {
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return n
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}
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fn rt_ui_open(root: int) -> void {
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function rt_ui_open(root: int) -> void {
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ui_active = root
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let n = ui_focusables()
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ui_focus = 0 - 1
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if n > 0 { ui_focus = ui_fl[0] }
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}
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fn rt_ui_tick(k: int) -> void {
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function rt_ui_tick(k: int) -> void {
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if ui_active < 0 { return }
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for i in 0 .. ui_n { ui_fired[i] = 0 }
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ui_layout()
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@ -201,20 +201,20 @@ fn rt_ui_tick(k: int) -> void {
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if k == 13 { ui_fired[ui_focus] = 1 }
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}
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fn rt_ui_render() -> void {
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function rt_ui_render() -> void {
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if ui_active < 0 { return }
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ui_layout()
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ui_draw_node(ui_active)
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}
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# ---- game-facing accessors ------------------------------------------------
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fn rt_ui_clicked(id: int) -> bool {
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function rt_ui_clicked(id: int) -> bool {
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if id < 0 { return false }
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if id >= ui_n { return false }
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return ui_fired[id] == 1
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}
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fn rt_ui_set_text(id: int, s: str) -> void {
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function rt_ui_set_text(id: int, s: str) -> void {
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if id < 0 { return }
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if id >= ui_n { return }
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let base = id * 96
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@ -232,7 +232,7 @@ fn rt_ui_set_text(id: int, s: str) -> void {
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ui_hasdyn[id] = 1
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}
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fn rt_ui_set_int(id: int, n: int) -> void {
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function rt_ui_set_int(id: int, n: int) -> void {
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if id < 0 { return }
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if id >= ui_n { return }
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let base = id * 96
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@ -266,17 +266,17 @@ fn rt_ui_set_int(id: int, n: int) -> void {
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ui_hasdyn[id] = 1
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}
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fn rt_ui_focus(id: int) -> void {
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function rt_ui_focus(id: int) -> void {
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if id < 0 { return }
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if id >= ui_n { return }
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ui_focus = id
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}
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fn rt_ui_focused() -> int {
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function rt_ui_focused() -> int {
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return ui_focus
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}
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fn rt_ui_visible(id: int, v: int) -> void {
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function rt_ui_visible(id: int, v: int) -> void {
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if id < 0 { return }
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if id >= ui_n { return }
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ui_visible[id] = v
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