Commit graph

140 commits

Author SHA1 Message Date
b401f7acc1 feat(ludic.lab): the visual lab as a package - a scene on a plate, never a world
A scene is an entry in the open registry LabScenes, shown on a plate: a
flat lit disc, the package's own small sky with the sun at one hour, and
a frame clock. Headless each camera (lab_shot, lab_shot_at) settles and
is written as build/lab/<scene>/<shot>.png (a stored PNG, written here);
in a window N and P step through them. tools/lab/run.sh and sheet.py
make the contact sheet; tools/lab/plate_build.py makes plate/.
ludic.render3d gains r3d_plate_mode (no terrain, grass or water is made)
and r3d_sky_path. quit() in a program with no frame loop links. The
example takes ~120 MB resident, 417 MiB peak footprint. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:48:43 +03:00
cc930a114f feat(packages): ludic.gear - kinds of kit with tiers bought flat through a purse port once the standing is there, the kind's item following, per-tier values and mults, stack limits, the hand and charges that burn by the game hour, facts for a tier bought and a charge run out, a save section by key
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:45:29 +03:00
79ed7a335b feat(packages): ludic.session - a party's roster (slot 0 a port, the others as reported), the roles and who owns the world, the shared night, votes and a world-changing act asking the party; joins, leaves, roles, votes and the night as facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:45:26 +03:00
12172d7b75 feat(packages): ludic.net - a party over UDP: peers, reliable ordered delivery, the hello's frame and the host's pids, join codes, room codes through a matchmaker with STUN, punching and a relay, the MTU cap and the wire codec; messages in on an inbox, the session's end and a silent guest as facts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:45:26 +03:00
411206e45a feat(packages): ludic.jobs - written jobs gated by standing and story, boards of posts rolled by the day on their own dice, progress counted from events and read back from state, handing in, rewards through a port, facts, a save section per scope
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:35:45 +03:00
e146c7a337 docs(packages): an index of the packages; the pack skips what is not a package directory
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:22:05 +03:00
c9dc592dcc feat(packages): ludic.wildlife - a valley's animals: species handed in as data, ranges placed against the ground and moved with the season, the day's steering, the senses and a net alert that settles, feeding, lures and snares, birds, spawning and repopulation, its own dice, facts and a save section
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:54:58 +03:00
80f3468ff8 feat(packages): ludic.fishing - cast, bite, the reel's fight and the landing, species as an open registry, the record in its own save section, facts for bait, catch and a lost fish
A line is cast at a point the FishingWorld port says is water (depth, or afloat), bait (asked,
then said as FISHING_BAIT_USED for the game to take) halves the wait, the bite picks a species -
a legend only on a lure, likelier in deep water and with skill, else an everyday one by weight -
and the fight is a marker, a green band that moves above Relaxed and closes on Hard or for a
fish whose data says so, a Gentle ring of one press, and a legend's runs and the line it takes
back. Length and weight come from FishSpecies data. The package never draws, speaks or touches
a pack; every step is a FishingFact (CAUGHT, BAIT_USED, LINE_SNAPPED, SLACK, MISSED, ...). Its
dice are its own Rng. A legend on Gentle fights as a legend (the old ring lost him at once).
Uses ludic.base only; thirteen tests over a fake lake.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:53:14 +03:00
12cfcb10ac feat(packages): ludic.shop - prices by standing with the fountain guard, a weekly demand on its own dice, stock, buying and selling through purse and pack ports, a trade fact
Items (base price, sell fraction) and vendors (stock, buys, refuses) are the game's data handed
over at boot; standing, the day, a shortage and "buys beyond its list" are the ShopWorld port;
money is ShopPurse and the pack ShopPack. The week's wanted and glutted items come from an Rng
seeded by the week, never the world's. The balance invariants - a shop is not a fountain,
friction falls and never inverts, raw keeps its order - are the package's tests (nine).

ludic.crafting: its private names carry the package's prefix too (a private name is still one
global namespace with the game's - ludic.shop's `sp_seed` met the game's).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:44:44 +03:00
cc9cec922a feat(packages): ludic.crafting - recipes as an open registry, can / take / refund / make through a pack port, stations through a port, the hold-to-make, a Crafted fact
A recipe is `def CraftRecipes key { out, n, ins: [...], ns: [...], station, minutes, hold,
group, learned }`. The pack is the CraftPack port (count, take, add, room, and `leaves`: what
an item leaves once used, so water gives back its bottle); stations are CraftStations (ready,
start), unbound meaning hands only. craft_make hands a click recipe over or starts a timed one
at its station, refunding when the station refuses; the hold runs from the screen that shows it.
Uses ludic.base only; ten tests with a fake pack and fake stations.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:37:57 +03:00
7f8a7ea7ed feat(packages): ludic.things - placed things in a world: a Thing record, an open registry of kinds whose behaviour is function values, spatial queries, spawn / put / remove / move verbs, facts and a save section by kind key
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:14:32 +03:00
0af0ef681f ludic.fire: a camp fire's fuel, lit and out, the rain on it, and its reach
Minutes of fuel that burn down in game time, twice as fast in the rain with
nothing over the ring, and the hours it held under cover. Lighting and feeding
are decided (fire_decide), costed in wood (fire_cost) and applied
(fire_apply) apart, so a machine that does not own the world can ask the one
that does. Warmth and cooking by distance are queries. FIRE_LIT,
FIRE_WENT_OUT and FIRE_LOW_FUEL are facts; the rain, the tarp, the ban and
who owns the world come through the FireWorld port. Its own save section.
Uses ludic_base only; 8 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:08:53 +03:00
cf42214974 ludic.needs: a body's four needs, their rates, meals and the countdown to a collapse as a fact
Warmth, food, water and energy as bars of 0..100; what an hour of doing something
costs them (the package's rates: a full bar is a day at a trip's median); the
countdown when one runs out, reported as NEEDS_CRITICAL / NEEDS_RESTORED /
NEEDS_COLLAPSED facts. The body's work, the air, clothing, the sun, the
difficulty and the effects come through the NeedsWorld port. Its own save
section. Uses ludic_base only; 13 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:03:57 +03:00
31e6740033 feat(ludic.steps): chapters of steps, their kinds, progress and a party's pooled shares
A step is (kind, param, need) and a question about state: a kind has a
shape (yes, a count, a mask counted, every bit of a mask) and a pool
(world, any, sum, or, max, each), handed in by the game as StepsKind
records. An arc is chapters of up to STEPS_PER_CHAPTER steps; steps_check
sticks each met step of the current chapter (STEPS_MET) and opens the
next when all are (STEPS_CHAPTER), so a step met before its chapter
ticks at once. With company each seat's shares are held per chapter,
pooled as the kind says (steps_met, steps_party_got), counted for an
EACH step (steps_each, steps_lacking), and a leaver takes theirs along.

Port: StepsWorld { value(kind, param, player) (required), party,
present }. The package knows no kind's meaning and no chapter's words.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:02:39 +03:00
4318adc98c feat(packages): ludic.settings - a settings store as data: typed reads and writes by id, clamping, rescue values, per-key persistence, a fact per change
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:51:04 +03:00
3514d46954 feat(ludic.update): a Velopack game updating itself, a frame at a time
latest.json asked once and polled (the newest version and its notes, in
a language or English); then Velopack's releases.<os>.json, the plan (the
delta chain when the installed full package is on disk, no delta is
missing and the chain weighs less than the full one; the newest full
package otherwise, named as the feed names it), each package streamed to
the packages folder with its bytes on a bar and an eased pace, its
SHA-256 by Get-FileHash or shasum in a child, Update patch per delta and
Update apply --waitPid. macOS keeps its packages outside the bundle and
names --rootDir and --packageDir; a translocated app is not installed.

Ports with the runtime as every default: UpdateWorld (platform, exe, pid,
now_ms), UpdateNet (get, download, poll, text, received, free),
UpdateProc (spawn, poll, free). Config: feed, app_id, version, root,
packages, mac_packages, scratch. It words nothing: states, UPDATE_ERR_*
codes and numbers, and UPDATE_STARTED / _STOPPED / _APPLYING facts - the
game exits on the last.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:44:02 +03:00
63e29f024c refactor(packages): the mechanic packages use ludic_base only, and ask through ports
ludic.clock, .effects, .inventory, .wallet, .weather and .tracks say
'uses ludic_base' (ludic.base uses nothing). ClockWorld, PackRules,
WeatherWorld and TracksWorld are export ports whose defaults are the old
fallbacks; clock_bind, inv_bind, weather_bind and tracks_bind are gone,
and the tests bind their fakes. The base README's toy does the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:36:11 +03:00
e8c1d54a96 feat(ludic.telemetry): an event queue batched to a PostHog-shaped endpoint
Events are encoded once into lines held in memory; a batch is the first
lines joined, with the player id put in where a mark stood, POSTed on
Http's own thread every flush_ms or at flush_at events; a failure keeps
its lines and doubles the wait up to backoff_max; the queue is on disk
every save_ms and read back at the next start; off (the enabled port)
drops the request in flight, empties the queue and deletes the file; and
a run that may not send (can_send) keeps nothing. The player id is the
machine's own id (MachineGuid, IOPlatformUUID, /etc/machine-id) hashed
with the game's salt, else random; it lives in the game's id file beside
whatever else the game keeps there.

Ports: TelemetryWorld (can_send, enabled, now_ms, stamp) and
TelemetryTransport (send, poll, drop; unbound: Http). Config is a record
(host, key, path, lib, queue_file, id_file, id_salt, and the timings).
Facts: TELEMETRY_SENT, _FAILED, _ID. Not a System: it runs from a
launcher's first frame, before any world exists.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:33:16 +03:00
cac8c740fa feat(ludic.base): Systems is an open registry - def a system from any module
The runner's list starts from the declared systems, in the order the
compiler gives an open registry, and core_add appends after them.
registry_test covers it; the README says ludic test runs the package.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:15:56 +03:00
bf73f7edaf feat(ludic.tracks): prints, their age and reading them as a mechanic package
A ring of prints per kind; a port for the trip's time, the reader's tier, a
bearing in words and a hook the game draws each print through. A read is a
TrackRead fact on tracks_reads() every time and a count the first time; other
sign is told with tracks_note. The count and last bearing are its save section.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:54:43 +03:00
093ca0d260 feat(ludic.weather): spells of weather as a mechanic package
The kinds and their odds are data the game hands in; a port asks whether this
machine owns the world, the hour, the night, the odds from a kind, what the
story wants of the sky (a front, a hold, a clear night), the front's kind and
length, and a seed. Its own dice; a new spell, a clearing, lightning and a
wanted front are facts on weather_facts(); its own save section.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:48:38 +03:00
8075892e0e feat(ludic.inventory, ludic.wallet): the pack and the purse as mechanic packages
ludic.inventory: counts per item kind, a PackRules port (stack_limit), add
what fits / take all or none / set outright, an ItemChanged queue, and a save
section keyed by item NAME so a game can reorder its items with no migration.
ludic.wallet: earn, spend only what is there, lose down to zero, set, a
MoneyChanged queue and its own save section. Six and five test blocks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:29:17 +03:00
05b09b4c98 feat(ludic.clock): the hours, the day, the moon and a calendar as a mechanic package
A ClockWorld port (owns_world, rest_scale, seed), verbs to set and advance it,
clock_new_day, a DayTurned queue (stayed up past midnight, or slept), a
calendar whose month, year and season are pure functions of the day, and a
System (PH_INPUT) with its own save section. Nine test blocks in
tests/clock_test.ludic with fakes for the port.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:20:47 +03:00
d0ad364ad4 feat(ludic.effects): timed modifiers as a mechanic package; ludic.base's q_new is queue_new
ludic.effects: effects_add / effects_add_after / effects_clear / effects_run,
effects_sum / effects_has / effects_at / effects_live, an EffectEnded queue
(ran out, pushed out by the bonus cap, crowded out of a full ring) and a
System with its own save section. Nine test blocks in tests/effects_test.ludic.

ludic.base: q_new collided with render3d's quaternion q_new the moment a game
imported both, so the queue constructor is queue_new.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:14:09 +03:00
dd6a449921 feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner
A mechanic package depends on ludic.base and nothing else: ports (records of
function values for now) for questions, queues for facts, verbs for changes,
phases for order and its own versioned save section. The runner inits, resets,
saves and loads systems in the order added and ticks them phase by phase; a
missing save section is a reset. Tests for each piece and a worked route
between two toy mechanics live under tests/. The old ludic.core (engine ECS
components) is used by examples/library and stays.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:01:16 +03:00
ec9a650e65 feat(ui): ui_scale and ui_box, on-submit, zoom (and a length over a length in calc), on-hold
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 03:31:38 +03:00
077b38e684 feat(ui): a title shows for the keyboard's focus as well as the pointer
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:06:27 +03:00
d15cc79822 feat(ui): a key field takes a mouse button, and is :capturing while it listens
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:04:47 +03:00
6bd3228990 feat(ui): translate="no", and a title of several lines translated whole or line by line
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:03:49 +03:00
7605a0253c feat(ui): linear-gradient backgrounds, object-fit and aspect-ratio
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:02:49 +03:00
abf45ef9db feat(ui): scroll-top holds a scroll box at an offset, on-scroll, and ui_scroll_set
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:00:21 +03:00
cf8b9e425e feat(ui): nine-slice corners clamped to half the box in each direction, cut on whole pixels
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:59:26 +03:00
12f4ba8431 feat(ui): min(), max() and clamp(); insets as percentages of the containing block
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:53:44 +03:00
355201f094 feat(ui): text-fit, line-height, and ems against the font size an element ends with
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:51:41 +03:00
d163bad406 feat(ui): a popover's align along its side, and within= for the bounds it flips against
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:48:58 +03:00
0aad2294ec feat(ui): pointer events for natives and elements, with capture; on-down and on-up; hits in painting order
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:48:02 +03:00
d2b0413c30 feat(ui): the gamepad moves the focus, presses and goes back; a held direction repeats on the clock
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:42:32 +03:00
a4c7a756f0 feat(ui): a scrollbar held where it was taken, a popover that keeps the mouse, easing that lands
- the scrollbar is .ui-scrollbar with a .ui-thumb, styled by the default sheet or a theme; a press
  on the thumb holds it at the point it was taken and the pointer moves it in proportion, a press on
  the track jumps the thumb's middle there and holds it, and neither presses what is under the bar
  (it used to centre the thumb on the pointer and press the row beneath as well);
- while a popover is up only scroll boxes inside it take the pointer, and a press outside it that
  closes it forgets any press in progress;
- a transition ends exactly on its value (it stopped a rounding error short, at every frame rate).

Tests: ui_popover_mouse, ui_scrollbar, ui_ease (60/120/180/240 Hz).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 21:39:28 +03:00
9f59000f5b feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted
- <input type="number" min max step>: typed digits replace its value (a minus when min allows one,
  a point when step has a fraction), Enter or leaving the field commits them held between min and
  max, the left and right arrows step it.
- <input type="key">: Enter or a click starts it listening and the next key is its value, Tab, the
  arrows and Enter included; Esc stops it listening, Backspace clears it, `shown` names the value,
  and ui_capturing() tells the host to leave its keys alone (through the frame that ended it).
- note="..." under any control's label (.ui-labels > .ui-label + .ui-note); a range's (or number's)
  value with decimals, format="percent" and a unit.
- A popover with `anchor="id"` (the nearest element of that id) or a bare `anchor` (the element
  before it) sits beside it by `placement` (right, left, bottom, top), its margin the gap, opens to
  the other side where it would leave the screen, and is kept on it.
- A tooltip's title splits into lines at a newline or a written \n.
- text-shadow, inherited, drawn sharp under the text.
- ui_opacity(): the group opacity a native's draw is at.
- border-image is drawn as painted with no background colour, tinted by one, and not at all when
  that colour is transparent (it drew a white nine-slice).
- A picture file is drawn untinted, as a browser draws one; an atlas cell (prefix:name) still takes
  the color around it, and an <img> with its own color is tinted by it.
- The render3d backend loads a picture again when its file changes or appears (a failed load was
  kept for ever), and at once after ui_image_reload(path); takes a path with a drive letter (C:/...)
  as a path rather than an atlas; and slices a nine-slice by its texture's own width and height.
- ui_inputs.ludic and ui_look.ludic; LANGUAGE.md and the changeset say all of it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:55:20 +03:00
7d8f34de17 feat(ui): flex-shrink, text that wraps beside its siblings, calc(), order, and 0 as a size
- flex-shrink: a line whose children want more room than it has takes it back from those that
  shrink, in proportion to shrink times size and never below a min size, a fixed size or the
  content. A scroll box shrinks (and scrolls), and a box in a column shrinks as far as the scroll
  boxes inside it let it, so a list in a column takes the room its siblings leave with no height.
  `flex: grow shrink`, and `flex-shrink` by name.
- A row wider than its room measures its texts (and boxes without a width) again in the room the
  rest leave them, so a line wraps beside an icon.
- calc() with + - * / and brackets over px, %, em, rem, vw, vh, plain numbers and var(); a width
  or height keeps its percentage, taken of the room it is given. Lengths lists (padding, margin)
  keep a calc()'s spaces.
- `order` places a box's children without touching the tree.
- width: 0 and height: 0 are 0: an unset size is UI_AUTO now, not 0.
- A component root that is itself a component takes each user's class, style and id in turn (the
  outermost's id wins), and the rules of all their sheets are weighed by specificity together; a
  user's rule wins a tie. The parent's sheet used to override the child's whatever its specificity,
  and a middle component's sheet was lost.
- The default sheet lays .ui-track out as a row, so a range's fill is as tall as its track and a
  checked box's knob goes right; a range's thumb is centred on the fill's end.
- ui_boxes.ludic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:54:14 +03:00
9ad6347044 feat(lang): a component's event may be called set, a string prop reads a number, one name per component
- An action whose first word is `set` or `emit` followed by `(` is a call, so a component's
  `on set(v: int)` is pressed as `set(4)`; `set x = ...` is still the action.
- A `string` prop (or state, or parameter) given a number in a template reads it as text through
  ludic.ui's new `ui_val_text`; `label="{3}"` used to arrive as "".
- Two components of one name (or of names that differ only in case, which share their functions'
  names) are an error at the second declaration that names the first's file and line, instead of a
  "function cmp_x_def_y is defined twice".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:53:53 +03:00
584e455f2d feat(ui): per-side borders (border-top/right/bottom/left)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:43:42 +03:00
0a7525b125 feat(ui): popovers, tooltips, progress; the render3d backend installs itself; duplicate names caught first
- `popover`: a top layer that keeps the pointer and the keyboard, closed by a press outside or Esc.
- `title` tooltips after half a second's rest, styled by .ui-tooltip.
- `<progress>` and `<meter>`.
- Atlases take rows and number cells, and importing ludic.ui/render3d.ludic is enough to draw with
  render3d.
- The compiler reports two declarations of one name before it type-checks, so a package global
  clashing with a program's reads as that, not as 29 type errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:41:02 +03:00
1dad96102a feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
  autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
  wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
  of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
  nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
  - colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
  - border-radius and outline (following the radius), box-shadow, background-image and a tinted
    border-image;
  - group opacity, @keyframes / animation, transition;
  - :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:26:09 +03:00
20d011f8e9 feat(lang): UI components as files - component Name { ... } beside Name.xml and Name.lss
The compiler turns a component declaration into:
- a record of its props and state;
- a constructor, a props setter, a model and a call;
- a class, registered with ludic.ui at start.

Its template and styles are read from beside it and compiled in, with @import inlined, and a
missing template fails the build.

In the runtime:
- each mounted instance keeps its own props and state, and `set` in a template writes the state;
- styles are scoped to the component;
- class, style and id on a component's tag land on its root, styled by the parent's sheet too;
- ui_reload re-reads a component's files from disk and keeps instances.

The package's own module is now ludic_ui, so a program may call a directory of its own ui.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 16:50:12 +03:00
637d07400e feat(ui): ludic.ui grows toward HTML, CSS and React (Phase 0.U1-U4)
- Natives: ui_native(tag, measure, draw) makes an element the program draws itself; ui_fire
  runs its on-<event> with event.value. input, select and textarea have simple defaults.
- React:
  - keyed <each>, <let>, <provide> context through components, <fragment>;
  - named slots, default props on <component>;
  - on-mount / on-unmount;
  - inline text inside text elements.
- CSS:
  - custom properties and var();
  - position relative/absolute/fixed with insets and z-index;
  - em/rem/vw/vh and @media;
  - wrapping text and ellipsis, overflow;
  - + and ~ combinators, :nth-child(an+b), :checked, :active.
- Developing: errors with file:line, ui_errors(), ui_reload() keeping state, and an
  inspector-style ui_dump.
- view fields infer the type of a literal or a named function's result.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 16:17:25 +03:00
66a2bc2214 feat(lang): L11 views and templates - the UI is markup, not code
A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.

ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).

Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
  :first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.

Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 15:58:47 +03:00
b0b0b62bce feat(lang): L7 memory is safe unless it says unsafe
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.

What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 12:53:27 +03:00
57b66bdf47 feat(lang): L4 type checker between parse and emit
selfhost/check/ walks every function, the entry, tests, globals' initializers and
@On listeners with real scopes, and refuses mixed number kinds, text and numbers,
two record types, mismatched slices and fn types, wrong argument counts, wrong
returns and wrong push elements - every mix-up at once, each at its line.
LUDIC_CHECK_REPORT=1 lists them by category. pointer stays untyped (L7's).

What it found is fixed: render3d's HDR scan calling the float-bits extern f_lt
with floats; ludic.shooter's right-stick aim overflowing past half a push;
prof.ludic storing longs in []int; extern arguments now coerced to their
parameters. Text-returning runtime functions say string; Assets.ready says bool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 01:34:49 +03:00
0c73287e35 feat(lang): functions are values (L2), and render3d takes its scene as callbacks
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.

render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:27:26 +03:00