Adds the Audio.* namespace and its platform backend, the audio subsystem #22 was blocked on. - runtime/native/audio.ll: the macOS backend, AVAudioPlayer driven through the objc runtime C ABI (no ObjC/C source), same style as cocoa.ll — snd_load / play / stop / playing / set_volume / set_rate. Spliced and linked with AVFoundation only when a windowed build actually uses Audio.* (needed_framework, since AVAudioPlayer is reached by name). - runtime/native/audio.ludic: the Audio.* runtime — a handle table, master volume/pitch, a single music channel. load/play/play_sound/play_music/stop/ stop_music/stop_all/volume/pitch/is_playing. Every native call is is_windowed()-guarded, so a headless build carries the API as no-ops (load returns 0, is_playing false) and needs no audio device. - compiler: Audio.* namespace dispatch, g_uses_audio splice, snd_* intrinsics + declarations, and the conditional AVFoundation link in both the canonical (main.ludic) and dev-runner (x app) paths. - docs: a full docs/language/audio section (10 method pages); check-impl green. - test: examples/library/audio.ludic self-asserts the headless no-op path. Playback is out-of-band and never feeds the deterministic sim, but triggers are frame-driven so replays fire the same sounds. Reseeded; suites green (80 + 29). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
187 lines
7 KiB
Text
187 lines
7 KiB
Text
# main.ludic — the self-hosted Ludic front-end.
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#
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# ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives
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# clang (the IR assembler + system linker, the same role rustc/swiftc give it)
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# to produce a native binary. No C is compiled: the emitted IR is Ludic's, and
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# clang only assembles and links it.
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#
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# ludicc app.ludic -o bin/app # native binary (windowed if a game)
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# ludicc app.ludic -o bin/app --headless # force headless
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# ludicc app.ludic --emit-llvm -o app.ll # stop at the IR
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# ludic app.ludic # compile to a temp binary and run it
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#
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# The multi-call twist: when argv[0] is "ludic" it defaults to compile-and-run.
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# With no -o and no run, IR still goes to stdout — the contract build.sh and
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# reseed.sh rely on, so the bootstrap is untouched.
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# basename: the part of a path after the last '/'.
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function base_name(path: pointer) -> pointer {
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var last = 0 - 1
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var i = 0
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while path[i] != 0 { if path[i] == 47 { last = i }; i = i + 1 }
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return path[last + 1..i]
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}
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# drop a trailing ".ludic" if present
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function strip_ludic(name: pointer) -> pointer {
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let n = len(name)
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if n > 6 {
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if (name[n - 6..n] == ".ludic") { return name[0..n - 6] }
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}
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return name
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}
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# env var with a fallback when unset
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function getenv_or(name: pointer, dflt: pointer) -> pointer {
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let v = getenv(name)
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if (v == null) { return dflt }
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return v
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}
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# guarantee a directory string ends in '/' so path_join concatenates cleanly
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function ensure_slash(d: pointer) -> pointer {
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let n = len(d)
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if n == 0 { return d }
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if d[n - 1] == 47 { return d }
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return (d + ("/"))
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}
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function die(msg: pointer) -> void {
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file_write(file_stderr(), msg, len(msg))
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exit(1)
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}
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# strip trailing newline/carriage-return/space (the VERSION file's trailing \n)
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function chomp(s: pointer) -> pointer {
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var n = len(s)
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while (n > 0) and ((s[n - 1] == 10) or (s[n - 1] == 13) or (s[n - 1] == 32)) { n = n - 1 }
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return s[0..n]
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}
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# print "ludic <version>" and exit. The version is read at runtime from the
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# VERSION file next to LUDIC_HOME (the single source of truth a release bumps),
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# so a version change never requires reseeding the compiler.
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function show_version() -> void {
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let home = ensure_slash(getenv_or("LUDIC_HOME", dir_of(arg(0))))
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let v = read_file(path_join(home, "VERSION"))
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if (v == null) { print("ludic (version unknown)") }
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else { print(`ludic {chomp(v)}`) }
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exit(0)
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}
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entry {
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var path = null
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var out = null
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var want = 0 # 0 = auto, 1 = windowed, 2 = headless
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var emit_ir = false # --emit-llvm: stop after writing IR
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var fmt = false # --fmt: lex + parse only, then exit (the doc-check gate)
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var save = false # --save-temps: keep the intermediate .ll
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var run = false # compile then execute the result
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g_coverage = false # --coverage: instrument each statement with a per-line hit counter
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# multi-call: invoked as `ludic` -> run mode by default
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if (base_name(arg(0)) == "ludic") { run = true }
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var ai = 1
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while ai < arg_count() {
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let a = arg(ai)
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if (a == ("--version")) { show_version() }
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else { if (a == ("--windowed")) { want = 1 }
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else { if (a == ("--headless")) { want = 2 }
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else { if (a == ("--emit-llvm")) { emit_ir = true }
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else { if (a == ("--fmt")) { fmt = true }
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else { if (a == ("--save-temps")) { save = true }
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else { if (a == ("--run")) { run = true }
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else { if (a == ("--coverage")) { g_coverage = true }
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else { if (a == ("-o")) { ai = ai + 1; if ai < arg_count() { out = arg(ai) } }
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else {
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# an unknown flag is ignored (with a note) rather than mistaken for the
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# input file — '-' is ASCII 45
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if a[0] == 45 {
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let m = `ludicc: ignoring unknown flag {a}\n`
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file_write(file_stderr(), m, len(m))
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} else { path = a }
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} } } } } } } } }
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ai = ai + 1
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}
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if (path == null) {
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die("usage: ludicc <file.ludic> [-o out] [--windowed|--headless] [--emit-llvm] [--save-temps]\n")
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}
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let src = read_file(path)
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if (src == null) { die("ludicc: cannot open input\n") }
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cur_dir = dir_of(path)
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g_src_name = base_name(path) # for panic/expect file:line messages
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lex(src)
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parse_program()
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g_prog_user_end = len(prog) # decls from the user's source; runtime splice appends after
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# --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse
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# error would already have exited nonzero, so a clean parse exits 0. (Canonical
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# formatting output is not yet reimplemented on the self-hosted toolchain.)
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if fmt { exit(0) }
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maybe_splice_runtime()
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# a game gets a window by default; a plain program stays headless. An explicit
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# flag always wins. The stdout-IR path (no target) also stays headless, which
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# is what reseed.sh compiles the compiler itself with.
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let has_target = run or ((out != null))
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if want == 1 { g_windowed = true }
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else { if want == 2 { g_windowed = false }
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else { g_windowed = has_target and has_systems() } }
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emit_program()
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# --emit-llvm, or no binary target: emit IR and stop (stdout when out is null).
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if emit_ir { ir_flush(out); return }
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if not has_target { ir_flush(null); return }
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# a run with no explicit -o lands in a temp file
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if run and (out == null) {
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out = `/tmp/ludic-run-{strip_ludic(base_name(path))}`
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}
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# make the output directory if the user asked for e.g. bin/app
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let odir = dir_of(out)
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if len(odir) > 0 { run(`mkdir -p {odir}`) }
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let ll = `{out}.ll`
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if not ir_flush(ll) { die("ludicc: cannot write IR\n") }
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let cc = getenv_or("LUDIC_CC", "clang")
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let home = ensure_slash(getenv_or("LUDIC_HOME", dir_of(arg(0))))
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# clang twice: assemble the IR, then link. A windowed build adds the macOS
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# platform layer and the Cocoa framework.
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# -Wno-override-module: our IR carries an explicit target triple, which clang
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# would otherwise warn about on every build.
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var cmd = `{cc} -O2 -Wno-override-module {ll}`
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if g_windowed {
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let cocoa = path_join(home, "runtime/native/cocoa.ll")
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# GameController holds no symbol cocoa.ll references directly (its classes are
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# reached by name through objc_getClass), so a plain -framework link gets
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# dead-stripped; -needed_framework forces the load command so the class is
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# registered and #51's gamepad polling can see it.
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cmd = `{cmd} {cocoa} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-rpath,@loader_path`
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# Audio.* (#22) pulls in the AVAudioPlayer backend and AVFoundation, but only
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# when the program actually uses it — the snd_* calls are is_windowed()-guarded
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# yet still live in a windowed build, so the backend must link.
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if g_uses_audio {
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let audio = path_join(home, "runtime/native/audio.ll")
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cmd = `{cmd} {audio} -Wl,-needed_framework,AVFoundation`
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}
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}
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cmd = `{cmd} -o {out}`
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let rc = run(cmd)
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if not save { run(`rm -f {ll}`) }
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if rc != 0 { die("ludicc: link failed\n") }
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# run mode: execute the binary we just built and forward its exit code
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if run {
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let st = run(out)
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exit(((st >> 8) & 255))
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}
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}
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