fix(tools): formatter bracket rules, LSP compiler diagnostics, vocabulary sync
- ludic-fmt: `rows[i]`, `new []int`, `s[a..b]`, `emit(`, `~x`, list-literal
and query-tag braces stay tight; member calls hug their paren
(`Date.new(`, `Prefab.spawn(`); `<< >> & | ^ ~` are operators and
`&& ||` are not — mirrored in ludic_syntax.h, LudicLexer.kt and the
TextMate grammar. 149 of 274 tracked sources failed --check before.
- ludic-lsp: `initializationOptions.compilerDiagnostics` / `compilerPath`
are honoured — on save the document's compilation unit is compiled and
`file:line: error: msg` is published as a "ludicc" diagnostic (the
option had been documented but never implemented); the workspace scan
file is per process; bracket codes spelled as char literals
- Overlay added to LUDIC_PHASES, LudicTokens.kt, ludic-mode.el and the
grammar (the game uses it; check-vocabulary flagged the drift)
- editors: VS Code snippets/package.json/extension.js (`${workspaceFolder}`
and `~` expansion, PATH lookup, Apache-2.0, real repo URL), Neovim root
markers, Helix/Zed/Sublime bin/ paths, Emacs vocabulary, JetBrains
comments; tools/editors/README.md no longer describes C tooling
- .forgejo workflows clone `${{ github.server_url }}/${{ github.repository }}`
so a fork or mirror tests itself; the docs publish pushes the same way
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
parent
8fed9add66
commit
e3e1bc7784
26 changed files with 746 additions and 586 deletions
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@ -37,9 +37,9 @@ Format on save:
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## Settings
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- `ludic.server.path` — where `ludic-lsp` lives. Empty = search `bin/`, then `PATH`.
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- `ludic.server.path` — where `ludic-lsp` lives (`~` and `${workspaceFolder}` expand). Empty = search `bin/`, then `PATH`.
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- `ludic.server.enabled` — turn the server off and keep only static highlighting.
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- `ludic.compilerPath` — where `ludicc` lives, for on-save diagnostics.
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- `ludic.compilerPath` — where `ludicc` lives, for on-save diagnostics (`~` and `${workspaceFolder}` expand).
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- `ludic.compilerDiagnostics` — whether to run the compiler at all.
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- `ludic.indentSize` — spaces per level for the formatter.
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- `ludic.trace.server` — log LSP traffic (`Ludic: Show Language Server Log`).
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@ -12,7 +12,7 @@
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],
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"surroundingPairs": [["{", "}"], ["[", "]"], ["(", ")"], ["\"", "\""]],
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"indentationRules": {
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"increaseIndentPattern": "^((?!//).)*(\\{[^}\"']*|\\([^)\"']*|\\[[^\\]\"']*)$",
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"increaseIndentPattern": "^((?!#).)*(\\{[^}\"']*|\\([^)\"']*|\\[[^\\]\"']*)$",
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"decreaseIndentPattern": "^\\s*[}\\])].*$"
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},
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"onEnterRules": [
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@ -4,7 +4,7 @@
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"description": "Ludic language support: syntax highlighting, formatting, and the ludic-lsp language server. Also highlights ```ludic fences in Markdown.",
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"version": "1.0.0",
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"publisher": "ludic",
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"license": "MIT",
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"license": "Apache-2.0",
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"engines": {
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"vscode": "^1.75.0"
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},
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@ -90,7 +90,7 @@
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"ludic.server.path": {
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"type": "string",
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"default": "",
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"markdownDescription": "Path to the `ludic-lsp` binary. Empty means: look in `build/ludic-lsp` under each workspace folder, then on `PATH`."
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"markdownDescription": "Path to the `ludic-lsp` binary; `~` and `${workspaceFolder}` are expanded. Empty means: look in `bin/ludic-lsp` under each workspace folder, then on `PATH`."
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},
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"ludic.server.enabled": {
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"type": "boolean",
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@ -100,7 +100,7 @@
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"ludic.compilerPath": {
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"type": "string",
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"default": "",
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"markdownDescription": "Path to `ludicc`. The server shells out to it for authoritative diagnostics on save. Empty means `build/ludicc` under the workspace."
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"markdownDescription": "Path to `ludicc`; `~` and `${workspaceFolder}` are expanded. The server runs it on save for the compiler's own diagnostics. Empty means `bin/ludicc` under the workspace, then `PATH`."
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},
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"ludic.compilerDiagnostics": {
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"type": "boolean",
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@ -153,6 +153,6 @@
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},
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"repository": {
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"type": "git",
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"url": "https://example.invalid/ludic"
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"url": "https://git.workshopsoft.io/workshopsoft/ludic"
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}
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}
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@ -1,53 +1,52 @@
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{
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"game": {
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"prefix": "game",
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"body": ["game ${1:Name} {", "\t$0", "}"],
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"description": "A game unit — compiles to an executable."
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"program": {
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"prefix": "program",
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"body": ["program ${1:Name} {", "\t$0", "}"],
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"description": "A program: one block of declarations that compiles to an executable."
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},
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"module": {
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"prefix": "module",
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"body": ["module ${1:Name} {", "\t$0", "}"],
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"description": "A library unit — compiles to a shared library, no frame loop."
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"property": {
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"prefix": "property",
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"body": ["property ${1:Name} { ${2:x}: ${3:int} = ${4:0} }"],
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"description": "A property: typed fields with defaults — a per-entity component, or a record made with `new`."
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},
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"component": {
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"prefix": "component",
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"body": ["component ${1:Name} { ${2:x}: ${3:int} = ${4:0} }"],
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"description": "A component: typed per-entity fields."
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"model": {
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"prefix": "model",
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"body": ["model ${1:Name} { ${2:Position} }"],
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"description": "An entity kind bundling a fixed set of properties."
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},
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"archetype": {
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"prefix": "archetype",
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"body": ["archetype ${1:Name} {", "\t${2:Pos}", "}"],
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"description": "An entity kind bundling a fixed set of components."
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"prefab": {
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"prefix": "prefab",
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"body": ["prefab ${1:Name}: ${2:Model} { ${3:Stats} { ${4:hp}: ${5:30} } }"],
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"description": "A model with preset property fields; `spawn` adds only what differs."
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},
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"system": {
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"prefix": "system",
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"handler": {
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"prefix": "handler",
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"body": [
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"system ${1:Name} phase ${2|Start,Input,FixedUpdate,Update,LateUpdate,Render|} {",
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"handler ${1:Name} phase ${2|Start,Input,FixedUpdate,Update,LateUpdate,Render,Overlay|} {",
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"\t$0",
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"}"
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],
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"description": "A system that runs once per tick in its phase."
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"description": "A handler that runs once per tick in its phase."
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},
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"system with query": {
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"prefix": "systemq",
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"handler with query": {
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"prefix": "handlerq",
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"body": [
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"system ${1:Name} phase ${2|Update,FixedUpdate,LateUpdate,Render,Input|}",
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" query (${3:p}) [${4:Pos}]",
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"{",
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"@Queries(these: [${1:Position}])",
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"handler ${2:Name} phase ${3|Update,FixedUpdate,LateUpdate,Render,Input|} {",
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"\t$0",
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"}"
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],
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"description": "A system whose body runs once per matching entity."
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"description": "A handler whose body runs once per matching entity, each property bound by name."
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},
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"for query": {
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"prefix": "forq",
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"body": ["for (${1:p}) in query [${2:Pos}] {", "\t$0", "}"],
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"body": ["for (${1:p}) in query [${2:Position}] {", "\t$0", "}"],
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"description": "Iterate every entity matching a query."
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},
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"spawn": {
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"prefix": "spawn",
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"body": ["spawn ${1:Kind} {", "\t${2:Pos} = { ${3:x} = ${4:0} }", "}"],
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"description": "Create an entity of an archetype."
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"body": ["spawn ${1:Kind} { ${2:Position} { ${3:x}: ${4:0} } }"],
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"description": "Create an entity of a model or prefab."
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},
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"scene": {
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"prefix": "scene",
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"\t}",
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"}"
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],
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"description": "A scene with lifecycle hooks and one layer of systems."
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"description": "A scene with lifecycle hooks and one layer of handlers."
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},
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"ui": {
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"prefix": "ui",
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"body": [
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"ui ${1:Name} {",
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"\tpanel id=${2:Root} pad=16 gap=6 align=center {",
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"\tpanel id: ${2:Root} pad: 16 gap: 6 align: center {",
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"\t\t$0",
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"\t}",
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"}"
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],
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"description": "A retained UI tree."
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"description": "A retained UI tree, declared as data."
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},
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"match": {
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"prefix": "match",
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"machine": {
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"prefix": "machine",
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"body": [
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"machine reg(${1:R_PHASE}) {",
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"\tstate ${2:Idle} = 0 {",
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"machine ${1:state} {",
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"\tstate ${2:Idle} {",
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"\t\t$0",
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"\t}",
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"}"
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],
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"description": "A state machine over a register."
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"description": "A state machine over an enum-typed variable; `become` transitions."
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},
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"extern fn": {
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"event": {
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"prefix": "event",
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"body": ["event ${1:Name} { ${2:amount}: int = 0 }"],
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"description": "An event payload; fire it with `emit`, listen with `@On`."
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},
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"listener": {
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"prefix": "on",
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"body": ["@On(${1:Event}) handler ${2:Name} { $0 }"],
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"description": "A listener on an event, its payload fields bound by name."
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},
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"namespace": {
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"prefix": "namespace",
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"body": ["namespace ${1:Name} {", "\texport function ${2:method}() -> ${3:void} { $0 }", "}"],
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"description": "A block of functions callable as Name.method(); `internal` keeps a helper private."
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},
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"extern function": {
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"prefix": "extern",
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"body": ["extern fn ${1:name}(${2:a}: ${3:int}) -> ${4:int} = \"${5:c_symbol}\""],
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"body": ["extern function ${1:name}(${2:a}: ${3:int}) -> ${4:int} = \"${5:c_symbol}\""],
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"description": "Bind a C symbol through the FFI."
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}
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}
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/** Where the language server might be, in the order we should look. */
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function resolveServer(folders) {
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const configured = vscode.workspace.getConfiguration('ludic').get('server.path');
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if (configured) return expand(configured);
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if (configured) return expand(configured, folders);
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const names = ['ludic-lsp', 'ludic-lsp.exe'];
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for (const folder of folders) {
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function resolveCompiler(folders) {
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const configured = vscode.workspace.getConfiguration('ludic').get('compilerPath');
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if (configured) return expand(configured);
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if (configured) return expand(configured, folders);
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for (const folder of folders) {
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for (const rel of ['bin', 'build']) {
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const p = path.join(folder.uri.fsPath, rel, 'ludicc');
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if (isExecutable(p)) return p;
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}
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}
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for (const dir of (process.env.PATH || '').split(path.delimiter)) {
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const p = path.join(dir, 'ludicc');
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if (isExecutable(p)) return p;
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}
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return '';
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}
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function expand(p) {
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return p.startsWith('~') ? path.join(os.homedir(), p.slice(1)) : p;
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/** A configured path may use `~` and `${workspaceFolder}`, so a project can point
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* at a sibling checkout without hard-coding one machine's home directory. */
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function expand(p, folders) {
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const root = folders && folders.length ? folders[0].uri.fsPath : '';
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const withRoot = p.replace(/\$\{workspaceFolder\}/g, root);
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return withRoot.startsWith('~') ? path.join(os.homedir(), withRoot.slice(1)) : withRoot;
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}
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function isExecutable(p) {
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}
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},
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{
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"match": "\\b(enter)\\s+([A-Za-z_][A-Za-z0-9_]*)",
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"match": "\\b(become)\\s+([A-Za-z_][A-Za-z0-9_]*)",
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"captures": {
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"1": { "name": "keyword.control.enter.ludic" },
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"1": { "name": "keyword.control.become.ludic" },
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"2": { "name": "entity.name.type.scene.ludic" }
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}
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},
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{
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"match": "\\b(scene|prefab|event)\\s+(cancellable\\s+)?([A-Za-z_][A-Za-z0-9_]*)",
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"captures": {
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"1": { "name": "storage.type.ludic" },
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"2": { "name": "keyword.other.clause.ludic" },
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"3": { "name": "entity.name.type.ludic" }
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}
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},
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{
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"match": "\\b(spawn)\\s+([A-Za-z_][A-Za-z0-9_]*)",
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"captures": {
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@ -172,29 +180,29 @@
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},
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"keyword": {
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"patterns": [
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|prefab|become|return|spawn|despawn|enable|disable|where|break|continue|new|try)\\b" },
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{ "name": "keyword.control.ludic", "match": "\\b(if|else|while|for|in|match|machine|become|return|spawn|despawn|enable|disable|attach|detach|emit|cancel|where|break|continue|new|try)\\b" },
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{ "name": "keyword.operator.logical.ludic", "match": "\\b(and|or|not)\\b" },
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{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|on)\\b" },
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{ "name": "keyword.other.clause.ludic", "match": "\\b(phase|query|on|cancellable|public|layer|start|shows|lasts|loads|then|export|internal)\\b" },
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{ "name": "keyword.other.ludic", "match": "\\b(import|extern)\\b" },
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{ "name": "storage.type.ludic", "match": "\\b(program|property|model|namespace|enum|ui|const|var|let|function|handler|entry|state|test)\\b" },
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{ "name": "storage.type.ludic", "match": "\\b(program|property|model|prefab|namespace|enum|ui|const|var|let|function|handler|entry|event|scene|state|test)\\b" },
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{ "name": "support.type.primitive.ludic", "match": "\\b(int|long|fixed|countdown|bool|entity|string|pointer|byte|words|fixeds|pointers|Vector|IVec2|Rect|void)\\b" },
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{ "name": "constant.language.boolean.ludic", "match": "\\b(true|false|null)\\b" },
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{ "name": "constant.language.phase.ludic", "match": "\\b(Start|Input|FixedUpdate|Update|LateUpdate|Render)\\b" }
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{ "name": "constant.language.phase.ludic", "match": "\\b(Start|Input|FixedUpdate|Update|LateUpdate|Render|Overlay)\\b" }
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]
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},
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"widget": {
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"patterns": [
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{
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"comment": "widget types, recognised by the props or the child block that follow them",
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"comment": "widget types, recognised by the `key: value` props or the child block that follow them",
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"name": "support.class.widget.ludic",
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"match": "\\b(panel|col|row|label|button|image|spacer)\\b(?=\\s*(\\{|[a-z][A-Za-z0-9_]*\\s*=|$))"
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"match": "\\b(panel|col|row|label|button|image|spacer)\\b(?=\\s*(\\{|[a-z][A-Za-z0-9_]*\\s*:|$))"
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},
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{
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"comment": "widget props are written tight (id=Root); an assignment is written x = 1",
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"match": "\\b([a-z][A-Za-z0-9_]*)(=)(?!=)",
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"comment": "a widget prop or a named argument: `id: Root`, `x: 10`",
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"match": "\\b([a-z][A-Za-z0-9_]*)(:)(?=\\s)",
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"captures": {
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"1": { "name": "variable.parameter.widget.ludic" },
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"2": { "name": "keyword.operator.assignment.ludic" }
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"1": { "name": "variable.parameter.ludic" },
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"2": { "name": "punctuation.separator.ludic" }
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}
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}
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]
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Loading…
Add table
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Reference in a new issue