refactor(lang): rename the ptr/ptrs types to pointer/pointers

Expand the abbreviated pointer types to full words on the language surface:
  ptr   ->  pointer     (a raw address / FFI handle)
  ptrs  ->  pointers    (a buffer of pointers)

The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 01:58:54 +03:00
parent b7745a4600
commit effb3f637f
76 changed files with 516 additions and 516 deletions

View file

@ -185,7 +185,7 @@ explicitly built for.
- **Touch input changes the input seam.** `win_poll()` returns a single `int`
keycode today ([emit_intrin2.ludic:41](selfhost/emit_intrin2.ludic:41),
[core.ludic:217](runtime/native/core.ludic:217)) — insufficient for touch, which
needs `(x, y, phase, id)`. Options: (a) a parallel `win_poll_touch() -> ptr`
needs `(x, y, phase, id)`. Options: (a) a parallel `win_poll_touch() -> pointer`
draining an event queue, or (b) widen the input model to a small event struct for
all platforms. This is the one place mobile forces a decision above the window
seam. Proposed: add touch as a **separate** seam so keyboard platforms stay
@ -211,9 +211,9 @@ no new language feature, no new intrinsic:
```ludic
# doc-check: skip — runtime/native/gfx3d.ludic, illustrative
extern function gl_gen_textures(n: int, out: ptr) -> void = "glGenTextures"
extern function gl_tex_image_2d(t: int, w: int, h: int, px: ptr) -> void = "gl_tex_image_2d"
extern function gl_draw_elements(mode: int, count: int, ty: int, idx: ptr) -> void = "glDrawElements"
extern function gl_gen_textures(n: int, out: pointer) -> void = "glGenTextures"
extern function gl_tex_image_2d(t: int, w: int, h: int, px: pointer) -> void = "gl_tex_image_2d"
extern function gl_draw_elements(mode: int, count: int, ty: int, idx: pointer) -> void = "glDrawElements"
```
Two phases, additive: