ludic/tools/ludic-cli/build.ludic
Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00

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# build.ludic — compiling: a user's program (ludic build / ludic run) and the
# toolchain's own binaries (ludic dev build).
#
# compile_app is the one place a .ludic file becomes an executable, so a project
# build and the repo's own example builds cannot drift apart. Everything the
# toolchain owns — the compiler, the engine runtime it splices — is addressed
# through ludic_home(), so the same code path works from a checkout and from an
# installed ~/.ludic.
# compile a Ludic source to a native binary in bin/ via ludicc + clang (-O2).
# Returns true on success. Used for x itself and the editor tools.
function build_tool(name: pointer, src: pointer) -> bool {
let ll = `build/{name}.ll`
if not shq(`bin/ludicc {src} --emit-llvm -o {ll} 2>/dev/null`) { print(`build failed: {name} (compile)`); return false }
# write to a temp then move, so a running bin/ludic can rebuild itself in place
if not shq(`{cc()} -O2 {ll} -o bin/{name}.tmp`) { print(`build failed: {name} (link)`); return false }
run(`mv -f bin/{name}.tmp bin/{name} && rm -f {ll}`)
return true
}
# ---- build-cli: the self-hosted front-end binaries ---------------------------
# Both ludicc and ludic are the SAME multi-call binary assembled from the IR seed
# with clang alone; invoked as `ludic` it compiles-and-runs, as `ludicc` it just
# compiles.
function cmd_dev_build_cli() -> int {
run("mkdir -p bin build")
print("cc: selfhost/ludicc.seed.ll -> bin/ludicc (from the IR seed, no C compiler)")
if not shq(`{cc()} selfhost/ludicc.seed.ll -o bin/ludicc`) { err("ludic: the seed did not assemble\n"); return 1 }
run("chmod +x bin/ludicc")
print("done. built bin/ludicc")
return 0
}
# ---- build: the whole toolchain (ludicc, ludic, ludic-fmt, ludic-lsp) -------
function cmd_dev_build() -> int {
if cmd_dev_build_cli() != 0 { return 1 }
print("ludicc: tools/ludic-cli/main.ludic -> bin/ludic (the CLI rebuilds itself)")
if not build_tool("ludic", "tools/ludic-cli/main.ludic") { return 1 }
print("ludicc: tools/ludic-tools/fmt.ludic -> bin/ludic-fmt")
if not build_tool("ludic-fmt", "tools/ludic-tools/fmt.ludic") { return 1 }
print("ludicc: tools/ludic-tools/lsp.ludic -> bin/ludic-lsp")
if not build_tool("ludic-lsp", "tools/ludic-tools/lsp.ludic") { return 1 }
sync_vscode_grammar()
print("done. toolchain in bin/ (ludicc, ludic, ludic-fmt, ludic-lsp)")
return 0
}
# ---- compiling one program to a native binary -------------------------------
#
# mode 1 = windowed (a game opens a real window), 2 = headless (the last frame is
# rendered to build/out.ppm from piped input — deterministic output for tests).
# Returns true on success. `ludic build`, `ludic run` and `ludic dev app` all go
# through here.
function compile_app(src: pointer, out: pointer, mode: int, save: bool) -> bool {
ensure_ludicc() # in a checkout: assemble the seed if bin/ludicc is missing or stale
let home = ludic_home()
let pbf = prebuilt_link_flags() # #64: link resolved prebuilt module dylibs, if any
let odir = dir_of_path(out)
if len(odir) > 0 { run(`mkdir -p {odir}`) }
run("mkdir -p build")
let ll = `{out}.ll`
if mode == 2 {
if not shq(`{ludicc()} --headless {src} --emit-llvm -o {ll}`) { return false }
if not shq(`{cc()} -O2 {ll}{pbf} -o {out}`) { return false }
if not save { run(`rm -f {ll}`) }
return true
}
if not shq(`{ludicc()} --windowed {src} --emit-llvm -o {ll}`) { return false }
# audio.ll (#22) is always linked here — unused snd_* are dead-stripped; the
# canonical `ludicc -o` path links it only when Audio.* is used.
let cocoa = `{home}runtime/native/cocoa.ll`
let audio = `{home}runtime/native/audio.ll`
if not shq(`{cc()} -O2 {ll} {cocoa} {audio} -framework Cocoa -Wl,-needed_framework,GameController -Wl,-needed_framework,AVFoundation -Wl,-rpath,@loader_path{pbf} -o {out}`) { return false }
if not save { run(`rm -f {ll}`) }
return true
}
# the directory part of a path, without the trailing '/' ("" when there is none)
function dir_of_path(p: pointer) -> pointer {
var last = -1
var i = 0
while p[i] != 0 { if p[i] == '/' { last = i }; i += 1 }
if last < 0 { return "" }
return p[0..last]
}
# Remove every generated artifact and leave the tracked source untouched: the
# whole build/ tree (IR, objects, compiled apps, the headless render at
# build/out.ppm), and any stray *.tmp/*.ll left behind by a failed build. A
# legacy out.ppm in the root (from an older toolchain) is swept too. Binaries in
# bin/ are kept so the running CLI survives; in the toolchain repo, rebuild them
# any time with `ludic dev build`.
function cmd_clean() -> int {
run("rm -rf build")
run("rm -f out.ppm bin/*.tmp")
print("cleaned: build/ (incl. build/out.ppm) and stray artifacts (bin/ is left alone)")
return 0
}