Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
116 lines
6.2 KiB
Text
116 lines
6.2 KiB
Text
# emit_ivec.ludic — the IVec2.* namespace: an integer 2D vector value type. An
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# IVec2 is a pair of i32 components (x, y) packed into one i64 — x in the high
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# 32 bits, y in the low 32 — exactly like Vector (emit_vector.ludic) but with
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# whole-integer components and integer arithmetic. It is the natural type for
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# tile / grid coordinates, cell offsets, and integer sizes, where a fractional
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# part is meaningless and rounding would be a bug. Being one i64, it is a true
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# by-value type (assignment copies, no heap) and lives in a single register.
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# Reuses vec_pack / vec_x / vec_y from emit_vector.ludic; llty maps `IVec2` to
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# i64 (see emit_core.ludic). Every operation is exact integer arithmetic, so it
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# is deterministic on every platform.
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# |d| for a signed i32 code -> i32 code (branchless: select on d < 0)
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function ivec_abs(d: pointer) -> pointer {
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let neg = emit_bind(`sub i32 0, {d}`)
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let lt = emit_bind(`icmp slt i32 {d}, 0`)
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return emit_bind(`select i1 {lt}, i32 {neg}, i32 {d}`)
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}
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function is_ivec_ns(meth: pointer) -> bool {
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if (meth == "make") or (meth == "zero") or (meth == "x") or (meth == "y") { return true }
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if (meth == "add") or (meth == "sub") or (meth == "scale") or (meth == "dot") { return true }
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if (meth == "equal") or (meth == "manhattan") or (meth == "to_vector") { return true }
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if (meth == "distance2") or (meth == "within") or (meth == "heading") or (meth == "along") or (meth == "step") { return true }
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return false
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}
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function emit_ivec_ns(meth: pointer, e: Node) -> Val {
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if (meth == "zero") { # the origin, (0, 0)
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return val("0", "IVec2")
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}
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if (meth == "make") { # make(x, y: int) -> IVec2
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let x = emit_expr(e.kids[0]); let y = emit_expr(e.kids[1])
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return val(vec_pack(x.code, y.code), "IVec2")
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}
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if (meth == "x") { # the x component -> int
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let v = emit_expr(e.kids[0])
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return val(vec_x(v.code), "int")
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}
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if (meth == "y") { # the y component -> int
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let v = emit_expr(e.kids[0])
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return val(vec_y(v.code), "int")
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}
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if (meth == "distance2") or (meth == "within") { # squared distance; within(a, b, radius)
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let dx = emit_bind(`sub i32 {vec_x(b.code)}, {vec_x(a.code)}`)
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let dy = emit_bind(`sub i32 {vec_y(b.code)}, {vec_y(a.code)}`)
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let xx = emit_bind(`mul i32 {dx}, {dx}`)
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let yy = emit_bind(`mul i32 {dy}, {dy}`)
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let d2 = emit_bind(`add i32 {xx}, {yy}`)
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if (meth == "distance2") { return val(d2, "int") }
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let r = emit_expr(e.kids[2])
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let rr = emit_bind(`mul i32 {r.code}, {r.code}`)
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let c = emit_bind(`icmp sle i32 {d2}, {rr}`)
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return val(emit_bind(`zext i1 {c} to i32`), "bool")
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}
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if (meth == "heading") { # degrees from a to b (0 = +x, 90 = +y)
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if find_fn("rt_ivec_heading") == null { perr("IVec2.heading needs the engine runtime") }
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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return val(emit_bind(`call i32 @fn_rt_ivec_heading(i64 {a.code}, i64 {b.code})`), "int")
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}
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if (meth == "along") { # the point `distance` along `degrees` from origin
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if find_fn("rt_ivec_along") == null { perr("IVec2.along needs the engine runtime") }
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let o = emit_expr(e.kids[0]); let d = emit_expr(e.kids[1]); let n = emit_expr(e.kids[2])
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return val(emit_bind(`call i64 @fn_rt_ivec_along(i64 {o.code}, i32 {d.code}, i32 {n.code})`), "IVec2")
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}
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if (meth == "step") { # a -1/0/1 unit step along `degrees`
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if find_fn("rt_ivec_step") == null { perr("IVec2.step needs the engine runtime") }
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let d = emit_expr(e.kids[0])
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return val(emit_bind(`call i64 @fn_rt_ivec_step(i32 {d.code})`), "IVec2")
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}
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if (meth == "add") { # component-wise a + b
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let sx = emit_bind(`add i32 {ax}, {bx}`)
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let sy = emit_bind(`add i32 {ay}, {by}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "sub") { # component-wise a - b
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let sx = emit_bind(`sub i32 {ax}, {bx}`)
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let sy = emit_bind(`sub i32 {ay}, {by}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "scale") { # v * s (s: int)
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let v = emit_expr(e.kids[0]); let s = emit_expr(e.kids[1])
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let vx = vec_x(v.code); let vy = vec_y(v.code)
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let sx = emit_bind(`mul i32 {vx}, {s.code}`)
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let sy = emit_bind(`mul i32 {vy}, {s.code}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "dot") { # ax*bx + ay*by -> int
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let px = emit_bind(`mul i32 {ax}, {bx}`); let py = emit_bind(`mul i32 {ay}, {by}`)
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return val(emit_bind(`add i32 {px}, {py}`), "int")
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}
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if (meth == "equal") { # a == b (both components) -> bool
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let c = emit_bind(`icmp eq i64 {a.code}, {b.code}`)
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return val(emit_bind(`zext i1 {c} to i32`), "bool")
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}
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if (meth == "manhattan") { # |dx| + |dy| -> int (grid distance)
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let dx = emit_bind(`sub i32 {ax}, {bx}`); let dy = emit_bind(`sub i32 {ay}, {by}`)
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let adx = ivec_abs(dx); let ady = ivec_abs(dy)
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return val(emit_bind(`add i32 {adx}, {ady}`), "int")
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}
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# to_vector(v) -> Vector — widen each integer component to a Q16.16 fixed
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let v = emit_expr(e.kids[0])
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let vx = vec_x(v.code); let vy = vec_y(v.code)
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let fx = emit_bind(`shl i32 {vx}, 16`)
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let fy = emit_bind(`shl i32 {vy}, 16`)
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return val(vec_pack(fx, fy), "Vector")
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}
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