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