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>
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76 changed files with 516 additions and 516 deletions
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@ -185,7 +185,7 @@ explicitly built for.
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- **Touch input changes the input seam.** `win_poll()` returns a single `int`
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keycode today ([emit_intrin2.ludic:41](selfhost/emit_intrin2.ludic:41),
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[core.ludic:217](runtime/native/core.ludic:217)) — insufficient for touch, which
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needs `(x, y, phase, id)`. Options: (a) a parallel `win_poll_touch() -> ptr`
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needs `(x, y, phase, id)`. Options: (a) a parallel `win_poll_touch() -> pointer`
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draining an event queue, or (b) widen the input model to a small event struct for
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all platforms. This is the one place mobile forces a decision above the window
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seam. Proposed: add touch as a **separate** seam so keyboard platforms stay
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@ -211,9 +211,9 @@ no new language feature, no new intrinsic:
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```ludic
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# doc-check: skip — runtime/native/gfx3d.ludic, illustrative
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extern function gl_gen_textures(n: int, out: ptr) -> void = "glGenTextures"
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extern function gl_tex_image_2d(t: int, w: int, h: int, px: ptr) -> void = "gl_tex_image_2d"
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extern function gl_draw_elements(mode: int, count: int, ty: int, idx: ptr) -> void = "glDrawElements"
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extern function gl_gen_textures(n: int, out: pointer) -> void = "glGenTextures"
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extern function gl_tex_image_2d(t: int, w: int, h: int, px: pointer) -> void = "gl_tex_image_2d"
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extern function gl_draw_elements(mode: int, count: int, ty: int, idx: pointer) -> void = "glDrawElements"
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```
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Two phases, additive:
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