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

@ -422,6 +422,7 @@ function emit_tick_helpers() -> void {
emit("define void @L_tick_render() {\nentry:\n")
ll_t = 0; ll_lbl = 0
emit_calls_for_phase("Render")
emit_calls_for_phase("Overlay")
emit(" ret void\n}\n\n")
}
@ -433,6 +434,8 @@ function emit_game_defs() -> void {
while i < len(prog) { if prog[i].kind == N_SYS { emit_system_fn(prog[i]) }; i = i + 1 }
emit_despawn_hooks()
emit_scene_hooks()
if has_countdowns() { emit_countdown_system() } # `countdown` fields (see emit_game.ludic)
if has_prefabs() { emit_prefab_fns() } # @L_prefab_<Name> + @L_spawn_prefab(name)
emit_tick_helpers()
}
@ -443,6 +446,7 @@ function emit_game_main() -> void {
emit(" store i32 %argc, ptr @L_argc\n")
emit(" store ptr %argv, ptr @L_argv\n")
if (find_fn("rt_init") != null) { emit(" call void @fn_rt_init()\n") }
emit(" call void @L_init_globals()\n")
emit_calls_for_phase("Start")
# enter the start scene once, after boot: store its id and run its on-enter.
if len(g_scenes) > 0 {
@ -482,6 +486,12 @@ function emit_game_main() -> void {
emit(" store i32 "); emit(k); emit(", ptr @L_key\n")
}
}
# a program with `ui` blocks: navigate the open UI from this frame's key and emit
# UiClicked on activation — so a scene never polls ui_tick by hand.
if has_ui() and (find_fn("rt_ui_tick") != null) {
let uk = emit_bind("load i32, ptr @L_key")
emit(" call void @fn_rt_ui_tick(i32 "); emit(uk); emit(")\n")
}
emit_calls_for_phase("Input")
emit_calls_for_phase("FixedUpdate")
emit_calls_for_phase("Update")
@ -495,6 +505,9 @@ function emit_game_main() -> void {
emit(" call void @fn_rt_clear(i32 "); emit(itoa(g_clear_color)); emit(")\n")
}
emit_calls_for_phase("Render")
# Overlay: HUD / menus drawn after every engine Render system (sprites, lights), so
# game UI is never painted under an actor. Presented together with the frame.
emit_calls_for_phase("Overlay")
if g_has_clear_color and (find_fn("rt_present") != null) {
emit(" call void @fn_rt_present()\n")
}