Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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examples/menu.ludic
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examples/menu.ludic
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# menu.ludic — a retained-UI title screen. The UI is declared as DATA (the `ui`
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# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
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# it (background, TrueType labels, focusable buttons), and routes keyboard focus
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# and activation. The game only loads a font, opens the UI, and reads clicks.
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game Menu {
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const R_FONT: int = 0
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const R_MSG: int = 1
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ui MainMenu {
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panel id=Root w=288 pad=16 gap=6 bg=0x1a1a2c border=0x4a4a72 skin="assets/ui/panel.png" inset=10 align=center {
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label text="CHRONO RIFT" font=reg(R_FONT) size=26 fg=0xffe060 align=center
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label text="a Ludic retained-UI demo" font=reg(R_FONT) size=14 fg=0x9aa0c8 align=center
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spacer h=4
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button id=NewGame text="New Game" font=reg(R_FONT) size=16 w=236
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button id=Continue text="Continue" font=reg(R_FONT) size=16 w=236
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button id=Options text="Options" font=reg(R_FONT) size=16 w=236
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button id=Quit text="Quit" font=reg(R_FONT) size=16 w=236
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}
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}
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system Boot phase Start {
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setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
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ui_build()
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ui_open(UI_MainMenu)
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}
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system Nav phase Update {
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ui_tick(key())
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if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
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if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
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if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
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if ui_clicked(UI_Quit) { quit() }
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}
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system Draw phase Render {
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clear(0x0e0e16)
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ui_render()
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present()
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}
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}
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