ludic/docs/language/annotations/annot-ondetach.md
Orkuncakilkaya 3c7ec9b016
All checks were successful
docs / build-and-deploy (push) Successful in 2s
docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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>
2026-08-29 17:53:22 +03:00

1.5 KiB


id: annot-ondetach name: @OnDetach category: annotations kind: annotation tokens: @OnDetach sig: @OnDetach(Property) handler Name { … } tip: Run a handler when a property is structurally detached from a live instance. order: 50

@OnDetach(Property) is the teardown counterpart to @OnAttach: it fires when the named property is structurally removed from a live instance with detach P on e. The hook runs before the property's presence flag clears, so its body can still read the outgoing field values one last time — useful for releasing whatever the property was tracking or logging its final state. It is distinct from @OnDisable, which pauses a property while keeping its data; detach actually destroys the property's presence on the instance. Add @Public to also emit a prop_<Property>_detach event.

program DetachHook {
  property Tag    { value: int = 0 }
  property Shield { amount: int = 0 }
  model Unit { Tag }

  @OnDetach(Shield) handler DropShield {             # fires as Shield is removed
    print(Shield.amount + 20)                        # 25 — reads the outgoing amount
  }

  handler Seed phase Start {
    spawn Unit { Tag { value: 1 } }
    for (unit) in query [Unit] { attach Shield on self() { amount: 5 } }
  }

  handler RemoveShield phase Render {
    for (shield) in query [Shield] {
      detach Shield on self()                         # triggers @OnDetach
    }
    quit()
  }
}