ludic/docs/language/screen/screen-show.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.3 KiB

id name category kind tokens sig tip order ns member
screen-show Screen.show screen namespace-method Screen.show Screen.show() Present the finished frame — copy everything drawn this frame to the window. 6 Screen show

Presents the frame: it copies everything you have drawn into the framebuffer this pass onto the visible window all at once. Call it exactly once, as the very last statement of your Render handler, after every Screen.clear, fill_rectangle, draw_text, and other draw call. Because drawing happens off-screen and only show makes it visible, the player never sees a half-drawn frame (no flicker or tearing). Forgetting to call it means your drawing never appears; it takes no arguments.

program PresentFrame {
  property Position { column: int = 0, row: int = 0 }
  model Player { Position }

  const TILE_SIZE: int = 16

  handler SpawnPlayer phase Start {
    spawn Player { Position { column: 5, row: 5 } }
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    for (Position) in query [Position, {Player}] {
      Screen.fill_rectangle(
        x: Position.column * TILE_SIZE,
        y: Position.row * TILE_SIZE,
        width: TILE_SIZE,
        height: TILE_SIZE,
        color: Color.LimeGreen)
    }
    Screen.show()
  }
}