feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch
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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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-04 01:36:08 +03:00
parent e9c2c51bc3
commit ad548840c7
139 changed files with 58981 additions and 43671 deletions

View file

@ -1,6 +1,16 @@
# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
# from its declared defaults plus any per-spawn overrides.
# run a hook body with `self()` bound to entity `e` (a constructor knows its entity)
function emit_hook_with_self(e: pointer, body: Node) -> void {
let sslot = emit_alloca("i32")
emit(" store i32 "); emit(e); emit(", ptr "); emit(sslot); emit("\n")
if nself < len(self_stk) { self_stk[nself] = sslot } else { push(self_stk, sslot) }
nself = nself + 1
emit_block(body)
nself = nself - 1
}
function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void {
let me = itoa(MAX_ENT)
let c = find_comp(comp)
@ -44,7 +54,7 @@ function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void {
let vslot = emit_alloca("ptr")
emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
loc_push(comp, vslot, comp)
emit_block(ab)
emit_hook_with_self(e, ab)
nloc = save
}
# EV1: a @Public attach hook fires prop_<P>_attach with the entity
@ -68,33 +78,72 @@ function emit_bind_props(model: Node, e: pointer) -> void {
}
}
# the record for component `cn` in a spawn or prefab node (null when absent)
function spawn_record(n: Node, cn: pointer) -> Node {
if (n == null) { return null }
var i = 0
while i < len(n.kids) { if (n.kids[i].s == cn) { return n.kids[i].a }; i = i + 1 }
return null
}
# a prefab's preset fields with the spawn's own overrides after them (later wins)
function merge_records(base: Node, over: Node) -> Node {
if (base == null) { return over }
if (over == null) { return base }
let m = node(E_REC)
var i = 0
while i < len(base.kids) { push(m.kids, base.kids[i]); i = i + 1 }
i = 0
while i < len(over.kids) { push(m.kids, over.kids[i]); i = i + 1 }
return m
}
# the model behind a spawn name: a model itself, or the model at the end of a
# prefab chain (`prefab Grunt: Foe`, `prefab Foe: Creature` -> Creature)
function spawn_model(name: pointer) -> pointer {
var n = name
var depth = 0
while true {
let p = find_prefab(n)
if (p == null) { return n }
n = p.ty
depth = depth + 1
if depth > 16 { perr(`prefab {name}: the chain of prefabs never reaches a model`) }
}
return n
}
# the preset record for component `cn` along a prefab chain, base prefabs first
function prefab_record(name: pointer, cn: pointer) -> Node {
let p = find_prefab(name)
if (p == null) { return null }
return merge_records(prefab_record(p.ty, cn), spawn_record(p, cn))
}
function emit_spawn(st: Node) -> pointer {
let e = emit_bind("call i32 @L_alloc()")
let ak = find_arch_id(st.s)
let model = spawn_model(st.s)
let ak = find_arch_id(model)
if (find_prefab(st.s) != null) and (ak == 0) { perr(`prefab {st.s}: unknown model {model}`) }
if ak > 0 {
let me = itoa(MAX_ENT)
let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(e); emit("\n")
emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
let arch = find_arch(st.s)
let arch = find_arch(model)
var c = 0
while c < len(arch.kids) {
let cn = arch.kids[c].s
var rec = null
var i = 0
while i < len(st.kids) { if (st.kids[i].s == cn) { rec = st.kids[i].a }; i = i + 1 }
emit_init_component(e, cn, rec)
emit_init_component(e, cn, merge_records(prefab_record(st.s, cn), spawn_record(st, cn)))
c = c + 1
}
let ob = onspawn_body(st.s) # @OnSpawn(Model) hook runs after init
let ob = onspawn_body(model) # @OnSpawn(Model) hook runs after init
if (ob != null) {
let save = nloc
emit_bind_props(arch, e)
emit_block(ob)
emit_hook_with_self(e, ob)
nloc = save
}
# EV1: a @Public spawn hook also fires the public event model_<M>_spawn, so
# mods (native or foreign, over the ABI) see the entity born.
let sev = `model_{st.s}_spawn`
let sev = `model_{model}_spawn`
if (find_event(sev) != null) { emit(" call void @ev_"); emit(sev); emit("(i32 "); emit(e); emit(")\n") }
} else {
var i = 0
@ -178,6 +227,11 @@ function emit_detach(st: Node) -> void {
# enable/disable. `<P> on <e>` toggles a property's has-flag on an entity (its
# data persists, so re-enabling restores it, and queries already skip a cleared
# flag). A bare `<Model>` / `<Handler>` flips a global enabled flag.
function find_sys(name: pointer) -> Node {
var i = 0
while i < len(prog) { let d = prog[i]; if d.kind == N_SYS and (d.s == name) { return d }; i = i + 1 }
return null
}
function emit_toggle(st: Node) -> void {
var val = "0"; if st.ival == 1 { val = "1" }
if (st.ty != null) and (st.ty == "system") { return } # `disable system <fn>` is compile-time (handled in emit_one_engine_system); no runtime code
@ -208,6 +262,11 @@ function emit_toggle(st: Node) -> void {
if (find_event(tev) != null) { emit(" call void @ev_"); emit(tev); emit("(i32 "); emit(ev.code); emit(")\n") }
} else {
var g = "@HE_"; if is_model(st.s) { g = "@ME_" } # model vs handler
emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(st.s); emit("\n")
var hname = st.s
if (g == "@HE_") and (find_sys(hname) == null) and (g_cur_scene != null) { # a scene's own handler, by its bare name
let qualified = `{g_cur_scene.s}_{hname}`
if (find_sys(qualified) != null) { hname = qualified }
}
emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(hname); emit("\n")
}
}