ludic/tools/editors/README.md
Orkuncakilkaya 2ad6edaae3 ludic syntax, and ludic-dev syntax: every grammar written from the compiler's vocabulary and checked against it
`ludic syntax [--json] [-o FILE]` prints what `ludicc --emit-syntax` does (a line
per entry, or the JSON). `ludic-dev syntax` writes, between "ludic-dev syntax:
begin" / "end" lines, the keyword, type, phase and attribute tables of
ludic_syntax.h, LudicVocabulary's sets (JetBrains), ludic-mode.el's lists and the
language server's word tests (is_keyword_word and the rest; is_contextual_word is
every word the parser does not reserve, and every declaring or modifying one),
and every TextMate pattern marked "comment": "ludic-dev syntax: <group>" (shared
and the VS Code copy). The grammars gain module uses port bind action reducer
dispatch registry def open component prop view alias friend unsafe numbers of as
from mut system; import and extern colour as declarations; the phase clause
knows Overlay; the bitwise pattern matches | and ^ on their own again.

`ludic-dev syntax --check` - and check-vocabulary, whose old parser comparison it
replaces, and the regression suite (syntax_cases, one line per file) - fails when
a written list is behind, when a grammar lacks a keyword, type or phase, when
docs/language has no page for a keyword, type, phase or attribute, or when the
parser (a scan of selfhost/frontend: is_id / text == words, a == / ann ==
attributes) tests a word or reads an attribute vocab.ludic lacks, or the reverse.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:59:30 +03:00

8.2 KiB

Ludic in your editor

Everything here is built on one idea: write the language knowledge once, in Ludic, and let every editor talk to it. There is one vocabulary, one formatter and one language server. VS Code and JetBrains get first-class plugins because those are the two that were asked for; every other editor gets the same capabilities by pointing at the same binary.

tools/ludic-tools/            the actual language knowledge, in Ludic
  ludic_syntax.h              the vocabulary tables (keywords, operators, builtins)
                              that the formatter, the server and the vocabulary
                              check all read — the source of truth
  fmt.ludic                   -> bin/ludic-fmt   token-based, comment-preserving formatter
  lsp.ludic                   -> bin/ludic-lsp   the language server (LSP 3.17)

tools/editors/
  shared/                     TextMate grammar + Markdown injection + language config
  vscode/                     VS Code extension
  jetbrains/                  IntelliJ Platform plugin (Community editions included)
  neovim/ helix/ emacs/ sublime/ zed/     configuration, no plugin needed

Getting the server

An installed toolchain already has it: curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh puts ludic-lsp and ludic-fmt in ~/.ludic/bin, on your PATH, and ludic lsp runs the server on stdio — that is what an editor should spawn, since it needs no path configuration.

From a checkout, build them with:

bin/ludic-dev tools

Produces bin/ludic-fmt and bin/ludic-lsp. Add --install to symlink both into ~/.local/bin, --test to run bin/ludic-dev test-tools afterwards.

What you get, in any editor

Feature How
Syntax highlighting LSP semantic tokens, or the TextMate grammar with no server at all
Diagnostics structural errors as you type; ludicc's own errors on save
Completion context-aware — see below
Hover signature + docs for builtins, intrinsics, and everything you declared
Go to definition, find usages, rename across the whole compilation unit, following import — by resolving each occurrence, not by matching text, so renaming a component's x leaves every other x alone
Formatting whole-file, comment-preserving, idempotent
Outline, folding, inlay hints, signature help, document links
```ludic in Markdown highlighted, checked and formatted

Completion knows where the caret is: fields after ., components inside query [...] and after spawn, phase names after phase, scene names after enter, widget types and props inside a ui block, types after : and ->, and otherwise keywords, builtins, and everything in scope.

Per-editor setup

  • VS Code — vscode/. npm install && npx @vscode/vsce package, then install the .vsix. Finds the binaries under bin/ on its own.

  • JetBrains — jetbrains/. ./gradlew buildPlugin, then install the zip from disk. Uses LSP4IJ rather than the paid-IDE LSP API, so it works in Community editions too.

  • Neovim — require('ludic').setup() from neovim/.

  • Helix — merge helix/languages.toml into your config.

  • Emacs — emacs/ludic-mode.el; eglot is wired up in one line.

  • Sublime — sublime/README.md; the TextMate grammar loads as-is.

  • Zed — zed/README.md; LSP-only, no grammar to build.

  • Anything else that speaks LSP:

    command: ludic lsp
    languages: ludic, markdown
    initializationOptions: { "compilerDiagnostics": true, "indentSize": 2 }
    

    (ludic lsp is on PATH after an install; from a checkout it is bin/ludic lsp, and the server finds ludicc next to itself.)

Markdown

Markdown fenced-code highlighting is not one standard — it is three mechanisms, and this ships all three so that a ```ludic block works wherever you write prose:

  1. TextMate injection (shared/ludic.markdown-injection.json) — what VS Code, Sublime and other TextMate-based editors use. It is a plain grammar file with an injectionSelector, so it is portable rather than VS Code-specific.

  2. Language-ID resolution — JetBrains' Markdown support matches a fence's info string against registered language IDs, so the plugin registering as Ludic is all that is needed; no Markdown-specific code exists in the plugin.

  3. The language server — ludic-lsp accepts Markdown documents directly. It copies the buffer, blanks every byte outside a ```ludic fence, and analyses the result; offsets still line up with the real file, so semantic highlighting, hover, completion and go-to-definition all work inside fences with no editor-side support at all. This is the fallback that works even where the other two do not.

    It reports no diagnostics in Markdown, deliberately. A fence is a snippet — an elision mark, or a body shown without its enclosing game block — so nearly every error found there would be the documentation doing its job. ludic-fmt --check still keeps the fences formatted, which is the part of "is this doc correct" that can be answered without guessing.

The formatter handles Markdown too, which keeps documentation honest:

bin/ludic-fmt --check LANGUAGE.md README.md     # CI: fail if a fence is unformatted
bin/ludic-fmt -w LANGUAGE.md                    # reformat the fences, leave the prose

Keeping a tree formatted

ln -sf ../../tools/git-hooks/pre-commit .git/hooks/pre-commit

The hook runs ludic-fmt --check over the staged .ludic and .md files only, and does nothing at all when bin/ludic-fmt has not been built — so it never blocks a commit on a machine that has not run bin/ludic-dev tools.

Why the formatter is not ludicc --fmt

The compiler has a canonical printer, and it is the right tool for seeing what the compiler parsed. It is the wrong tool for an editor: it walks the AST after import splicing, so it drops every comment and inlines every imported file into whichever file you pointed it at. Running it as format-on-save on chronorift/combat.ludic would replace that file with the whole game.

ludic-fmt works on the token stream instead. Nothing is dropped or reordered — every token is re-emitted in order, and the only freedom taken is the whitespace between them. Lines are re-indented and respaced but never joined or split, so you keep control of line structure.

Two carve-outs keep the output idiomatic rather than merely uniform, because both spellings are what the language documents and uses:

  • runs of two or more spaces are preserved, so hand-aligned columns (const R_DIR: int = 0 # 0 up) survive a save;
  • id=Root inside a ui block and {Enemy} inside a query stay tight.

bin/ludic-dev test-tools checks the property that matters: formatting every file in the tree and re-running the compiler's canonical dump produces byte-identical output. The formatter cannot change what a program means.

Keeping it honest

The language's words come from one place: the compiler's vocabulary table (selfhost/frontend/vocab.ludic), printed by ludic syntax --json (ludicc --emit-syntax) and held to the parser's own recognisers. The keyword, type and phase lists in ludic_syntax.h, the TextMate grammar (every pattern marked "comment": "ludic-dev syntax: <group>"), the JetBrains lexer's LudicVocabulary, ludic-mode.el and the language server are written from it between ludic-dev syntax: begin / end lines by bin/ludic-dev syntax; do not edit inside them.

bin/ludic-dev syntax --check (and check-vocabulary, which test-tools runs, and the regression suite) fails when a generated list is behind, when a grammar lacks a word, when docs/language has no page for a keyword, type, phase or attribute, or when the parser (selfhost/frontend) tests a word or reads an attribute the vocabulary lacks. Builtins are still listed in ludic_syntax.h, and check-vocabulary compares them with the grammar and the Kotlin lexer.

When you add a keyword or an attribute: add its row to vocab.ludic, rebuild the compiler, run bin/ludic-dev syntax, and write its docs/language page.