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Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.3 KiB
Markdown
38 lines
1.3 KiB
Markdown
---
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id: kw-cancel
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name: cancel
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category: events
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kind: keyword
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tokens: cancel
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sig: cancel
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tip: Inside a listener, veto the cancellable event being emitted.
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order: 2
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---
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`cancel` is used inside an `@On` listener to <b>veto</b> the `cancellable` event currently being emitted. Calling it sets the payload's cancelled flag, and once the `emit` finishes running its listeners that flag comes back to the caller — `emit E(…)` used as an expression yields `1` when any listener cancelled and `0` otherwise. Guard it behind whatever condition should block the action; listeners that do not `cancel` simply observe. `cancel` is only meaningful in a listener for an event declared `cancellable`.
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```ludic
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program CancelExample {
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event cancellable BeforeOpenDoor { key_count: int = 0 }
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var keys: int = 0
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var doors_opened: int = 0
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@On(BeforeOpenDoor) handler RequireKey { if key_count <= 0 { cancel } }
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handler TryOpen phase Update {
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if Input.key() == 'o' {
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if emit BeforeOpenDoor(key_count: keys) == 0 {
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doors_opened = doors_opened + 1
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keys = keys - 1
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}
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_number(x: 4, y: 4, value: doors_opened, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}
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```
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