Commit graph

106 commits

Author SHA1 Message Date
181d317d20 ludic.ui: <option disabled="{...}"> - a select steps past it, clamps off it and greys the arrow toward it
- The arrows, a press on the select and the pad step past a disabled option (ct_opt_step), wrapping
  as before.
- A value naming a disabled option is shown as the nearest enabled one (the lower of two as near) and
  set to it once the build is done: an event fired while the tree is built is cleared with the frame's,
  so the clamp is queued (ct_clamp_n / _i) and fired after nt_fired_clear.
- The < or > whose next option is disabled is drawn disabled (its part's :disabled), so a cycler shows
  where the options stop being on; it still steps past them.
- ct_build_select moves to controls_opts.ludic with the rest (controls_build.ludic 119 -> 104 lines).

Golden ui_select_disabled: options 3 and 4 disabled, a value of 4 clamps to 2, > is drawn disabled
there, > wraps to 0 and < from 0 steps back to 2. The 38 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:01:43 +03:00
2958539514 ludic.ui: a new component instance's first build is declared - a first show mid-play is not a frame's keep
Master's windowed fog profile failed the fence at walk t 35 s: +512 B from value_new / value_put /
value_slot / value_lists under bd_class and cmp_keycap_model - a KeyCap first shown mid-walk.

It is a first build, bounded, not a per-show leak: an unmounted instance goes to in_free and the next
show of its class reuses it (in_reuse, `renew`), its props and model objects kept and filled in place.
Only a NEW instance makes them - bounded by how many of that class are up at once, and the ones
unmounted less than two builds ago. in_reuse already declared the record; the props and model objects
and their first fill, made afterwards in bd_class, were not. They are now: in_reuse marks a new record
`fresh`, and bd_class's first fill of it goes through bd_first_fill (@alloc_ok) - a reused instance's
fill stays judged, so a real per-show leak would still fail.

Golden ui_first_show: a component first shown at frame 700, once the fence is judging, then hidden and
shown twice more: bad 0 (the toolchain before this fails frame 701: +464 B value_new from value_slot
under cmp_cell_model, value_put grow - the profile's failure). The 37 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:18:22 +03:00
9b3d3e3298 ludic.ui: the pointer looks through a box with no size; a control's parts answer :hover
From the user's play, reproduced on Maroon Lake's customisation screen with the pointer scripted over
each control (the lab's R3D_CLICKS): nothing on it was ever pressed or hovered.

- A screen's root <div> round a positioned panel (a component's root holding the kit Screen's
  modal) lays out to 0x0, and the hit test (fr_pick) and :hover (fr_under) only walked into a child
  whose box held the point - so nothing under it was reachable. A box with no size holds no point and
  clips nothing: both look through it now (fr_empty), without hovering it.
- A control's parts (a select's < and >, a range's thumb) are made by ct_part, which never set
  `hovered`: `select .ui-prev:hover` could not match anywhere. It is set as an element's is.

Golden ui_pointer_through: the panel's button pressed and hovered through the empty root, and a
select's > hovered (before this: pressed 0, hovered 0). The 36 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:26:33 +03:00
e476a9d975 ludic.ui: emit click reaches on-click, and a select's < steps back
From the user's play: clicking an item in the pack opened nothing, and the wardrobe's picks did
not respond - both are a component whose button says `emit click` (ItemCell, LookCell, ListRow),
answered by its user's on-click. An on-* attribute's name is kept as a browser would have it, so
on-click is on-press (tpl_event), and the emit looked for "click" and found nothing. An emitted
name now goes through the same tpl_event.

And a settings cycler's left arrow did the right one's job: any press let go on a select stepped it
forward. ct_activate_at steps back when it is let go over the select's .ui-prev; Enter and the rest
of the select still step forward.

Goldens ui_emit_click (the mouse and a press both reach on-click; with the toolchain before this,
neither does) and ui_select_arrows (1 -> 0 on <, then 2 on > >; before this, 1 -> 2 on <). The 33
ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:32:45 +03:00
6cdef20cc2 ludic.ui: an unmounted component is mounted again rather than made again - its record renewed (a generated renew), its props and model kept; an action's call answers into a ring
A prompt that comes and goes as a player walks (co-op's netleak: in_get, cmp_*_new, bd_class, value_slot/put)
made a new record, props and model on every mount, and an action's call answered into a new Val (ev_call_with).
examples/library/ui_remount: two thousand comings and goings hold the heap at 0, and the counter starts at 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:25:55 +03:00
978f128755 Merge branch 'lang/foundations' into lang/uifree 2026-09-27 23:33:48 +03:00
d1c9359e96 ludic.ui: a screen's nodes and envs are pooled and used again - two generations a screen, reset in place, their own lists emptied not replaced; a tree is good until its screen is built twice more (benchmark 256 -> 110 KB a frame)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:33:48 +03:00
7834b26ef8 feat(compiler): a Job.parallel_for worker may read a state but not change one
Every pool thread runs the worker at once with the same states, so a mut state in a worker was a
race nothing reported. check_worker_ref refuses a worker whose leading states include a mut one;
threads.ludic's total moves into the words the worker is handed, under the mutex. The seeds are
regenerated (ludic-dev reseed). ludic-dev test 305 passed, selfhost-test 33 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:04:59 +03:00
8cf4b3fed6 fix(lang): the action drain is the program's; --check runs every check a build makes; a registry key named count is refused; name lookups are tables
- the function that calls every reducer (and the action queue) is written in the program's own
  file: in the first action's file it belonged to that module, depended on every module with a
  reducer, and joined a game's modules into one 69-module cycle (examples/actions/modules and a
  ludic deps case hold it); the state instances, the queue and the reducers make no deps edges
- ludicc --check / ludic build --check lower the program too and write nothing, so the code
  writer's refusals are in it: a bind to a function that is gone, an unknown name (and the checker
  now refuses fn <missing> itself); rejects bind_missing_fn, unknown_name, registry_count_key
- def R count is refused: its constant would be PREFIX_COUNT, the registry's size
- a file's module, package, trust and numbers-float are tables, and from the check on the lookups
  of functions, enums, records, globals and externs are too (tagged enums kept as a list): Maroon
  Lake's check-only build went from about 20 s to 7 s including lowering, its IR from about 2
  minutes to under 10 s; duplicate declarations are found by table, not a pair of loops
- threads.ludic's pool check gives each call a little work, so a busy machine cannot run them all
  on the caller before a worker wakes (it failed one run in three under load)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:34:43 +03:00
2fdefa6040 fix(test): expect_eq on strings compares their text and prints both on a failure
It lowered to an i32 compare of two pointers, which the IR refused. Two strings with the same text
are equal now, a null only to a null, and a failure says expect_eq failed (got "camp", want
"lake"). examples/library/testing_strings.ludic (two tests fail on purpose, and the output is
checked); ludic.base's actions_test uses it again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:23:38 +03:00
19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
5ffe50ed02 wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
3eda72e8c2 wip(0.S3): packages and examples migrated in one run - ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:02:45 +03:00
31d842fca4 fix(test): expect_eq and expect_near compare floats as floats
On a float or double they emitted an i32 compare and clang refused the
IR; they compare as the wider float kind now and a failure prints the
numbers with %g. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:06:15 +03:00
f5e7fe4245 fix(runtime): Random.* in any program; value_* called directly brings the value tree
The seeded random numbers lived in the ECS runtime, so a tool or a
program of test blocks got "unknown function rng_range". They are
runtime/native/rng.ludic now, spliced on Random.* or a bare rng_*/seed
call nobody defines, and imported by core.ludic for a game. A bare
value_*/json_* call nothing in the program defines splices the value
tree the way Value.* does. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:59:48 +03:00
a2012a5afe fix(test): a generic function called from a test block works
Test blocks were never type-checked, and the checker is what makes a
generic call real; they are checked like entry now. Reseed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 04:46:08 +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
ae61e99e06 test(ui): a component with no stylesheet reads the theme's :root variables
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 22:07:05 +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
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
4979cc0c94 feat: every key on the keyboard is bindable - the F-row, the six-pack, Caps Lock and the numpad
The platform gave these keys no code at all, so a game's rebinding screen could not take
one and nothing said why. Windows asked the active layout what they type and got nothing
(w_vk_char answers 0 for a key with no character); macOS let them fall through to
charactersIgnoringModifiers, which reports NSF1FunctionKey and its neighbours at 0xF704
and up - outside the 256-bit held set either way.

w_keyval and ev_keyval now name them, with the same codes on both: 132-143 F1-F12,
144-149 Home / End / PageUp / PageDown / Insert / Delete, 150 Caps Lock, 152-161 the
numpad digits, 162-166 its * + - . and /. The numpad's Enter is Enter.

Key.F1, Key.Home, Key.Numpad0 and the rest fold at compile time, and Input.key_label
names them without asking the layout - a key that types nothing is called the same thing
on every layout.

examples/library/input_typeless_keys.ludic covers the codes, the names, the held set and
the press edge; 150 passed in ludic-dev test, 33 in selfhost-test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 00:57:02 +03:00
43d5eb5b88 feat(launcher): Process.*, Http.save_to/received/expected, App.window_hide/show
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on
macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on
Windows (process_win.ll), linked only when a program uses Process.*.

Http.save_to streams a response body into a file (NSURLSession with a run-time delegate
class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report
progress while it is pending. Freeing a pending request cancels it and parks the slot
until the worker has finished.

App.window_hide / App.window_show take the game's window off the screen and back without
closing it; the run goes on while hidden. Docs, examples, tests and a changeset.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 13:32:23 +03:00
ebb1a00352 feat(udp): Udp.* - polled IPv4 datagrams on macOS and Windows
Udp.open/port/send/recv/from_ip/from_port/close/resolve/local_ip/ip/ip_text, native
BSD sockets (udp.ll) and Winsock (udp_win.ll, -lws2_32), linked only when a program
uses Udp.*; example, docs and tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:16:14 +03:00
619476ffed fix(input): keys are physical positions on every layout; Input.key_label names them
The Windows runtime keyed the held set by the character MapVirtualKeyA gave a
virtual key, so a game's WASD belonged to whatever the active layout put there,
and with an input method on every letter arrived as VK_PROCESSKEY. The typing
block is now read from the scancode (the arrows, numpad and F-keys still by
virtual key); macOS reads keyCode the same way. Input.key_label(key) names a key
in the player's own layout (Windows) or as its US character elsewhere.

Verified on Windows with SendInput into a live window: VK_Z carrying W's scancode
holds 'w', VK_PROCESSKEY carrying A's holds 'a', Caps Lock changes nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 23:26:53 +03:00
04cda22d19 fix(parse): fn stays an ordinary name unless a function name follows on the same line
`fn name` read `while p < fn and ...` as a reference to a function called `and`, which broke
tools/ludic-cli/glgen.ludic and so the dev tool's own build. A reference now needs the name on
the same line and not one of and / or / not / in / is. The threads example checks `fn` as a
local before `and`. Reseeded; bootstrap-cfree reproduces the seed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:12:29 +03:00
c10abd9f9f feat(jobs): real OS threads - Job.parallel_for, fn name, thread-safe Sync
- `fn name` names a top-level function as a value (E_FNREF, lowers to @fn_<name>); the worker
  entry point for Job.parallel_for, which checks it takes (int, pointer-like) and returns void.
- runtime/native/threads.ll (pthreads) and threads_win.ll (Win32 SRWLOCK/CONDITION_VARIABLE): a
  pool of one worker per core but one, parked between batches; every thread claims chunks by
  compare-and-swap. Linked only into programs that use Job/Promise/Sync, by `ludicc -o`,
  `ludic build` and the test suite's build helper.
- Sync.* is real: native mutexes, atomics as cmpxchg retry loops (neither clang takes atomicrw,
  the PC's rejects seq_consistent), mutex-guarded channels, Sync.cpu_count from the OS.
- spawn/despawn on a pool thread stop the program with a located panic.
- examples/library/threads.ludic and its test; docs for fn, Job.parallel_for, Job.is_worker.
- Reseeded (bootstrap-cfree: out.ll == seed.ll). 141/141 on macOS; jobs, threads and the guard
  pass on Windows from the reseeded Windows seed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 13:52:22 +03:00
28e8769a8b fix(input): mouse_dx/dy report no motion on the first frame or across a cursor-mode change
The delta was this frame's position minus the last, and the last started at 0,0, so the
first frame reported the cursor's whole distance from the corner as motion. A cursor-mode
change did the same, switching between a locked cursor's virtual reticle and the real
cursor. Maroon Lake's camera adds mouse_dy to its pitch and came up pointing at the ground.

examples/library/input_mouse_rebase.ludic covers both cases, plus ordinary motion and
re-setting the mode already in force.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 15:35:26 +03:00
6117f73602 fix(input): Key.Up/Down/Left/Right are the held set's 128-131
The arrow Key constants folded to the codes of w/s/a/d, which is what the
per-frame key reports for an arrow, but cocoa.ll has always stored an arrow in
the held-key set under 128-131. So Input.key_down(Key.Up) read the W bit and
Input.move_i's arrow half never moved anything. Input.key keeps its WASD alias,
so games comparing it with 'w' (snake, chronorift) still take the arrows.

New example input_arrows.ludic, checked by ludic-dev test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 03:00:29 +03:00
3c27606747 feat: per-voice audio, outlines for what is not an actor, and a coast
Three things a game could not say, each of which had been worked around.

Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain,
pitch and stereo position. Audio.volume and Audio.pitch are global - they are
the options screen - so a game placing a sound in the world was fighting them,
and distance attenuation was simply not expressible. The backend already took
volume and rate per call; this adds setPan: alongside them and stops routing
through the master state.

ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around
something that is not an Actor. The outline pass walked the actor list and
stopped, so instanced scatter - a forest - could not be highlighted at all. It
is a queue flushed by the same pass, which is what gets the depth test right
when the caller does not control pass order.

And terrain_coast(cx, cz, margin, fall), the other way to make an island:
the sea around the survey's own edge rather than cut out of the middle of it.
terrain_island measures a radius from a centre, which drowns two thirds of a
real survey to make an island of the rest; this measures inward from the
boundary, so everything the data covers stays land and the coast is where the
data runs out. Both modes gained a strand - the last few metres of height
either side of the water line compressed, which stretches a cliff plunge out
into beach and shallows.

132 regression tests and the self-host fixpoints pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:25:46 +03:00
e175619543 refactor(cli)!: split the contributor tool out of the ludic CLI
`ludic help` ended with a section titled "contributing to the toolchain itself",
listing bootstrap, reseed, docs-gen and release tasks. None of that is available
to someone who installed the language — those tasks need the repository — so the
shipped tool was advertising work its user cannot do, in a namespace they have to
read past to find `new` and `run`.

The tasks move to a second program, dev.ludic -> bin/ludic-dev, built from a
checkout and excluded from every release artifact. `ludic` keeps the project and
package commands and nothing else; `ludic dev …` now explains where the tasks
went instead of failing as an unknown command.

What this shook out: the two programs share prelude/build/project/pkg, so the
helpers each had accreted in whichever file first needed them — cc(),
ensure_ludicc, the string functions, title_case, cmd_version — moved to where
both can see them. The argument-shift indirection added for the `dev` namespace
is gone with the namespace, so commands read argv directly again.

`ludic-dev test` asserts the split rather than trusting it: the staged install
must build a project, and `ludic dev build` there must fail while naming
ludic-dev. install.sh keeps building older tags, whose bootstrap goes through
main.ludic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 23:15:12 +03:00
aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00
bf36bc8a8f refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
  byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
  for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
  WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
  BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
  `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
  ```ludic fence reformatted with the fixed formatter (whitespace only)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:26 +03:00