ludic/tools/editors/README.md
Orkuncakilkaya a38195128f feat(stdlib): namespaced standard library (issue #2)
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2):
156 namespace methods across Math, Text, List, Ease, Collide, World, Net,
Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time.
All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds).

Compiler (selfhost/):
- Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude —
  bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus
  hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/
  move_toward/smoothstep/lerp/remap/sign/floor/ceil/round.
- Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace,
  and the libc-backed queries.
- List.* (complete): insert/remove_at/remove/sort plus the earlier ops.
- Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/
  circles/rect_circle).
- Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte-
  identical IR) and Mem.* (bytes/words/copy/fill/peek/poke).
- Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new
  runtime primitives; sprite/sprite_scaled aliases), Color.* functions,
  Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new
  game-loop frame counter).
- Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed.

Docs & tooling:
- 129 new per-symbol doc pages; gen.py made data-driven (namespaces
  discovered from the docs, no hardcoded list); new check-impl.py enforces
  that every implemented namespace method / keyword / type / phase has a
  doc page, wired into `x test-tools`. Document the previously-undocumented
  keywords (break/continue/where/entry/new/public + and/or/not tokens).
- LSP: namespaced signature help (ns_method_sig) covering every namespace.

Tests: 12 new self-host/regression tests + a golden render for the drawing
primitives. All suites green (selfhost 21, regression 45, tools 29).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 00:26:19 +03:00

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# Ludic in your editor
Everything here is built on one idea: **write the language knowledge once, in C,
and let every editor talk to it.** There is one lexer, 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 C, no dependencies
ludic_syntax.h lexer + the vocabulary — the source of truth
ludic_fmt.h comment-preserving formatter
ludic_index.h error-tolerant reader: declarations, bindings, scopes
ludic_workspace.h multi-file model: imports, compilation units, Markdown
ludic_json.h just enough JSON for LSP
ludic_fmt_main.c -> bin/ludic-fmt
ludic_lsp.c -> bin/ludic-lsp
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
```
## Build it
```bash
bin/x tools
```
Produces `bin/ludic-fmt` and `bin/ludic-lsp`. Add `--install` to symlink both
into `~/.local/bin`, `--test` to run `bin/x 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/`](vscode/). `npm install && npx @vscode/vsce package`, then
install the `.vsix`. Finds the binaries under `bin/` on its own.
- **JetBrains** — [`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/`](neovim/lua/ludic.lua).
- **Helix** — merge [`helix/languages.toml`](helix/languages.toml) into your config.
- **Emacs** — [`emacs/ludic-mode.el`](emacs/ludic-mode.el); eglot is wired up in one line.
- **Sublime** — [`sublime/README.md`](sublime/README.md); the TextMate grammar loads as-is.
- **Zed** — [`zed/README.md`](zed/README.md); LSP-only, no grammar to build.
- **Anything else** that speaks LSP:
```
command: bin/ludic-lsp --stdio
languages: ludic, markdown
initializationOptions: { "compilerPath": "bin/ludicc", "compilerDiagnostics": true, "indentSize": 2 }
```
## 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:
```bash
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
```bash
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/x 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/x 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 vocabulary is written down in five places that cannot include each other —
the compiler's two tables, `ludic_syntax.h`, the TextMate grammar (JSON), and the
JetBrains lexer (Kotlin). Adding a builtin and forgetting the rest is silent
failure, so `tools/check-vocabulary.py` compares all five and
`bin/x test-tools` runs it.
When you add a keyword or builtin: put it in `ludic_syntax.h`, then run
`bin/x test-tools` and let it tell you which copies still need it.