ludic/selfhost/backend/game/emit_ui.ludic
Orkuncakilkaya 647dfec334 feat(compiler): list literals, typed compound assignment, file:line diagnostics
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
  slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
  fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
  int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
  `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
  and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
  Node.file + Node.line set by node()); tok_desc() in expectation errors;
  duplicate `function` names and unknown `phase` names are reported in
  source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
  `is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
  (docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
  Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-05 01:12:16 +03:00

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5.3 KiB
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# emit_ui.ludic — a `ui` block is data: the compiler flattens the widget tree
# and emits @ui_build(), which hands every property to the Ludic UI runtime via
# rt_ui_set(index, key, value). Mirrors compiler/back/ir_ui.c. Layout/drawing/
# focus all live in runtime/native/ui.ludic.
var uiw: []Node # flattened widgets, pre-order
var uiw_parent: []int
var ui_roots: []int # first-widget index of each ui block
function ui_wtype(w: Node) -> int {
let s = w.s
if (s == "panel") { return 0 }; if (s == "col") { return 1 }; if (s == "row") { return 2 }
if (s == "label") { return 3 }; if (s == "button") { return 4 }
if (s == "image") { return 5 }; if (s == "spacer") { return 6 }
return 0
}
function ui_prop(w: Node, key: pointer) -> Node {
var i = 0
while i < len(w.b.kids) { if (w.b.kids[i].s == key) { return w.b.kids[i].a }; i += 1 }
return null
}
# a widget's props plus the text props (font, size, fg, align) it inherits from the
# nearest ancestor that sets them — so a panel states the menu's look once.
function ui_props_with_inherited(i: int) -> []Node {
let w = uiw[i]
let out = new []Node
var p = 0
while p < len(w.b.kids) { push(out, w.b.kids[p]); p += 1 }
let keys = new []pointer
push(keys, "font"); push(keys, "size"); push(keys, "fg"); push(keys, "align")
var k = 0
while k < len(keys) {
if ui_prop(w, keys[k]) == null {
var a = uiw_parent[i]
while a >= 0 {
let v = ui_prop(uiw[a], keys[k])
if (v != null) { let fi = node(E_FINIT); fi.s = keys[k]; fi.a = v; push(out, fi); a = -1 }
else { a = uiw_parent[a] }
}
}
k += 1
}
return out
}
function ui_flatten(w: Node, parent: int) -> void {
let idx = len(uiw)
push(uiw, w); push(uiw_parent, parent)
var i = 0
while i < len(w.kids) { ui_flatten(w.kids[i], idx); i += 1 }
}
function ui_flatten_all() -> void {
uiw = new []Node; uiw_parent = new []int; ui_roots = new []int
var i = 0
while i < len(prog) {
if prog[i].kind == N_UI and prog[i].ival == 1 { push(ui_roots, len(uiw)); ui_flatten(prog[i].a, -1) }
i += 1
}
}
function has_ui() -> bool {
var i = 0
while i < len(prog) { if prog[i].kind == N_UI and prog[i].ival == 1 { return true }; i += 1 }
return false
}
# index of a UI_<name>: a ui block's root, or a widget's id=
function ui_index_of(nm: pointer) -> int {
if uiw == null { ui_flatten_all() } # a UI_ id may be read before @ui_build is emitted (a function, a listener)
let s = nm[3..len(nm)] # strip "UI_"
let u = 0; var bi = 0
var i = 0
while i < len(prog) {
if prog[i].kind == N_UI and prog[i].ival == 1 { if (prog[i].s == s) { return ui_roots[bi] }; bi += 1 }
i += 1
}
i = 0
while i < len(uiw) {
let idp = ui_prop(uiw[i], "id")
if (idp != null) { if idp.kind == E_ID and (idp.s == s) { return i } }
i += 1
}
return 0
}
function is_ui_ident(nm: pointer) -> bool {
return len(nm) > 3 and nm[0] == 'U' and nm[1] == 'I' and nm[2] == '_' # "UI_"
}
function ll_ui_set(idx: int, key: int, val: pointer) -> void {
emit(" call void @fn_rt_ui_set(i32 "); emit(itoa(idx)); emit(", i32 "); emit(itoa(key)); emit(", i32 "); emit(val); emit(")\n")
}
function ui_prop_key(k: pointer) -> int {
if (k == "w") { return 2 }; if (k == "h") { return 3 }; if (k == "x") { return 4 }; if (k == "y") { return 5 }
if (k == "pad") { return 7 }; if (k == "gap") { return 8 }; if (k == "bg") { return 9 }; if (k == "fg") { return 10 }
if (k == "border") { return 11 }; if (k == "grow") { return 13 }; if (k == "font") { return 14 }; if (k == "size") { return 15 }
if (k == "inset") { return 16 }; if (k == "focus") { return 17 }
return -1
}
function emit_ui_build() -> void {
ui_flatten_all()
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit(" call void @fn_rt_ui_reset(i32 "); emit(itoa(len(uiw))); emit(")\n")
var i = 0
while i < len(uiw) {
let w = uiw[i]
let t = ui_wtype(w)
ll_ui_set(i, 0, itoa(t))
ll_ui_set(i, 1, itoa(uiw_parent[i]))
if t == 4 { ll_ui_set(i, 17, "1") }
let props = ui_props_with_inherited(i)
var p = 0
while p < len(props) {
let pr = props[p]
let k = pr.s
let v = pr.a
if (k == "id") or (k == "goto") { p += 1; continue }
if (k == "text") {
let sv = emit_expr(v)
emit(" call void @fn_rt_ui_static_text(i32 "); emit(itoa(i)); emit(", ptr "); emit(sv.code); emit(")\n")
} else { if (k == "skin") or (k == "image") {
let sv = emit_expr(v)
let r = emit_bind(`call i32 @fn_rt_image_load(ptr {sv.code})`)
if (k == "skin") { ll_ui_set(i, 20, r) } else { ll_ui_set(i, 19, r) }
} else { if (k == "align") {
if v.kind == E_ID {
var a = 0
if (v.s == "center") { a = 1 }; if (v.s == "end") { a = 2 }
ll_ui_set(i, 12, itoa(a))
} else { let vv = emit_expr(v); ll_ui_set(i, 12, vv.code) }
} else {
let key = ui_prop_key(k)
if key >= 0 {
let vv = emit_expr(v)
ll_ui_set(i, key, vv.code)
if key == 4 or key == 5 { ll_ui_set(i, 6, "1") }
}
} } }
p += 1
}
i += 1
}
code = saved
emit("define void @ui_build() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit(" ret void\n}\n\n")
}