ludic/selfhost/emit_machine.ludic
Orkuncakilkaya a3a1e4d160 Language: named colors, namespaced Screen/Input/Random/Map API, named args
An opinionated, game-facing surface for the language:
- Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time
  (selfhost/emit_color.ludic).
- Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as
  subject.action; present() -> Screen.show(), clear -> Screen.clear,
  fill_rect -> Screen.fill_rectangle, etc.
- Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:),
  reordered to the callee's parameters at emit time.
- machine/become can run over a named program-scope var, not just a register.
- Migrate examples off numeric registers to named vars; snake/menu/chronorift
  render byte-identical to the goldens and the bootstrap fixpoint is preserved.
- Regenerate the checked-in seed (selfhost/ludicc.seed.ll).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 16:05:55 +03:00

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2.9 KiB
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# emit_machine.ludic — `machine <state> { state Name = v { .. } }` dispatches on
# an int state store; `become Name` writes the target state's value back. The
# store is either a named program-scope `var` (loaded/stored directly) or, for
# older code, a register index (reg()/set_reg()).
# If `a` names a program-scope `var`, return it; else null (a register index).
fn machine_var(a: Node) -> Node {
if a.kind == E_ID {
let g = find_global(a.s)
if (g != null) { if g.kind == N_VAR { return g } }
}
return null
}
fn emit_machine(st: Node) -> void {
let gv = machine_var(st.a)
var s = ""
if (gv != null) { s = emit_bind(`load i32, ptr @g_{st.a.s}`) }
else {
let regv = emit_expr(st.a)
s = emit_bind(`call i32 @fn_rt_reg(i32 {regv.code})`)
}
if nmach < len(mach_stk) { mach_stk[nmach] = st } else { push(mach_stk, st) }
nmach = nmach + 1
let endl = lbl("smend")
var i = 0
while i < len(st.kids) {
let state = st.kids[i]
let v = emit_expr(state.b)
let c = emit_bind(`icmp eq i32 {s}, {v.code}`)
let body = lbl("sbody"); let nxt = lbl("sarm")
emit(" br i1 "); emit(c); emit(", label %"); emit(body); emit(", label %"); emit(nxt); emit("\n")
emit(body); emit(":\n"); g_term = false
emit_block(state.a)
if not g_term { emit(" br label %"); emit(endl); emit("\n") }
emit(nxt); emit(":\n"); g_term = false
i = i + 1
}
if not g_term { emit(" br label %"); emit(endl); emit("\n") }
emit(endl); emit(":\n"); g_term = false
nmach = nmach - 1
}
# `become Name` — a machine state transition when Name is a state of an
# enclosing `machine`, otherwise a scene transition. A scene transition runs the
# source scene's on-exit, stores the target scene id into @L_scene, and runs the
# target's on-enter (two direct calls and a store — no dispatch table).
fn emit_become(st: Node) -> void {
if nmach > 0 { # inside a machine: try a state first
let m = mach_stk[nmach - 1]
var target: Node = null
var i = 0
while i < len(m.kids) { if (m.kids[i].s == st.s) { target = m.kids[i] }; i = i + 1 }
if (target != null) {
let gv = machine_var(m.a)
let sv = emit_expr(target.b)
if (gv != null) {
emit(" store i32 "); emit(sv.code); emit(", ptr @g_"); emit(m.a.s); emit("\n")
} else {
let regv = emit_expr(m.a)
emit(" call void @fn_rt_set_reg(i32 "); emit(regv.code); emit(", i32 "); emit(sv.code); emit(")\n")
}
return
}
}
let sc = find_scene(st.s) # else a scene transition
if (sc == null) { perr(`become: no state or scene {st.s}`) }
if (g_cur_scene != null) { emit(" call void @scene_exit_"); emit(g_cur_scene.s); emit("()\n") }
emit(" store i32 "); emit(itoa(sc.ival)); emit(", ptr @L_scene\n")
emit(" call void @scene_enter_"); emit(sc.s); emit("()\n")
}