feat(lang): 0.S - components take states in their header; migrate writes them, never inside a name, never outside the programs given, never into a package's state
- component Name (a: mut A, b: B) { ... }: every getter, default, function and event takes the
header's states before the instance; a member's call to another passes them on; the glue is
supplied them; the template never sees them; a read-only one is read-only in every member
- ludic migrate state: a component's members' needs go into its header (added to an existing one,
mut added where now changed); a field read or a member call inside a component is the compiler's,
so nothing is written inside a name and no ', )' is left; an entry point that declares states
already gets the rest after them
- a program's module named like a package gets <Name>AppState; a program's own file its own state;
a friend module's files go by directory; a package's settable var stays state
- it writes only under the programs and directories given (and runtime/ with --runtime), and
refuses the whole run naming any other file that would have to change
- a name a package already moved into its state is rewritten through it; a read of the runtime's
var through the runtime function that answers it (gl_w: gl_width())
- a state's instance supplied by the runtime is not a uses reference
- tests: state/component, rejected/state_component_ro, rendering/ui_render3d, migrate component
and foreign cases
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -25,3 +25,12 @@ Outside the runtime, the drawable's size and scale, the screen's framebuffer and
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size are read and set through its functions (`gl_width()`, `gl_set_drawable(w, h)`,
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`gl_screen_fbo()`, `gl_pixel_scale()`, `rt_map_tile_size()`), and ludic.ui's render3d backend
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installs itself through the `UiRenderers` registry.
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A component names the states its members read and change in its header, `component Tally (score:
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mut Score, look: Look) { ... }`: every getter, default, function and event takes them before the
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instance, a member's call to another passes them on, ludic.ui's calls into it are supplied them, and
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the template never sees them. `ludic migrate state` writes those headers (and adds to an entry
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point's or a component's existing list), gives a program's module named like a package a state of
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its own (`FishingAppState`), keeps a package's settable vars as state, rewrites a program's
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references to vars a package already moved into its state, and writes only under the programs and
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directories it is given - a change needed anywhere else stops the run with the files named.
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