ludic/tools/docgen
Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00
..
assets fix(docs): restore the token cards on the generated site 2026-09-05 14:41:10 +03:00
inventory.json feat(compiler): list literals, typed compound assignment, file:line diagnostics 2026-09-05 01:12:16 +03:00
README.md feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00

Ludic documentation generator

Generates the public documentation site (the pages branch) from a single source of truth, so the site can never drift from the language.

Source of truth

docs/
  language/<category>/<id>.md    one file per symbol — keyword, type, phase,
                                 builtin, namespace method, operator, annotation
  language/<category>/_section.md   section title + blurb + order
  language/colors/palette.json   the 221 named colors (generated by `ludic dev docs-palette`)
  site/site.json                 landing-page messaging (hero, features, …)
  site/snippets/*.ludic          the code shown on the landing page (real programs)
tools/docgen/inventory.json      the authoritative symbol set the coverage guard checks

A symbol file

---
id: screen-fill_rectangle     # anchor + page name (screen-fill_rectangle.html)
name: Screen.fill_rectangle
category: screen
kind: namespace-method        # keyword|type|phase|namespace-method|builtin|annotation|operator
tokens: Screen.fill_rectangle # literal token(s) the highlighter matches & links
sig: Screen.fill_rectangle(x, y, width, height, color)
tip: Draw a solid, filled rectangle.     # one sentence — the hover-card summary
order: 1
ns: Screen                    # namespace-method only
member: fill_rectangle        # namespace-method only
related: screen-clear screen-draw_rectangle
---

Rich description — inline `<code>`/`backticks`, "model instance" language.

Parameters:                   # for anything that takes arguments
- `x` — the left edge, in pixels
- `color` — the fill color, e.g. a `Color.*` name

​```ludic
program Example { … descriptive-named, compilable … }
​```

What it produces

One page per symbol (<id>.html), a namespace overview page per namespace (ns-screen.html … ns-color.html), a searchable index (api.html, fuzzy search over every symbol), the landing page (index.html), the ludic-highlight.js highlighter (all its symbol tables, tips, per-item link targets, per-parameter anchors and hover-card data generated from the sources above), symbols.json, and .nojekyll.

In any code sample: keywords/types/builtins/annotations link to their page; Screen.fill_rectangle links Screen → the namespace page and fill_rectangle → the method page separately; a named argument like width: links to that parameter's anchor; Color.Charcoal links Color and Charcoal separately; hovering any token shows a summary card from the real API data.

Build & check

The generator and its guards are written in Ludic and run through x — there is no Python in the pipeline. assets/ (the CSS/HTML/JS templates) and inventory.json are the only inputs the tools here still read directly.

bin/ludic dev docs-gen --out build/pages    # generate the whole site
bin/ludic dev docs-check build/pages        # coverage + duplicate-token + link guard
bin/ludic dev check-docs                    # parse every ```ludic doc fence

docs-check fails CI if any symbol in inventory.json lacks a page, if a token is documented on two pages, or if a highlighter link points at a missing page — so "every symbol is documented, autogenerated each time" is enforced. It needs a built bin/ludic (bootstrapped from the IR seed with clang alone).

Publish

.forgejo/workflows/docs.yml bootstraps the toolchain from the IR seed and runs ludic dev docs-gen + ludic dev docs-check on every push to main that touches docs/**, tools/docgen/** or tools/ludic-cli/**, and publishes the result to the pages branch root. index.html + .nojekyll always stay at the root.

Colors

palette.json and selfhost/backend/stdlib/emit_color.ludic are both generated by bin/ludic dev docs-palette from a single palette table — the pal_add(...) rows in tools/ludic-cli/docgen.ludic. Edit the table there and regenerate; do not hand-edit the generated files.