# main.ludic — the self-hosted Ludic front-end. # # ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives # clang (the IR assembler + system linker, the same role rustc/swiftc give it) # to produce a native binary. No C is compiled: the emitted IR is Ludic's, and # clang only assembles and links it. # # ludicc app.ludic -o bin/app # native binary (windowed if a game) # ludicc app.ludic -o bin/app --headless # force headless # ludicc app.ludic --emit-llvm -o app.ll # stop at the IR # ludicc app.ludic --run # compile to a temp binary and run it # # This is the compiler, not the command line a user of the language meets: that # is `ludic` (tools/ludic-cli), which drives this. With no -o and no --run, IR # still goes to stdout — the contract `ludic-dev reseed` and `ludic dev # bootstrap` rely on, so the bootstrap is untouched. # basename: the part of a path after the last '/'. function base_name(path: pointer) -> pointer { var last = -1 var i = 0 while path[i] != 0 { if path[i] == '/' { last = i }; i += 1 } return path[last + 1..i] } # drop a trailing ".ludic" if present function strip_ludic(name: pointer) -> pointer { let n = len(name) if n > 6 { if (name[n - 6..n] == ".ludic") { return name[0..n - 6] } } return name } # env var with a fallback when unset function getenv_or(name: pointer, dflt: pointer) -> pointer { let v = getenv(name) if (v == null) { return dflt } return v } # guarantee a directory string ends in '/' so join_path concatenates cleanly function ensure_slash(d: pointer) -> pointer { let n = len(d) if n == 0 { return d } if d[n - 1] == '/' { return d } return d + "/" } function die(msg: pointer) -> void { file_write(file_stderr(), msg, len(msg)) exit(1) } # strip trailing newline/carriage-return/space (the VERSION file's trailing \n) function chomp(s: pointer) -> pointer { var n = len(s) while (n > 0) and ((s[n - 1] == '\n') or (s[n - 1] == '\r') or (s[n - 1] == ' ')) { n -= 1 } return s[0..n] } # print "ludic " and exit. The version is read at runtime from the # VERSION file at the install root (the single source of truth a release bumps), # so a version change never requires reseeding the compiler. function show_version() -> void { let v = read_file(join_path(ludic_home(), "VERSION")) if (v == null) { print("ludic (version unknown)") } else { print(`ludic {chomp(v)}`) } exit(0) } entry { var path = null var out = null var want = 0 # 0 = auto, 1 = windowed, 2 = headless var emit_ir = false # --emit-llvm: stop after writing IR var fmt = false # --fmt: lex + parse only, then exit (the doc-check gate) var save = false # --save-temps: keep the intermediate .ll var run = false # compile then execute the result g_coverage = false # --coverage: instrument each statement with a per-line hit counter var ai = 1 while ai < arg_count() { let a = arg(ai) if a == "--version" { show_version() } else if a == "--windowed" { want = 1 } else if a == "--headless" { want = 2 } else if a == "--emit-llvm" { emit_ir = true } else if a == "--emit-module" { g_emit_module = true; emit_ir = true } # issue #64: prebuilt binary module IR else if a == "--fmt" { fmt = true } else if a == "--save-temps" { save = true } else if a == "--run" { run = true } else if a == "--coverage" { g_coverage = true } else if a == "-o" { ai += 1; if ai < arg_count() { out = arg(ai) } } else if a[0] == '-' { # an unknown flag is ignored (with a note) rather than mistaken for the input file let m = `ludicc: ignoring unknown flag {a}\n` file_write(file_stderr(), m, len(m)) } else { path = a } ai += 1 } if (path == null) { die("usage: ludicc [-o out] [--windowed|--headless] [--emit-llvm] [--save-temps]\n") } let src = read_file(path) if (src == null) { die("ludicc: cannot open input\n") } cur_dir = dir_of(path) g_src_name = base_name(path) # for panic/expect file:line messages g_parse_file = path # for the compiler's own file:line diagnostics lex(src) parse_program() g_prog_user_end = len(prog) # decls from the user's source; runtime splice appends after # --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse # error would already have exited nonzero, so a clean parse exits 0. (Canonical # formatting output is not yet reimplemented on the self-hosted toolchain.) if fmt { exit(0) } maybe_splice_runtime() ui_register_gotos() # `goto:` buttons -> generated UiClicked listeners # a game gets a window by default; a plain program stays headless. An explicit # flag always wins. The stdout-IR path (no target) also stays headless, which # is what `ludic-dev reseed` compiles the compiler itself with. let has_target = run or (out != null) if want == 1 { g_windowed = true } else if want == 2 { g_windowed = false } else { g_windowed = has_target and has_systems() } g_parsing = false # lowering errors now locate by statement, not token emit_program() # --emit-llvm, or no binary target: emit IR and stop (stdout when out is null). if emit_ir { ir_flush(out); return } if not has_target { ir_flush(null); return } # a run with no explicit -o lands in a temp file if run and (out == null) { out = `/tmp/ludic-run-{strip_ludic(base_name(path))}` } # make the output directory if the user asked for e.g. bin/app let odir = dir_of(out) if len(odir) > 0 { run(`mkdir -p {odir}`) } let ll = `{out}.ll` if not ir_flush(ll) { die("ludicc: cannot write IR\n") } let cc = getenv_or("LUDIC_CC", "clang") let home = ludic_home() # clang twice: assemble the IR, then link. A windowed build adds the macOS # platform layer and the Cocoa framework. # -Wno-override-module: the emitted IR carries no target triple, so clang # substitutes the host's and warns about it on every single build. There is # nothing to act on — the host default is exactly what we want — so it is off. var cmd = `{cc} -O2 -Wno-override-module {ll}` if g_windowed { let cocoa = join_path(home, "runtime/native/cocoa.ll") # GameController holds no symbol cocoa.ll references directly (its classes are # reached by name through objc_getClass), so a plain -framework link gets # dead-stripped; -needed_framework forces the load command so the class is # registered and #51's gamepad polling can see it. cmd = `{cmd} {cocoa} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path` # Audio.* (#22) pulls in the AVAudioPlayer backend and AVFoundation, but only # when the program actually uses it — the snd_* calls are is_windowed()-guarded # yet still live in a windowed build, so the backend must link. if g_uses_audio { let audio = join_path(home, "runtime/native/audio.ll") cmd = `{cmd} {audio} -Wl,-needed_framework,AVFoundation` } } # Http.* (#6) links the native transport and Foundation (NSURLConnection etc., # reached by name). Works headless too, so it is outside the windowed block — # macOS-only for now, which is where the toolchain runs. if g_uses_http { let http = join_path(home, "runtime/native/http.ll") cmd = `{cmd} {http} -Wl,-needed_framework,Foundation` } # Gl.* links the OpenGL backend: gl.ll (offscreen contexts, float helpers), the # generated per-entry-point ABI thunks, and OpenGL.framework. Windowed or not. if g_uses_gl { let gl = join_path(home, "runtime/native/gl.ll") let glt = join_path(home, "runtime/native/gl_thunks.ll") cmd = `{cmd} {gl} {glt} -framework OpenGL` } cmd = `{cmd} -o {out}` let rc = run(cmd) if not save { run(`rm -f {ll}`) } if rc != 0 { die("ludicc: link failed\n") } # run mode: execute the binary we just built and forward its exit code if run { let st = run(out) exit(((st >> 8) & 255)) } }