Expand the abbreviated pointer types to full words on the language surface: ptr -> pointer (a raw address / FFI handle) ptrs -> pointers (a buffer of pointers) The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps `pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only the Ludic-level surface changes. Rewrites type annotations across all sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing in emit_addr, the grammars/LSP/JetBrains tokens, and the docs (type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their conventional short spelling (like Math). Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
212 lines
11 KiB
Text
212 lines
11 KiB
Text
# emit_spawn.ludic — spawn / despawn / self(), and seeding a component's fields
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# from its declared defaults plus any per-spawn overrides.
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function emit_init_component(e: pointer, comp: pointer, rec: Node) -> void {
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let me = itoa(MAX_ENT)
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let c = find_comp(comp)
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if (c == null) { perr(`spawn: unknown property {comp}`) }
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
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emit(" store i8 1, ptr "); emit(hp); emit("\n")
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let slot = nreg()
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emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(comp); emit("], ptr @S_"); emit(comp); emit(", i32 0, i32 "); emit(e); emit("\n")
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# defaults
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var f = 0
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while f < len(c.kids) {
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let fd = c.kids[f]
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(f)); emit("\n")
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let lt = llty(fd.ty)
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var v = "0"
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if (lt == "ptr") { v = "null" }
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if (fd.a != null) { let dv = emit_expr(fd.a); v = dv.code }
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emit(" store "); emit(lt); emit(" "); emit(v); emit(", ptr "); emit(addr); emit("\n")
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f = f + 1
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}
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# per-spawn overrides
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if (rec != null) {
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var j = 0
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while j < len(rec.kids) {
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let fi = rec.kids[j]
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let fidx = field_index(c, fi.s)
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if fidx >= 0 {
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let addr = nreg()
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emit(" "); emit(addr); emit(" = getelementptr inbounds %Cmp_"); emit(comp); emit(", ptr "); emit(slot); emit(", i32 0, i32 "); emit(itoa(fidx)); emit("\n")
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let dv = emit_expr(fi.a)
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emit(" store "); emit(llty(field_type(c, fi.s))); emit(" "); emit(dv.code); emit(", ptr "); emit(addr); emit("\n")
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}
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j = j + 1
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}
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}
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# @OnAttach(Property) runs once the property is attached and seeded
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let ab = onattach_body(comp)
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if (ab != null) {
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let save = nloc
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(comp, vslot, comp)
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emit_block(ab)
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nloc = save
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}
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# EV1: a @Public attach hook fires prop_<P>_attach with the entity
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let aev = `prop_{comp}_attach`
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if (find_event(aev) != null) { emit(" call void @ev_"); emit(aev); emit("(i32 "); emit(e); emit(")\n") }
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}
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# bind each of a model's properties to entity `e`'s component storage, so an
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# @OnSpawn hook body can address them by name (like a query binding for one entity).
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function emit_bind_props(model: Node, e: pointer) -> void {
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let me = itoa(MAX_ENT)
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var c = 0
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while c < len(model.kids) {
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let pname = model.kids[c].s
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let slot = nreg()
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emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(pname); emit("], ptr @S_"); emit(pname); emit(", i32 0, i32 "); emit(e); emit("\n")
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(pname, vslot, pname)
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c = c + 1
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}
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}
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function emit_spawn(st: Node) -> pointer {
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let e = emit_bind("call i32 @L_alloc()")
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let ak = find_arch_id(st.s)
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if ak > 0 {
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let me = itoa(MAX_ENT)
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(e); emit("\n")
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emit(" store i32 "); emit(itoa(ak)); emit(", ptr "); emit(kp); emit("\n")
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let arch = find_arch(st.s)
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var c = 0
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while c < len(arch.kids) {
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let cn = arch.kids[c].s
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var rec = null
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var i = 0
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while i < len(st.kids) { if (st.kids[i].s == cn) { rec = st.kids[i].a }; i = i + 1 }
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emit_init_component(e, cn, rec)
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c = c + 1
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}
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let ob = onspawn_body(st.s) # @OnSpawn(Model) hook runs after init
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if (ob != null) {
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let save = nloc
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emit_bind_props(arch, e)
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emit_block(ob)
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nloc = save
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}
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# EV1: a @Public spawn hook also fires the public event model_<M>_spawn, so
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# mods (native or foreign, over the ABI) see the entity born.
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let sev = `model_{st.s}_spawn`
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if (find_event(sev) != null) { emit(" call void @ev_"); emit(sev); emit("(i32 "); emit(e); emit(")\n") }
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} else {
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var i = 0
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while i < len(st.kids) { emit_init_component(e, st.kids[i].s, st.kids[i].a); i = i + 1 }
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}
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return e # the new entity id (for ludic_spawn_<M>)
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}
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function emit_despawn(st: Node) -> void {
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let v = emit_expr(st.a)
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# @OnDespawn: dispatch on the entity's kind and run the matching model's hook
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if len(g_ondespawn) > 0 {
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let me = itoa(MAX_ENT)
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let kp = nreg(); emit(" "); emit(kp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i32], ptr @L_kind, i32 0, i32 "); emit(v.code); emit("\n")
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let kind = emit_bind(`load i32, ptr {kp}`)
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var i = 0
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while i < len(g_ondespawn) {
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let mname = g_ondespawn[i].s
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let c = emit_bind(`icmp eq i32 {kind}, {itoa(find_arch_id(mname))}`)
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let yes = lbl("dh"); let no = lbl("dhn")
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emit(" br i1 "); emit(c); emit(", label %"); emit(yes); emit(", label %"); emit(no); emit("\n")
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emit(yes); emit(":\n call void @on_despawn_"); emit(mname); emit("(i32 "); emit(v.code); emit(", i32 0)\n") # reason = EndReason.Despawned
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let dev = `model_{mname}_despawn` # EV1: @Public despawn event
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if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(v.code); emit(", i32 0)\n") }
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emit(" br label %"); emit(no); emit("\n"); emit(no); emit(":\n")
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i = i + 1
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}
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}
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if len(g_events) > 0 { emit(" call void @ludic_sweep_entity(i32 "); emit(v.code); emit(")\n") } # EV5: drop entity-scoped listeners
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emit(" call void @L_free_entity(i32 "); emit(v.code); emit(")\n")
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}
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# attach P on e [{ overrides }] — add a property to a live entity. Structural
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# (not a toggle): seeds the property's fields and fires @OnAttach, but only on a
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# real transition — if the entity already has the property it is a no-op, so the
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# hook fires once per genuine attach (flecs/Bevy "real add" semantics).
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function emit_attach(st: Node) -> void {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
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let cur = emit_bind(`load i8, ptr {hp}`)
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let isnew = emit_bind(`icmp eq i8 {cur}, 0`)
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let doit = lbl("attach"); let done = lbl("attdone")
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emit(" br i1 "); emit(isnew); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n")
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emit(doit); emit(":\n"); g_term = false
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emit_init_component(ev.code, st.s, st.b) # sets has=1, seeds defaults+overrides, fires @OnAttach
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if not g_term { emit(" br label %"); emit(done); emit("\n") }
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emit(done); emit(":\n"); g_term = false
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}
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# detach P on e — remove a property from a live entity. Fires @OnDetach with the
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# property bound by name (its data still lives in @S_ storage, so the teardown
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# body reads the outgoing value), then clears the has-flag so queries skip it.
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# Only fires on a real transition; detaching an absent property is a no-op.
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function emit_detach(st: Node) -> void {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
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let cur = emit_bind(`load i8, ptr {hp}`)
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let here = emit_bind(`icmp ne i8 {cur}, 0`)
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let doit = lbl("detach"); let done = lbl("detdone")
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emit(" br i1 "); emit(here); emit(", label %"); emit(doit); emit(", label %"); emit(done); emit("\n")
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emit(doit); emit(":\n"); g_term = false
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emit(" store i8 0, ptr "); emit(hp); emit("\n") # clear has-flag (data persists in @S_)
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let hb = ondetach_body(st.s) # @OnDetach reads the outgoing value
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if (hb != null) {
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let save = nloc
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let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(st.s); emit("], ptr @S_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(st.s, vslot, st.s)
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emit_block(hb)
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nloc = save
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}
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let dev = `prop_{st.s}_detach` # EV1: @Public detach event
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if (find_event(dev) != null) { emit(" call void @ev_"); emit(dev); emit("(i32 "); emit(ev.code); emit(")\n") }
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if not g_term { emit(" br label %"); emit(done); emit("\n") }
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emit(done); emit(":\n"); g_term = false
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}
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# enable/disable. `<P> on <e>` toggles a property's has-flag on an entity (its
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# data persists, so re-enabling restores it, and queries already skip a cleared
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# flag). A bare `<Model>` / `<Handler>` flips a global enabled flag.
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function emit_toggle(st: Node) -> void {
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var val = "0"; if st.ival == 1 { val = "1" }
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if (st.ty != null) and (st.ty == "layer") { # enable/disable layer L
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emit(" store i32 "); emit(val); emit(", ptr @LE_"); emit(st.s); emit("\n")
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var lev = `layer_{st.s}_hide`; if st.ival == 1 { lev = `layer_{st.s}_show` } # public layer -> event
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if (find_event(lev) != null) { emit(" call void @ev_"); emit(lev); emit("()\n") }
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return
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}
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if (st.a != null) {
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let ev = emit_expr(st.a)
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let me = itoa(MAX_ENT)
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let hp = nreg(); emit(" "); emit(hp); emit(" = getelementptr inbounds ["); emit(me); emit(" x i8], ptr @H_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
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emit(" store i8 "); emit(val); emit(", ptr "); emit(hp); emit("\n")
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var hb: Node = null
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if st.ival == 1 { hb = onenable_body(st.s) } else { hb = ondisable_body(st.s) }
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if (hb != null) {
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let save = nloc
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let slot = nreg(); emit(" "); emit(slot); emit(" = getelementptr inbounds ["); emit(me); emit(" x %Cmp_"); emit(st.s); emit("], ptr @S_"); emit(st.s); emit(", i32 0, i32 "); emit(ev.code); emit("\n")
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let vslot = emit_alloca("ptr")
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emit(" store ptr "); emit(slot); emit(", ptr "); emit(vslot); emit("\n")
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loc_push(st.s, vslot, st.s)
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emit_block(hb)
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nloc = save
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}
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# EV1: a @Public enable/disable hook fires prop_<P>_enable / prop_<P>_disable
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var tev = `prop_{st.s}_disable`; if st.ival == 1 { tev = `prop_{st.s}_enable` }
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if (find_event(tev) != null) { emit(" call void @ev_"); emit(tev); emit("(i32 "); emit(ev.code); emit(")\n") }
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} else {
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var g = "@HE_"; if is_model(st.s) { g = "@ME_" } # model vs handler
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emit(" store i32 "); emit(val); emit(", ptr "); emit(g); emit(st.s); emit("\n")
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}
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}
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