game/module -> program, main -> entry, component -> property, archetype -> model, system -> handler. Done via a transitional self-hosting bootstrap: parser accepts both -> reseed -> compiler source moved to new keywords + parser tightened to new-only -> reseed (fixpoint holds). Old keywords now rejected. Token-safe corpus migration (tools/ludic-tools/rename_kw.c) leaves the LLVM @main/entry: labels in emit strings untouched; goldens byte-identical. Editor vocab (header/JetBrains/TextMate/emacs), check-docs wrapper, and doc fences updated; error string 'unknown component' -> 'unknown property'. test.sh 14/14, test-tools 28/0, check-vocabulary green. (Doc prose pass to follow.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
69 lines
2.8 KiB
EmacsLisp
69 lines
2.8 KiB
EmacsLisp
;;; ludic-mode.el --- Major mode for the Ludic game language -*- lexical-binding: t; -*-
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;; Highlighting here is a deliberate minimum: enough for a file to be readable
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;; with nothing installed. Everything real -- completion, diagnostics, hover,
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;; formatting -- comes from ludic-lsp via eglot (built into Emacs 29) or lsp-mode.
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;;
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;; Usage:
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;; (add-to-list 'load-path "/path/to/gpp/tools/editors/emacs")
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;; (require 'ludic-mode)
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;;; Code:
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(defconst ludic--declaration-keywords
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'("program" "import" "property" "struct" "model" "enum" "ui"
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"const" "var" "fn" "extern" "handler" "entry"))
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(defconst ludic--clause-keywords
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'("phase" "query" "reads" "writes"))
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(defconst ludic--statement-keywords
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'("let" "return" "if" "else" "when" "while" "for" "in" "spawn" "despawn"
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"match" "machine" "state" "become" "enter" "where" "and" "or"))
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(defconst ludic--types '("int" "fixed" "bool" "entity" "str" "ptr" "void"))
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(defconst ludic--phases '("Start" "Input" "FixedUpdate" "Update" "LateUpdate" "Render"))
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(defconst ludic-font-lock-keywords
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(list
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(cons (regexp-opt ludic--declaration-keywords 'symbols) 'font-lock-keyword-face)
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(cons (regexp-opt ludic--clause-keywords 'symbols) 'font-lock-preprocessor-face)
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(cons (regexp-opt ludic--statement-keywords 'symbols) 'font-lock-keyword-face)
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(cons (regexp-opt ludic--types 'symbols) 'font-lock-type-face)
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(cons (regexp-opt ludic--phases 'symbols) 'font-lock-builtin-face)
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(cons "\\_<\\(true\\|false\\)\\_>" 'font-lock-constant-face)
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(cons "@[A-Za-z_][A-Za-z0-9_]*" 'font-lock-preprocessor-face)
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;; components, archetypes, scenes and UI handles are Capitalised by convention
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(cons "\\_<[A-Z][A-Za-z0-9_]*\\_>" 'font-lock-type-face)
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(cons "\\_<\\([a-z_][A-Za-z0-9_]*\\)\\s-*(" '(1 font-lock-function-name-face))))
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(defvar ludic-mode-syntax-table
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(let ((table (make-syntax-table)))
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(modify-syntax-entry ?# "<" table)
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(modify-syntax-entry ?\n ">" table)
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(modify-syntax-entry ?_ "_" table)
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(modify-syntax-entry ?\" "\"" table)
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table)
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"Syntax table for `ludic-mode'.")
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;;;###autoload
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(define-derived-mode ludic-mode prog-mode "Ludic"
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"Major mode for editing Ludic source."
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:syntax-table ludic-mode-syntax-table
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(setq-local font-lock-defaults '(ludic-font-lock-keywords))
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(setq-local comment-start "# ")
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(setq-local comment-end "")
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(setq-local indent-tabs-mode nil)
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(setq-local tab-width 2)
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(setq-local standard-indent 2))
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;;;###autoload
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(add-to-list 'auto-mode-alist '("\\.ludic\\'" . ludic-mode))
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;; eglot: one line, and the server does the rest. Markdown is registered too so
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;; that ```ludic fences are analysed in prose files.
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(with-eval-after-load 'eglot
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(add-to-list 'eglot-server-programs '(ludic-mode . ("ludic-lsp" "--stdio"))))
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(provide 'ludic-mode)
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;;; ludic-mode.el ends here
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