refactor(lang): rename the str type (and stringify builtin) to string

Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
  str            ->  string        (the immutable-string type)
  str(x) -> str  ->  string(x) -> string   (the stringify builtin;
                                            what `{…}` interpolation calls)

Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 01:51:11 +03:00
parent 4c48077d68
commit b7745a4600
70 changed files with 207 additions and 207 deletions

View file

@ -25,7 +25,7 @@ enum {
LT_EOF, LT_NL, LT_COMMENT,
LT_ID, /* a plain identifier */
LT_KW, /* a reserved word (see KEYWORDS) */
LT_TYPE, /* a built-in type name: int fixed bool entity str ptr void */
LT_TYPE, /* a built-in type name: int fixed bool entity string pointer void */
LT_PHASE, /* Start Input FixedUpdate Update LateUpdate Render */
LT_BOOL, /* true false */
LT_INT, LT_FLOAT, LT_STR, LT_CHAR,
@ -71,7 +71,7 @@ static const char* LUDIC_KW_STMT[] = {
"and","or","not","break","continue","new","emit","cancel", 0
};
static const char* LUDIC_TYPES[] = {
"int","long","fixed","bool","entity","str","ptr","byte","words","fixeds","ptrs","void", 0
"int","long","fixed","bool","entity","string","ptr","byte","words","fixeds","ptrs","void", 0
};
static const char* LUDIC_PHASES[] = {
"Start","Input","FixedUpdate","Update","LateUpdate","Render", 0
@ -100,25 +100,25 @@ static const LBuiltin LUDIC_BUILTINS[] = {
{"fx","fx(i: int) -> fixed","Widen an int to Q16.16 fixed-point."},
{"flr","flr(f: fixed) -> int","Truncate a fixed-point value toward zero."},
{"map_size","map_size(w: int, h: int)","Set the tilemap dimensions."},
{"map_row","map_row(y: int, row: str)","Fill one tilemap row from a string."},
{"map_row","map_row(y: int, row: string)","Fill one tilemap row from a string."},
{"tile","tile(x: int, y: int) -> int","Tile code at a map cell."},
{"clear","clear(color: int)","Clear the framebuffer to a 0xRRGGBB colour."},
{"present","present()","Push the framebuffer to the window (or out.ppm when headless)."},
{"fill_rect","fill_rect(x: int, y: int, w: int, h: int, color: int)","Filled rectangle."},
{"frame_rect","frame_rect(x: int, y: int, w: int, h: int, color: int)","One-pixel rectangle outline."},
{"put_px","put_px(x: int, y: int, color: int)","Write a single pixel."},
{"text","text(x: int, y: int, s: str, color: int, scale: int)","Draw text with the built-in 5x7 bitmap font."},
{"text","text(x: int, y: int, s: string, color: int, scale: int)","Draw text with the built-in 5x7 bitmap font."},
{"text_int","text_int(x: int, y: int, n: int, color: int, scale: int)","Draw an integer with the 5x7 bitmap font."},
{"font_load","font_load(path: str) -> int","Load a TrueType .ttf/.ttc; returns a font id."},
{"text_ttf","text_ttf(font: int, x: int, y: int, utf8: str, color: int, px: int)","Draw UTF-8 text with a TrueType font."},
{"text_w","text_w(font: int, utf8: str, px: int) -> int","Advance width of the string, in pixels."},
{"font_load","font_load(path: string) -> int","Load a TrueType .ttf/.ttc; returns a font id."},
{"text_ttf","text_ttf(font: int, x: int, y: int, utf8: string, color: int, px: int)","Draw UTF-8 text with a TrueType font."},
{"text_w","text_w(font: int, utf8: string, px: int) -> int","Advance width of the string, in pixels."},
{"text_h","text_h(font: int, px: int) -> int","Line height of the font, in pixels."},
{"image_load","image_load(path: str) -> int","Decode a PNG into an image id."},
{"image_load","image_load(path: string) -> int","Decode a PNG into an image id."},
{"draw_image","draw_image(id: int, x: int, y: int)","Blit an image at its natural size."},
{"draw_image_scaled","draw_image_scaled(id: int, x: int, y: int, w: int, h: int)","Blit an image stretched to w x h."},
{"draw_9slice","draw_9slice(id: int, x: int, y: int, w: int, h: int, inset: int)","Nine-slice an image across a w x h box."},
{"png_load","png_load(path: str) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
{"sprites_load","sprites_load(path: str)","Load the sprite sheet used by draw_sprite."},
{"png_load","png_load(path: string) -> int","Decode a PNG as a 16x16 sprite sheet; returns the first sprite id."},
{"sprites_load","sprites_load(path: string)","Load the sprite sheet used by draw_sprite."},
{"draw_sprite","draw_sprite(id: int, x: int, y: int)","Blit a sprite."},
{"draw_sprite_scaled","draw_sprite_scaled(id: int, x: int, y: int, scale: int)","Blit a sprite at an integer scale."},
{"ui_build","ui_build()","Construct every declared `ui` tree (loads skins and images)."},
@ -126,7 +126,7 @@ static const LBuiltin LUDIC_BUILTINS[] = {
{"ui_tick","ui_tick(key: int)","Feed a key to the UI: w/s move focus, space/enter activate."},
{"ui_render","ui_render()","Lay out and draw the active ui tree."},
{"ui_clicked","ui_clicked(id: int) -> bool","True on the frame a widget was activated."},
{"ui_set_text","ui_set_text(id: int, s: str)","Replace a widget's text."},
{"ui_set_text","ui_set_text(id: int, s: string)","Replace a widget's text."},
{"ui_set_int","ui_set_int(id: int, n: int)","Replace a widget's text with a number."},
{"ui_focus","ui_focus(id: int)","Move keyboard focus to a widget."},
{"ui_focused","ui_focused() -> int","Id of the focused widget."},
@ -137,9 +137,9 @@ static const LBuiltin LUDIC_BUILTINS[] = {
{"self","self() -> entity","The entity of the innermost query loop."},
{"save","save()","Write a binary snapshot of the whole ECS world."},
{"load","load() -> bool","Restore the snapshot; false if there is none."},
{"status","status(s: str)","Set the one-line status message."},
{"status","status(s: string)","Set the one-line status message."},
{"print","print(x)","Print a value (int or string) and a newline to stdout."},
{"str","str(x) -> str","Convert an int/bool/fixed to text (a string passes through)."},
{"string","string(x) -> string","Convert an int/bool/fixed to text (a string passes through)."},
{"quit","quit()","Stop the frame loop and exit."},
{0,0,0}
};
@ -157,7 +157,7 @@ static const LBuiltin LUDIC_INTRINSICS[] = {
{"offset","offset(p: ptr, off: int) -> ptr","Offset a pointer by bytes."},
{"as_fixed","as_fixed(i: int) -> fixed","Reinterpret an int as fixed (no conversion)."},
{"as_int","as_int(f: fixed) -> int","Reinterpret a fixed as int (no conversion)."},
{"file_open","file_open(path: str, mode: str) -> ptr","fopen."},
{"file_open","file_open(path: string, mode: string) -> ptr","fopen."},
{"file_read","file_read(f: ptr, buf: ptr, n: int) -> int","fread."},
{"file_write","file_write(f: ptr, buf: ptr, n: int) -> int","fwrite."},
{"file_seek","file_seek(f: ptr, off: int, whence: int) -> int","fseek."},
@ -167,7 +167,7 @@ static const LBuiltin LUDIC_INTRINSICS[] = {
{"exit","exit(code: int)","Terminate the process."},
{"is_windowed","is_windowed() -> bool","True when the build has a window."},
{"game_title","game_title() -> str","The name from the `game` declaration."},
{"win_open","win_open(title: str, w: int, h: int, scale: int)","Open the platform window."},
{"win_open","win_open(title: string, w: int, h: int, scale: int)","Open the platform window."},
{"win_poll","win_poll() -> int","Pump the event queue; returns a key code."},
{"win_present","win_present(px: ptr, w: int, h: int)","Blit a framebuffer to the window."},
{"win_running","win_running() -> bool","False once the window has been closed."},