ludic/selfhost/emit_game.ludic
Orkuncakilkaya 0bded528df Add enable/disable across ECS scopes + @OnEnable/@OnDisable hooks
Three enable/disable statement scopes, each a reversible flag flip:
  - `disable P on e` / `enable P on e` — one property on one entity. Clears
    the has-flag so queries stop matching; field data persists in storage, so
    enable restores it untouched. @OnDisable(P)/@OnEnable(P) handler hooks run
    at the toggle point with the property bound by name.
  - `disable Model` / `enable Model` — @ME_<Model> global flag; the model's
    entities drop out of every query while disabled.
  - `disable Handler` / `enable Handler` — @HE_<Handler> global flag; the
    handler stops being called each phase while disabled.

Nothing is copied or freed — each toggle is one global store or one has-flag
store. Reduces entirely to existing ECS machinery (has-flags, kind filter,
per-phase call guards), so the data-oriented model is untouched.

New AST node S_TOGGLE; emit_toggle lowers it. Query {Model} filter now ANDs
@ME_; phase calls now guard on @HE_. Parser gains enable/disable statements
and @OnEnable/@OnDisable annotations.

Vocabulary: `on` promoted from RESERVED to CLAUSE (parser now dispatches on
it); enable/disable added as STMT keywords — synced across ludic_syntax.h,
the TextMate grammar, and LudicTokens.kt (check-vocabulary.py clean).

examples/toggle.ludic demonstrates all three scopes (prints 6 0 7 1 0);
test.sh smoke asserts it. Reseeded; C-free fixpoint holds; goldens identical.
Also: stop tracking tools/.idea/ (gitignored).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 23:05:47 +03:00

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# emit_game.ludic — system functions and the frame loop. A system compiles to a
# void function; main() boots (Start systems), then runs the per-frame phases in
# order until the game stops. Runtime hooks (rt_init/poll/running/shutdown) are
# called only when the runtime defines them.
fn emit_system_fn(sys: Node) -> void {
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit_block(sys.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @sys_"); emit(sys.s); emit("() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
}
fn emit_calls_for_phase(phase: ptr) -> void {
let i = 0
while i < len(prog) {
let d = prog[i]
if d.kind == N_SYS and streq(d.ty, phase) { # skip a disabled handler
let he = emit_bind(sconcat("load i32, ptr @HE_", d.s))
let hc = emit_bind(sconcat("icmp ne i32 ", sconcat(he, ", 0")))
let run = lbl("hrun"); let skip = lbl("hskip")
emit(" br i1 "); emit(hc); emit(", label %"); emit(run); emit(", label %"); emit(skip); emit("\n")
emit(run); emit(":\n call void @sys_"); emit(d.s); emit("()\n")
emit(" br label %"); emit(skip); emit("\n"); emit(skip); emit(":\n")
}
i = i + 1
}
}
# @OnDespawn(Model) hooks compile to `@on_despawn_<Model>(entity)` functions that
# bind the model's properties and run the body — dispatched by kind at `despawn`.
fn emit_despawn_hooks() -> void {
let i = 0
while i < len(g_ondespawn) {
let hk = g_ondespawn[i]
let model = find_arch(hk.s)
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0; nself = 0
ret_ty = "void"
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit_bind_props(model, "%e")
emit_block(hk.a)
if not g_term { emit(" br label %ret\n") }
emit("ret:\n ret void\n")
code = saved
emit("define void @on_despawn_"); emit(hk.s); emit("(i32 %e) {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit("}\n\n")
i = i + 1
}
}
fn emit_game_main() -> void {
# every system becomes a function first
let i = 0
while i < len(prog) { if prog[i].kind == N_SYS { emit_system_fn(prog[i]) }; i = i + 1 }
emit_despawn_hooks()
emit("define i32 @main(i32 %argc, ptr %argv) {\nentry:\n")
emit(" store i32 %argc, ptr @L_argc\n")
emit(" store ptr %argv, ptr @L_argv\n")
if not ptr_is_null(find_fn("rt_init")) { emit(" call void @fn_rt_init()\n") }
emit_calls_for_phase("Start")
emit(" br label %loop\n")
emit("loop:\n")
let r = emit_bind("load i32, ptr @L_running")
let rc = emit_bind(sconcat("icmp ne i32 ", sconcat(r, ", 0")))
if not ptr_is_null(find_fn("rt_running")) {
let pr = emit_bind("call i32 @fn_rt_running()")
let pc = emit_bind(sconcat("icmp ne i32 ", sconcat(pr, ", 0")))
let go = emit_bind(sconcat("and i1 ", sconcat(rc, sconcat(", ", pc))))
emit(" br i1 "); emit(go); emit(", label %body, label %done\n")
} else {
emit(" br i1 "); emit(rc); emit(", label %body, label %done\n")
}
emit("body:\n")
if not ptr_is_null(find_fn("rt_poll")) {
let k = emit_bind("call i32 @fn_rt_poll()")
emit(" store i32 "); emit(k); emit(", ptr @L_key\n")
}
emit_calls_for_phase("Input")
emit_calls_for_phase("FixedUpdate")
emit_calls_for_phase("Update")
emit_calls_for_phase("LateUpdate")
emit_calls_for_phase("Render")
emit(" br label %loop\n")
emit("done:\n")
emit_calls_for_phase("OnQuit") # @OnQuit shutdown hooks run once, before teardown
if not ptr_is_null(find_fn("rt_shutdown")) { emit(" call void @fn_rt_shutdown()\n") }
emit(" ret i32 0\n}\n")
}