Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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139 changed files with 58981 additions and 43671 deletions
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@ -74,7 +74,116 @@ function emit_engine_systems_for_phase(phase: pointer) -> void {
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# Tween.* fluent handles (#48): advanced each Update tick when the game uses
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# them (gated on g_uses_tween_rt rather than a declared component).
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if g_uses_tween_rt and (find_fn("esys_tween") != null) { emit(" call void @fn_esys_tween()\n") }
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if has_countdowns() { emit(" call void @L_countdowns()\n") } # `countdown` fields tick toward 0
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if g_uses_fx and (find_fn("fx_tick") != null) { emit(" call void @fn_fx_tick()\n") } # Fx.* age and move
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}
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if (phase == "Render") {
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if g_uses_fx and (find_fn("fx_draw") != null) { emit(" call void @fn_fx_draw()\n") } # Fx.* draw after the sprites
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}
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}
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# @L_countdowns(): every `countdown` field of every live entity that carries the
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# component steps toward 0 once per Update (never below it). The timer idiom —
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# "frames left" fields counted down by hand in a handler — becomes a field type.
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function emit_countdown_system() -> void {
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let me = itoa(MAX_ENT)
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emit("define void @L_countdowns() {\nentry:\n")
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emit(" %n = load i32, ptr @L_entc\n br label %loop\nloop:\n")
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emit(" %i = phi i32 [ 0, %entry ], [ %i1, %next ]\n")
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emit(" %go = icmp slt i32 %i, %n\n br i1 %go, label %body, label %done\nbody:\n")
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emit(" %ap = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_alive, i32 0, i32 %i\n")
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emit(" %al = load i32, ptr %ap\n %alive = icmp ne i32 %al, 0\n br i1 %alive, label %c0, label %next\n")
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var k = 0
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var i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_COMP {
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var any = false
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var f = 0
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while f < len(d.kids) { if (d.kids[f].ty == "countdown") { any = true }; f = f + 1 }
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if any {
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let sk = itoa(k); let nk = itoa(k + 1)
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emit("c"); emit(sk); emit(":\n")
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emit(" %h"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(d.s); emit(", i32 0, i32 %i\n")
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emit(" %hv"); emit(sk); emit(" = load i8, ptr %h"); emit(sk); emit("\n")
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emit(" %has"); emit(sk); emit(" = icmp ne i8 %hv"); emit(sk); emit(", 0\n")
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emit(" br i1 %has"); emit(sk); emit(", label %t"); emit(sk); emit(", label %c"); emit(nk); emit("\n")
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emit("t"); emit(sk); emit(":\n")
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emit(" %s"); emit(sk); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(d.s); emit("], ptr @S_"); emit(d.s); emit(", i32 0, i32 %i\n")
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f = 0
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while f < len(d.kids) {
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if (d.kids[f].ty == "countdown") {
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let fk = sk + ("_") + itoa(f)
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emit(" %fa"); emit(fk); emit(" = getelementptr inbounds %Cmp_"); emit(d.s); emit(", ptr %s"); emit(sk); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
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emit(" %fv"); emit(fk); emit(" = load i32, ptr %fa"); emit(fk); emit("\n")
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emit(" %fp"); emit(fk); emit(" = icmp sgt i32 %fv"); emit(fk); emit(", 0\n")
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emit(" %fd"); emit(fk); emit(" = sub i32 %fv"); emit(fk); emit(", 1\n")
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emit(" %fn"); emit(fk); emit(" = select i1 %fp"); emit(fk); emit(", i32 %fd"); emit(fk); emit(", i32 %fv"); emit(fk); emit("\n")
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emit(" store i32 %fn"); emit(fk); emit(", ptr %fa"); emit(fk); emit("\n")
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}
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f = f + 1
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}
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emit(" br label %c"); emit(nk); emit("\n")
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k = k + 1
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}
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}
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i = i + 1
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}
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emit("c"); emit(itoa(k)); emit(":\n br label %next\n")
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emit("next:\n %i1 = add i32 %i, 1\n br label %loop\ndone:\n ret void\n}\n\n")
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}
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# @L_prefab_<Name>(): spawn one prefab with its presets; @L_spawn_prefab(name):
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# the runtime dispatch by name that Prefab.spawn(name:) calls (-1 for no such prefab).
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function emit_prefab_fn(pre: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
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g_cur_scene = null
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ret_ty = "int"
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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let sp = node(S_SPAWN); sp.s = pre.s
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let e = emit_spawn(sp)
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emit(" ret i32 "); emit(e); emit("\n")
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code = saved
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emit("define i32 @L_prefab_"); emit(pre.s); emit("() {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n\n")
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}
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function emit_prefab_fns() -> void {
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var i = 0
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while i < len(prog) { if prog[i].kind == N_PREFAB { emit_prefab_fn(prog[i]) }; i = i + 1 }
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g_uses_str = true
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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i = 0
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while i < len(prog) {
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let d = prog[i]
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if d.kind == N_PREFAB {
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let lit = node(E_STR); lit.s = d.s
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let sv = emit_expr(lit)
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let same = emit_bind(`call i32 @fn_str_eq(ptr %name, ptr {sv.code})`)
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let hit = emit_bind(`icmp ne i32 {same}, 0`)
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let yes = lbl("pf"); let no = lbl("pfn")
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emit(" br i1 "); emit(hit); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
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emit(yes); emit(":\n")
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let r = emit_bind(`call i32 @L_prefab_{d.s}()`)
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emit(" ret i32 "); emit(r); emit("\n")
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emit(no); emit(":\n")
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}
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i = i + 1
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}
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emit(" ret i32 -1\n")
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code = saved
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emit("define i32 @L_spawn_prefab(ptr %name) {\nentry:\n")
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emit(buf_str(falloc))
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emit(buf_str(fbody))
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emit("}\n\n")
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}
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# Global handlers run first, then the active scene's layer handlers in
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@ -101,6 +210,7 @@ function phase_id(phase: pointer) -> int {
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if phase == "Render" { return 4 }
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if phase == "Start" { return 5 }
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if phase == "OnQuit" { return 6 }
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if phase == "Overlay" { return 7 } # HUD/UI pass after the engine drew sprites
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return 7
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}
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@ -223,18 +333,46 @@ function emit_calls_for_phase(phase: pointer) -> void {
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}
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emit_engine_systems_for_phase(phase) # engine-owned systems run after every user handler
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emit_dyn_systems_for_phase(phase) # #64: mod-registered systems run last
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if (phase == "Overlay") { emit_scene_menu_render() } # a scene's `shows` menu paints last
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}
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# the menu of the live `scene X shows Menu`, drawn on top of everything else
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function emit_scene_menu_render() -> void {
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var any = false
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var i = 0
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while i < len(g_scenes) { if (g_scenes[i].ty != null) { any = true }; i = i + 1 }
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if not any { return }
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let cs = emit_bind("load i32, ptr @L_scene")
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i = 0
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while i < len(g_scenes) {
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let sc = g_scenes[i]
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if (sc.ty != null) {
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let ce = emit_bind(`icmp eq i32 {cs}, {itoa(sc.ival)}`)
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let run = lbl("mrun"); let skip = lbl("mskip")
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emit(" br i1 "); emit(ce); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
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emit(run); emit(":\n call void @fn_rt_ui_render()\n")
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emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
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}
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i = i + 1
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}
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}
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# on enter / on exit compile to void functions @scene_enter_<Name> /
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# @scene_exit_<Name>, called at the transition point (and enter at boot for the
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# start scene). Emitted for every scene, empty body when the hook is absent.
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function emit_scene_fn(name: pointer, kind: pointer, body: Node) -> void {
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function emit_scene_fn(name: pointer, kind: pointer, body: Node, menu: pointer) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
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ret_ty = "void"
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let fbody = buf_new()
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falloc = buf_new()
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let saved = code
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code = fbody
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# `scene X shows Menu`: a free cursor and the menu open on enter, closed on exit
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if (menu != null) and (kind == "enter") {
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if (find_fn("input_cursor_mode") != null) { emit(" call void @fn_input_cursor_mode(i32 0)\n") }
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emit(" call void @fn_rt_ui_open(i32 "); emit(itoa(ui_index_of("UI_" + menu))); emit(")\n")
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}
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if (menu != null) and (kind == "exit") { emit(" call void @fn_rt_ui_close()\n") }
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if (body != null) { emit_block(body) }
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# EV1: a `public` scene fires scene_<S>_enter / scene_<S>_exit after its block
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let sev = `scene_{name}_{kind}`
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@ -253,10 +391,31 @@ function emit_scene_hooks() -> void {
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while i < len(g_scenes) {
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let sc = g_scenes[i]
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g_cur_scene = sc
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emit_scene_fn(sc.s, "enter", sc.a)
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emit_scene_fn(sc.s, "exit", sc.b)
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emit_scene_fn(sc.s, "enter", sc.a, sc.ty)
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emit_scene_fn(sc.s, "exit", sc.b, sc.ty)
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i = i + 1
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}
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g_cur_scene = null
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if len(g_scenes) > 0 { emit_scene_leave_fn() } # a program without scenes has no @L_scene
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}
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# @L_scene_leave(): run the on-exit hook of whichever scene is live — what a
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# `become` outside any scene's own handlers (a global handler, an @On listener,
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# a plain function) calls, since it cannot know the leaving scene at compile time.
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function emit_scene_leave_fn() -> void {
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emit("define void @L_scene_leave() {\nentry:\n")
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emit(" %s = load i32, ptr @L_scene\n")
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var i = 0
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while i < len(g_scenes) {
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let sc = g_scenes[i]
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let k = itoa(i)
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emit(" %is"); emit(k); emit(" = icmp eq i32 %s, "); emit(itoa(sc.ival)); emit("\n")
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emit(" br i1 %is"); emit(k); emit(", label %leave"); emit(k); emit(", label %next"); emit(k); emit("\n")
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emit("leave"); emit(k); emit(":\n call void @scene_exit_"); emit(sc.s); emit("()\n ret void\n")
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emit("next"); emit(k); emit(":\n")
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i = i + 1
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}
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emit(" ret void\n}\n\n")
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}
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# @OnDespawn(Model) hooks compile to `@on_despawn_<Model>(entity, reason)`
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@ -443,6 +602,7 @@ function emit_event_fns() -> void {
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# --- @ev_<E>(payload): fire compile-time listeners, then foreign ones
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
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g_cur_scene = null # a listener belongs to no scene: `become` leaves the live one
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ret_ty = "void"
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let fbody = buf_new()
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falloc = buf_new()
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