Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
27 lines
1.1 KiB
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27 lines
1.1 KiB
Text
# layer_events.ludic — EV1 for layers + SCENES E2 (layer toggle). A `public` layer
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# promotes its show/hide to events; `enable layer L` / `disable layer L` flips the
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# layer on and off (its handlers stop running while hidden) and fires
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# layer_<L>_show / layer_<L>_hide. This closes the last scope of "events across the
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# whole architecture" — properties, models, scenes, program, and now layers.
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#
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# Running it prints: 50 2 1 50
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program LayerEvents {
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var step: int = 0
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@On(layer_Hud_show) handler Shown { print(1) } # a mod reacts when the HUD returns
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@On(layer_Hud_hide) handler Hidden { print(2) } # ...and when it's hidden
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scene Main start {
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layer Hud public {
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handler Draw phase Update { print(50) } # only runs while Hud is enabled
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}
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layer Ctrl {
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handler Drive phase LateUpdate {
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step = step + 1
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if step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
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if step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
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if step == 3 { quit() } # frame 3: after Draw ran again
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}
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}
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}
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}
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