feat(bundle): ship a game as a macOS .app, with a splash it controls

`ludic build` produces a program. Double-clicked it opens a Terminal window, it
wears the generic executable icon, it calls itself whatever the file is called,
and it carries none of its assets. `ludic bundle` produces an application.

Everything it needs is in package.ludic, so the command takes no arguments: an
Info.plist and PkgInfo from `app` lines, an .icns built by sips and iconutil at
all ten sizes macOS asks for from a single source PNG, the asset pack in
Contents/Resources, and an ad-hoc signature - which is not optional on Apple
silicon, where an unsigned binary is killed rather than warned about. The bundle
identifier falls back to the package path reversed, so a project that never
thinks about it still gets a defensible one instead of two apps sharing a key
Launch Services hangs the Dock, saved state and permissions off.

A bundled game is moved to ~/Library/Application Support/<name> before main,
because Finder starts a .app with its working directory at "/" where no save
could ever be written. Reads come out of the pack, writes land somewhere real
and per-user, and the game's save code needs no change and no platform
knowledge.

The splash is the other half of looking like an application. A game that loads
165 MB spends a visible moment doing it with nothing on screen, which from the
outside is indistinguishable from a launch that failed. splash_show puts a
borderless window up from the same constructor that mounts the pack - before
main, so it appears while the process is still starting rather than after the
slow part it exists to cover - and reads the artwork out of the pack like any
other asset. It turns the run loop enough times to be mapped and composited
there and then; once composited the backing store survives a busy main thread,
so it stays up for the whole load.

Nothing hides it automatically. Only the game knows when its first real frame is
ready, and a splash that vanishes before that leaves the same black gap it was
covering, so the game calls App.splash_hide(). Headless there is no splash and
the call lowers to nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-10 16:57:27 +03:00
parent ce5bf0fe0e
commit be74b4de6f
14 changed files with 34667 additions and 33621 deletions

View file

@ -26,6 +26,7 @@ program Ludic {
import "pkg.ludic"
import "assets.ludic"
import "pack.ludic"
import "bundle.ludic"
function usage() -> void {
print("ludic — the toolchain for the Ludic language")
@ -54,6 +55,7 @@ program Ludic {
print(" pack [--out FILE] [dirs...] pack the assets into build/<name>.lpak")
print(" pack --list FILE print what is in a pack")
print(" pack --verify FILE re-hash every entry against the table")
print(" bundle [file] build a macOS .app: icon, metadata, assets, splash")
print("")
print("the toolchain:")
print(" version print the toolchain version")
@ -95,6 +97,7 @@ program Ludic {
if (cmd == "vendor") { return cmd_pkg_vendor() }
if (cmd == "assets") { return cmd_fetch_assets() }
if (cmd == "pack") { return cmd_pack() }
if (cmd == "bundle") { return cmd_bundle() }
if (cmd == "build-lib") { return cmd_pkg_build_lib() }
if (cmd == "link-flags") { return cmd_pkg_link_flags() }