# emit_game.ludic — system functions and the frame loop. A system compiles to a # void function; main() boots (Start systems), then runs the per-frame phases in # order until the game stops. Runtime hooks (rt_init/poll/running/shutdown) are # called only when the runtime defines them. fn emit_system_fn(sys: Node) -> void { ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0 ret_ty = "void" let fbody = buf_new() falloc = buf_new() let saved = code code = fbody emit_block(sys.a) if not g_term { emit(" br label %ret\n") } emit("ret:\n ret void\n") code = saved emit("define void @sys_"); emit(sys.s); emit("() {\nentry:\n") emit(buf_str(falloc)) emit(buf_str(fbody)) emit("}\n\n") } fn emit_calls_for_phase(phase: ptr) -> void { let i = 0 while i < len(prog) { let d = prog[i] if d.kind == N_SYS and streq(d.ty, phase) { # skip a disabled handler let he = emit_bind(sconcat("load i32, ptr @HE_", d.s)) let hc = emit_bind(sconcat("icmp ne i32 ", sconcat(he, ", 0"))) let run = lbl("hrun"); let skip = lbl("hskip") emit(" br i1 "); emit(hc); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n") emit(run); emit(":\n call void @sys_"); emit(d.s); emit("()\n") emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n") } i = i + 1 } } # @OnDespawn(Model) hooks compile to `@on_despawn_(entity)` functions that # bind the model's properties and run the body — dispatched by kind at `despawn`. fn emit_despawn_hooks() -> void { let i = 0 while i < len(g_ondespawn) { let hk = g_ondespawn[i] let model = find_arch(hk.s) ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0 ret_ty = "void" let fbody = buf_new() falloc = buf_new() let saved = code code = fbody emit_bind_props(model, "%e") emit_block(hk.a) if not g_term { emit(" br label %ret\n") } emit("ret:\n ret void\n") code = saved emit("define void @on_despawn_"); emit(hk.s); emit("(i32 %e) {\nentry:\n") emit(buf_str(falloc)) emit(buf_str(fbody)) emit("}\n\n") i = i + 1 } } fn emit_game_main() -> void { # every system becomes a function first let i = 0 while i < len(prog) { if prog[i].kind == N_SYS { emit_system_fn(prog[i]) }; i = i + 1 } emit_despawn_hooks() emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n") emit(" store i32 %argc, ptr @L_argc\n") emit(" store ptr %argv, ptr @L_argv\n") if not ptr_is_null(find_fn("rt_init")) { emit(" call void @fn_rt_init()\n") } emit_calls_for_phase("Start") emit(" br label %loop\n") emit("loop:\n") let r = emit_bind("load i32, ptr @L_running") let rc = emit_bind(sconcat("icmp ne i32 ", sconcat(r, ", 0"))) if not ptr_is_null(find_fn("rt_running")) { let pr = emit_bind("call i32 @fn_rt_running()") let pc = emit_bind(sconcat("icmp ne i32 ", sconcat(pr, ", 0"))) let go = emit_bind(sconcat("and i1 ", sconcat(rc, sconcat(", ", pc)))) emit(" br i1 "); emit(go); emit(", label %body, label %done\n") } else { emit(" br i1 "); emit(rc); emit(", label %body, label %done\n") } emit("body:\n") if not ptr_is_null(find_fn("rt_poll")) { let k = emit_bind("call i32 @fn_rt_poll()") emit(" store i32 "); emit(k); emit(", ptr @L_key\n") } emit_calls_for_phase("Input") emit_calls_for_phase("FixedUpdate") emit_calls_for_phase("Update") emit_calls_for_phase("LateUpdate") emit_calls_for_phase("Render") emit(" br label %loop\n") emit("done:\n") emit_calls_for_phase("OnQuit") # @OnQuit shutdown hooks run once, before teardown if not ptr_is_null(find_fn("rt_shutdown")) { emit(" call void @fn_rt_shutdown()\n") } emit(" ret i32 0\n}\n") }