Phase 6b: annotation DSL (@Queries, @Handles) + docs prose pass

@Queries(these: [Prop{constraint}, ...], on: Model) on a handler desugars to the
existing S_QUERY loop: each property binds by its own name, a Prop{...} block
qualifies its bare fields to that property, and on: adds a {Model} tag filter.
Implemented via parse_queries_anno + qualify_fields (parse_game.ludic), wired
into parse_one_decl; @Handles parses on the program (documentation).
examples/annotations.ludic demonstrates it (output 3 1 0 0); test.sh 15/15.

Docs: added the Annotations section to LANGUAGE.md and did the vocabulary prose
pass (component->property, archetype->model, system->handler, game->program)
across the docs. check-docs + test-tools green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 18:49:24 +03:00
parent 69fe39bff1
commit dfc17398cf
10 changed files with 3812 additions and 3113 deletions

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@ -12,11 +12,11 @@ program.ludic ──ludicc──▶ program.ll ──▶ program.o ──▶ nat
`ludicc` lowers Ludic to **LLVM IR itself** and links the result — see
[COMPILING.md](COMPILING.md) for the pipeline, `module`/`export`, and
cross-targets. There is one backend: no C is generated, compiled or linked at
any point, and the runtime a game calls is itself written in Ludic.
any point, and the runtime a program calls is itself written in Ludic.
## Program structure
A program is one `game` block containing declarations:
A program is one `program` block containing declarations:
```ludic
# doc-check: skip — illustrative: elided import list
@ -24,7 +24,7 @@ program Name {
import ... # pull declarations in from another file
property ... # data (per entity)
struct ... # a plain record, not tied to an entity
model ... # a named entity KIND (bundle of components)
model ... # a named entity KIND (bundle of properties)
const ... # compile-time constants
fn ... # functions
extern fn ... # bind a C library symbol (FFI)
@ -42,21 +42,21 @@ program ChronoRift {
}
```
An imported file is a **fragment**: bare declarations, no `game` wrapper. Its
An imported file is a **fragment**: bare declarations, no `program` wrapper. Its
declarations are spliced into the importing program. Imports may appear inside
the `game` block or before it, they may nest (a fragment may import fragments),
the `program` block or before it, they may nest (a fragment may import fragments),
and each resolved path is **include-guarded**, so importing the same file twice
(even via different chains) pulls it in once. Diagnostics report the true file:
```
error: line 1: unknown type 'nope' for field Pos.x
chronorift/world.ludic:1 | component Pos { x: nope = 0 }
chronorift/world.ludic:1 | property Pos { x: nope = 0 }
```
## Archetypes (entity kinds)
## Models (entity kinds)
An `archetype` names a *kind* of entity and the fixed set of components it
carries. It replaces the empty "tag component" idiom: identity is stored as one
An `model` names a *kind* of entity and the fixed set of properties it
carries. It replaces the empty "tag property" idiom: identity is stored as one
integer per entity, not a parallel boolean array.
```ludic
@ -64,15 +64,15 @@ integer per entity, not a parallel boolean array.
property Pos { x: int = 0, y: int = 0 }
property Stats { hp: int = 10 }
model Player { Pos, Stats } # Player IS a kind, not a component
model Player { Pos, Stats } # Player IS a kind, not a property
model Enemy { Pos, Stats }
spawn Player { Pos { x: 5 } } # attaches every listed component
spawn Player { Pos { x: 5 } } # attaches every listed property
# (seeding field defaults), then overrides
for (p, s) in query [Pos, Stats, {Player}] { ... } # {Player} filters by kind
```
Use `{Name}` (tag position) to filter a query by archetype — an archetype can't
Use `{Name}` (tag position) to filter a query by model — an model can't
be *bound* to a variable since it has no fields of its own. Entity kind is part
of the saved snapshot.
@ -82,7 +82,7 @@ The 5×7 bitmap `text` stays for zero-asset programs. For real typography, load
TrueType font and draw UTF-8:
```ludic
let f = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
let f = font_load("/Handler/Library/Fonts/Supplemental/Arial.ttf")
text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28) # anti-aliased
let w = text_w(f, "measure me", 28) # pixel width
```
@ -115,9 +115,9 @@ ui MainMenu {
Widget types: `panel` (container + optional skin/bg/border), `col` / `row`
(pure stacks), `label`, `button` (focusable), `image`, `spacer`. Props are
evaluated at build time, so `font: reg(R_FONT)` reads a value the game set first.
evaluated at build time, so `font: reg(R_FONT)` reads a value the program set first.
Each `id: Name` mints a `UI_Name` handle (the `ui` block name too), used from
systems:
handlers:
```ludic
handler Boot phase Start {
@ -151,7 +151,7 @@ point (`1.5`) is `fixed`. Arithmetic on two `fixed` values lowers to
`fxmul`/`fxdiv`; mixing `int` and `fixed` promotes the `int`. Convert with
`fx(i)` (int→fixed) and `flr(f)` (fixed→int).
## Components, entities, queries
## Properties, entities, queries
```ludic
# doc-check: skip — composite: declarations and statements together
@ -164,39 +164,39 @@ spawn Hero { # create an entity
}
despawn self() # remove the current entity
# iterate every entity that has all listed components:
# iterate every entity that has all listed properties:
for (p) in query [Pos, {Player}] { p.x = p.x + 1 } # {Tag} filters, doesn't bind
for (a, b) in query [Pos, Vel] where a.x > 0 { ... } # one var per non-tag term
```
Entities are integer handles; component storage and slot reuse are generated per
Entities are integer handles; property storage and slot reuse are generated per
program. `self()` yields the entity of the innermost `query` loop.
## Systems & phases
## Handlers & phases
```ludic
handler Move @deterministic
reads [Vel] # declared data access (parsed and reserved; not yet
writes [Pos] # consumed by any analysis pass — see "Not yet implemented")
phase FixedUpdate
query (p, v) [Pos, Vel] # the entities this system operates on
query (p, v) [Pos, Vel] # the entities this handler operates on
{ p.x = p.x + v.dx }
```
Phases run in this order every frame: **`Start`** (once at boot), then each
frame **`Input` → `FixedUpdate` → `Update` → `LateUpdate` → `Render`**.
`@edge` in front of a `system` marks one that touches the outside world.
`@edge` in front of a `handler` marks one that touches the outside world.
Declaration modifiers are `@annotations` written in front of the declaration —
`@export fn …` (a C-ABI-exported function), `@edge system …`, `@deterministic`,
`@export fn …` (a C-ABI-exported function), `@edge handler …`, `@deterministic`,
`@pure`. They parse into one uniform channel rather than a set of prefix
keywords. (`@export` sets the export flag; the others parse but have no codegen
effect in the self-hosted compiler yet.)
### The `query` clause
A system declares the entities it works on, alongside its phase. The body then
runs **once per matching entity**, with the components bound and `self()` giving
A handler declares the entities it works on, alongside its phase. The body then
runs **once per matching entity**, with the properties bound and `self()` giving
that entity — the query header is simply hoisted out of the body into the
signature:
@ -214,27 +214,27 @@ handler CleanBattle phase LateUpdate {
}
```
Drop `(vars)` when nothing binds: `query [{Enemy}]`. A system declares at most
Drop `(vars)` when nothing binds: `query [{Enemy}]`. A handler declares at most
one query, and the number of variables must equal the number of binding terms
(`{Tag}` terms filter without binding, so they don't count). A system with no
(`{Tag}` terms filter without binding, so they don't count). A handler with no
`query` clause runs once per tick, as before.
### Conditions
A query selects on more than *which* components an entity has. `where` is an
A query selects on more than *which* properties an entity has. `where` is an
ordinary expression evaluated with the bindings in scope, so entities can be
matched on their field values:
```ludic
# doc-check: skip — a bare system clause, not a whole declaration
# doc-check: skip — a bare handler clause, not a whole declaration
query (b, s) [Battle, Stats] where b.hp <= 0 and s.level > 3
```
The same `where` works on an inline `for (…) in query […]`.
`where` is evaluated **per candidate entity**, so it is the wrong place for a
guard that concerns the whole system (`where reg(R_MODE) != 1` would re-read the
register for every entity). Keep whole-system guards in the body of a system
guard that concerns the whole handler (`where reg(R_MODE) != 1` would re-read the
register for every entity). Keep whole-handler guards in the body of a handler
with no `query` clause, wrapping an inline query — as `CleanBattle` does in
`examples/chronorift/combat.ludic`.
@ -247,6 +247,46 @@ there is no per-tick array of matched entities. Consequences worth knowing:
* An entity **spawned during the loop at a higher id is visited in the same
tick**. Spawn into a later phase if you don't want that.
## Annotations
Declarations carry `@annotations` in front of them — `@export`, `@edge`, `@pure`,
`@deterministic` — one uniform channel rather than a set of prefix keywords. Two
annotations replace a clause with a decorator.
**`@Queries` — a handler's query as a decorator.** Instead of the `query (v) […]`
clause, a handler annotates its query, with each property's constraints written
inline and the model given as `on:`:
```ludic
# doc-check: skip — composite: a handler plus its property/model declarations
property Transform { x: int = 0, scale: int = 1 }
property Velocity { dx: int = 0, dy: int = 0 }
model Actor { Transform, Velocity }
@Queries(these: [Transform{scale > 0}, Velocity{dx > 0 or dy > 0}], on: Actor)
handler Move phase Update {
Transform.x = Transform.x + Velocity.dx # each property is bound by its name
}
```
It desugars to the ordinary loop
```ludic
# doc-check: skip — the desugaring of the @Queries above
for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }
```
— each listed property becomes a binding **named after itself**, a
`Prop{constraint}` block reads its bare names as fields of `Prop`, and `on: Model`
adds a `{Model}` tag filter. The body runs once per matching entity.
**`@Handles` — the handlers a program drives.** Written in front of the
`program`, `@Handles(Move)` names the handlers it uses. It parses and reads as
documentation; every declared handler still runs (registration is implicit).
See [`examples/annotations.ludic`](examples/annotations.ludic).
## Structs, arrays and slices
`struct` is the aggregate that is *not* tied to an entity — a plain record, for
@ -442,7 +482,7 @@ ints (`0xff8800`).
# ui_focus(id) ui_focused()->int ui_visible(id,bool)
# assets load_png(path)->id (decodes a PNG; returns a 16x16 sprite id)
# input key()->int (current frame's key code, 0 if none)
# state reg(i)->int setreg(i,v) (64 integer resources shared by systems)
# state reg(i)->int setreg(i,v) (64 integer resources shared by handlers)
# entity self()->entity
# save save() load()->bool (binary snapshot of the whole ECS World)
# control quit() print_int(i)
@ -453,10 +493,10 @@ ints (`0xff8800`).
## Tooling
```bash
ludicc game.ludic -o build/game # native binary (windowed for a game)
ludicc game.ludic --headless -o g # headless build (renders out.ppm; reads stdin)
ludicc game.ludic --emit-llvm -o g.ll # stop at LLVM IR
ludic game.ludic # compile AND run (forwards the exit code)
ludicc app.ludic -o build/app # native binary (windowed for a game)
ludicc app.ludic --headless -o app # headless build (renders out.ppm; reads stdin)
ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
ludic app.ludic # compile AND run (forwards the exit code)
```
`ludicc` (compile) and `ludic` (compile-and-run) are one multi-call binary built
@ -464,7 +504,7 @@ by `./build-cli.sh`. **[COMPILING.md](COMPILING.md) is the authoritative CLI
reference** — the full flag set (`-o`, `--windowed`, `--headless`, `--emit-llvm`,
`--save-temps`, `--run`), the `LUDIC_HOME` / `LUDIC_CC` environment variables,
and the IR-to-stdout bootstrap contract (no `-o`, invoked as `ludicc`) that
`build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `system`s
`build.sh` / `reseed.sh` rely on. The default mode is auto: a file with `handler`s
links windowed, otherwise headless; an explicit flag always wins.
The retired C driver's `--shared`, `--fmt`, `-c`, cross-compile (`--target`) and
@ -502,7 +542,7 @@ Emacs, Sublime and Zed, are in `tools/editors/` — see
- `examples/chronorift.ludic` — a co-op JRPG (overworld, dungeon, boss, shop,
save) using CC0 Kenney sprites. Split across `chronorift/*.ludic` via `import`,
built on archetypes.
built on models.
- `examples/menu.ludic` — a retained-UI title screen (9-slice panel, TrueType
labels, focusable buttons).
- `examples/snake.ludic` — Snake, no assets — same compiler, proving generality.
@ -519,7 +559,7 @@ are future work.
- **`scene` / `layer` / `on enter` / `on exit`** — the state-machine-over-scenes
sugar is documented above but not parsed by the self-hosted compiler yet.
- **`reads` / `writes` clauses** — parsed and reserved on the system node, but no
- **`reads` / `writes` clauses** — parsed and reserved on the handler node, but no
analysis pass consumes them.
- **`[T; N]` fixed arrays** — documented above, but `ptype` parses only `[]T`
slices; fixed inline arrays are not accepted yet. Use `[]T` slices.
@ -542,9 +582,9 @@ as near-term — are now implemented and self-hosting; their lowerings are in
> `machine`, as `examples/chronorift` does. This section describes the intended
> syntax for when scene support lands.
A game is usually several mutually-exclusive states — a title screen, the
A program is usually several mutually-exclusive states — a title screen, the
overworld, a battle — and the usual way to write that is a mode register
consulted at the top of every system. `scene` makes it structure instead:
consulted at the top of every handler. `scene` makes it structure instead:
```ludic
# doc-check: skip — illustrative: elided bodies
@ -569,23 +609,23 @@ scene Overworld {
- Exactly **one scene is active**. The one marked `start` runs first (or the
first declared, if none is marked).
- A scene's systems only run while it is active. Systems declared outside any
- A scene's handlers only run while it is active. Handlers declared outside any
scene are global and run every frame regardless.
- **Layers group systems and declaration order is draw order**: within a phase,
global systems run first, then the active scene's layers in the order they
- **Layers group handlers and declaration order is draw order**: within a phase,
global handlers run first, then the active scene's layers in the order they
were written — so `Hud`'s `Render` paints over `World`'s.
- `on enter` / `on exit` are lifecycle hooks, not phases. Scene setup goes in
`on enter`; a layer system may not use phase `Start`.
`on enter`; a layer handler may not use phase `Start`.
- `enter Name` transitions: the current scene's `on exit` runs, the active scene
becomes `Name`, and its `on enter` runs. Inside a layer system the compiler
becomes `Name`, and its `on enter` runs. Inside a layer handler the compiler
knows which scene is leaving, so a transition costs two direct calls and a
store — there is no dispatch table.
`examples/scenes.ludic` is a runnable demonstration of the ordering rules.
## Queries in a system signature
## Queries in a handler signature
When a system's whole body is one query loop, the loop header can move into the
When a handler's whole body is one query loop, the loop header can move into the
declaration:
```ludic