- component Name (a: mut A, b: B) { ... }: every getter, default, function and event takes the
header's states before the instance; a member's call to another passes them on; the glue is
supplied them; the template never sees them; a read-only one is read-only in every member
- ludic migrate state: a component's members' needs go into its header (added to an existing one,
mut added where now changed); a field read or a member call inside a component is the compiler's,
so nothing is written inside a name and no ', )' is left; an entry point that declares states
already gets the rest after them
- a program's module named like a package gets <Name>AppState; a program's own file its own state;
a friend module's files go by directory; a package's settable var stays state
- it writes only under the programs and directories given (and runtime/ with --runtime), and
refuses the whole run naming any other file that would have to change
- a name a package already moved into its state is rewritten through it; a read of the runtime's
var through the runtime function that answers it (gl_w: gl_width())
- a state's instance supplied by the runtime is not a uses reference
- tests: state/component, rejected/state_component_ro, rendering/ui_render3d, migrate component
and foreign cases
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
131 lines
4.4 KiB
Text
131 lines
4.4 KiB
Text
# component.ludic — L11: a UI component is three files side by side: NAME.ludic declares it, NAME.xml
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# is its template and NAME.lss its styles (optional). The declaration says what it takes, keeps and
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# does, in Ludic:
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#
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# component ShopRow {
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# prop item: Val # given by the parent's template, as an attribute
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# prop picked: bool = false
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# state taps: int = 0 # the instance's own, kept while it is mounted
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# price: int = cost_of(item) # worked out each frame
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# function label() -> string { return `{taps}` }
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# on buy() { taps += 1 } # props and state are plain names here
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# }
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#
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# 0.S: `component PauseMenu (clock: ClockState, s: mut Session) { ... }` - the states its members
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# read and change. Every getter, default, function and event takes them before the instance, the
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# glue's calls are supplied them by the runtime, a member's call to another passes them on, and
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# the template never sees them.
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#
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# Each mounted instance is a record of its props and state. The compiler reads the template and the
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# styles into the program, so a missing template fails the build and nothing more has to ship, and
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# registers the component with ludic.ui when the program starts.
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var g_cm_name: []pointer = new []pointer
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var g_cm_file: []pointer = new []pointer
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var g_cm_line: []int = new []int
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var g_cm_vis: []int = new []int
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var g_cm_keep: [][]pointer = new [][]pointer # props and state, which are fields of the record
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var g_cm_keep_ty: [][]pointer = new [][]pointer
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var g_cm_prop: [][]bool = new [][]bool
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var g_cm_defs: [][]Node = new [][]Node # a getter per default, or null
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var g_cm_fields: [][]Node = new [][]Node
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var g_cm_fnames: [][]pointer = new [][]pointer
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var g_cm_calls: [][]Node = new [][]Node
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var g_cm_cnames: [][]pointer = new [][]pointer
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var g_cm_head: []Node = new []Node
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var g_cm_hdr: []int = new []int # 0.S: where state parameters go (after the name)
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var g_cm_ps: [][]Node = new [][]Node # the states it declares
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function cm_prefix(name: pointer) -> pointer { return `cmp_{reg_lower(name)}_` }
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# component NAME { members }
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function parse_ui_component() -> void {
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pi += 1
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let name = eat_id()
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push(g_cm_hdr, toks[pi - 1].end)
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push(g_cm_ps, parse_entry_params())
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cm_unique(name)
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let px = cm_prefix(name)
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g_uses_value = true
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let c = len(g_cm_name)
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push(g_cm_name, name)
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push(g_cm_file, g_parse_file)
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push(g_cm_line, toks[pi].line)
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push(g_cm_keep, new []pointer)
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push(g_cm_keep_ty, new []pointer)
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push(g_cm_prop, new []bool)
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push(g_cm_defs, new []Node)
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push(g_cm_fields, new []Node)
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push(g_cm_fnames, new []pointer)
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push(g_cm_calls, new []Node)
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push(g_cm_cnames, new []pointer)
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skipnl()
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eat_op("{")
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while true {
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skipnl()
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if is_op("}") { break }
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cm_member(c, px)
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}
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eat_op("}")
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let head = node(N_VAR)
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head.s = px + "reg"
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head.ty = "int"
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head.pos = -1 # the compiler's own, not a program's var
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push(g_cm_head, head)
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push(prog, head)
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}
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function cm_member(c: int, px: pointer) -> void {
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if is_id("prop") or is_id("state") {
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let is_prop = is_id("prop")
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pi += 1
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let fname = eat_id()
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eat_op(":")
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let ty = ptype()
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push(g_cm_keep[c], fname)
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push(g_cm_keep_ty[c], ty)
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push(g_cm_prop[c], is_prop)
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var def: Node = null
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if is_op("=") {
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pi += 1
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def = cm_getter(px + "def_" + fname, ty, expr())
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}
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if def != null { def.cm = c }
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push(g_cm_defs[c], def)
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return
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}
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if is_id("function") or is_id("on") {
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let ev = is_id("on")
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if ev { toks[pi].text = "function" }
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let f = parse_fn()
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f.cm = c
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push(g_cm_cnames[c], f.s)
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if ev { f.s = px + "on_" + f.s } else { f.s = px + f.s }
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push(g_cm_calls[c], f)
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push(prog, f)
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return
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}
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let fname = eat_id()
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var ty: pointer = null
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if is_op(":") {
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pi += 1
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ty = ptype()
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}
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if not is_op("=") { perr(`component field {fname}: say what it is - {fname} = some_global`) }
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pi += 1
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push(g_cm_fnames[c], fname)
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let g = cm_getter(px + "get_" + fname, ty, expr())
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g.cm = c
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push(g_cm_fields[c], g)
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}
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# a function of the instance that answers one expression (a field, or a default)
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function cm_getter(name: pointer, ty: pointer, e: Node) -> Node {
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let g = node(N_FN)
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g.s = name
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g.ty = ty
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let r = node(S_RETURN)
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r.a = e
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let body = node(N_BLOCK)
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push(body.kids, r)
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g.a = body
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push(prog, g)
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return g
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}
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