ludic/selfhost/emit_ui.ludic
Orkuncakilkaya feb3a71e56 Phase 7i: byte indexing p[i] / p[i] = v (retire peek8/poke8)
Raw byte access is now indexing, not C-style peek/poke:

  peek8(src, i)          -> src[i]        (reads a byte, widened to int)
  poke8(out, j, r)       -> out[j] = r    (narrows the int to a byte)

E_INDEX on a non-slice pointer/string lowers to a `getelementptr i8` + load/zext
(read) or trunc/store (write) — byte-identical to the old peek8/poke8, so the
migration reproduces the compiler exactly. A "byte" element type (llty i8) drives
the widen/narrow. The compiler's own byte work now reads naturally, e.g.
`is_slice_ty` is `t[0] == 91 and t[1] == 93`.

Subtlety fixed on the way: g_addr_ty (the out-param carrying the indexed element
type) must be set AFTER evaluating the index expression, since a member/index in
the index would otherwise clobber it — doing it early made a byte read load a
full pointer from a byte address and crash the self-compile.

Two reseeds: add byte-index support keeping peek8/poke8, then migrate 148 call
sites and delete the intrinsics (+ the now-dead emit_gep_i8). Vocabulary drops
peek8/poke8. Reseeded (22604 lines); C-free fixpoint holds; goldens identical;
18/18; vocab clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 02:01:59 +03:00

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# emit_ui.ludic — a `ui` block is data: the compiler flattens the widget tree
# and emits @ui_build(), which hands every property to the Ludic UI runtime via
# rt_ui_set(index, key, value). Mirrors compiler/back/ir_ui.c. Layout/drawing/
# focus all live in runtime/native/ui.ludic.
var uiw: []Node # flattened widgets, pre-order
var uiw_parent: []int
var ui_roots: []int # first-widget index of each ui block
fn ui_wtype(w: Node) -> int {
let s = w.s
if (s == "panel") { return 0 }; if (s == "col") { return 1 }; if (s == "row") { return 2 }
if (s == "label") { return 3 }; if (s == "button") { return 4 }
if (s == "image") { return 5 }; if (s == "spacer") { return 6 }
return 0
}
fn ui_prop(w: Node, key: ptr) -> Node {
var i = 0
while i < len(w.b.kids) { if (w.b.kids[i].s == key) { return w.b.kids[i].a }; i = i + 1 }
return null
}
fn ui_flatten(w: Node, parent: int) -> void {
let idx = len(uiw)
push(uiw, w); push(uiw_parent, parent)
var i = 0
while i < len(w.kids) { ui_flatten(w.kids[i], idx); i = i + 1 }
}
fn ui_flatten_all() -> void {
uiw = new []Node; uiw_parent = new []int; ui_roots = new []int
var i = 0
while i < len(prog) {
if prog[i].kind == N_UI and prog[i].ival == 1 { push(ui_roots, len(uiw)); ui_flatten(prog[i].a, 0 - 1) }
i = i + 1
}
}
fn has_ui() -> bool {
var i = 0
while i < len(prog) { if prog[i].kind == N_UI and prog[i].ival == 1 { return true }; i = i + 1 }
return false
}
# index of a UI_<name>: a ui block's root, or a widget's id=
fn ui_index_of(nm: ptr) -> int {
let s = nm[3..len(nm)] # strip "UI_"
let u = 0; var bi = 0
var i = 0
while i < len(prog) {
if prog[i].kind == N_UI and prog[i].ival == 1 { if (prog[i].s == s) { return ui_roots[bi] }; bi = bi + 1 }
i = i + 1
}
i = 0
while i < len(uiw) {
let idp = ui_prop(uiw[i], "id")
if (idp != null) { if idp.kind == E_ID and (idp.s == s) { return i } }
i = i + 1
}
return 0
}
fn is_ui_ident(nm: ptr) -> bool {
return len(nm) > 3 and nm[0] == 85 and nm[1] == 73 and nm[2] == 95 # "UI_"
}
fn ll_ui_set(idx: int, key: int, val: ptr) -> void {
emit(" call void @fn_rt_ui_set(i32 "); emit(itoa(idx)); emit(", i32 "); emit(itoa(key)); emit(", i32 "); emit(val); emit(")\n")
}
fn ui_prop_key(k: ptr) -> int {
if (k == "w") { return 2 }; if (k == "h") { return 3 }; if (k == "x") { return 4 }; if (k == "y") { return 5 }
if (k == "pad") { return 7 }; if (k == "gap") { return 8 }; if (k == "bg") { return 9 }; if (k == "fg") { return 10 }
if (k == "border") { return 11 }; if (k == "grow") { return 13 }; if (k == "font") { return 14 }; if (k == "size") { return 15 }
if (k == "inset") { return 16 }; if (k == "focus") { return 17 }
return 0 - 1
}
fn emit_ui_build() -> void {
ui_flatten_all()
ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
let fbody = buf_new()
falloc = buf_new()
let saved = code
code = fbody
emit(" call void @fn_rt_ui_reset(i32 "); emit(itoa(len(uiw))); emit(")\n")
var i = 0
while i < len(uiw) {
let w = uiw[i]
let t = ui_wtype(w)
ll_ui_set(i, 0, itoa(t))
ll_ui_set(i, 1, itoa(uiw_parent[i]))
if t == 4 { ll_ui_set(i, 17, "1") }
var p = 0
while p < len(w.b.kids) {
let pr = w.b.kids[p]
let k = pr.s
let v = pr.a
if (k == "id") { p = p + 1; continue }
if (k == "text") {
let sv = emit_expr(v)
emit(" call void @fn_rt_ui_static_text(i32 "); emit(itoa(i)); emit(", ptr "); emit(sv.code); emit(")\n")
} else { if (k == "skin") or (k == "image") {
let sv = emit_expr(v)
let r = emit_bind(`call i32 @fn_rt_image_load(ptr {sv.code})`)
if (k == "skin") { ll_ui_set(i, 20, r) } else { ll_ui_set(i, 19, r) }
} else { if (k == "align") {
if v.kind == E_ID {
var a = 0
if (v.s == "center") { a = 1 }; if (v.s == "end") { a = 2 }
ll_ui_set(i, 12, itoa(a))
} else { let vv = emit_expr(v); ll_ui_set(i, 12, vv.code) }
} else {
let key = ui_prop_key(k)
if key >= 0 {
let vv = emit_expr(v)
ll_ui_set(i, key, vv.code)
if key == 4 or key == 5 { ll_ui_set(i, 6, "1") }
}
} } }
p = p + 1
}
i = i + 1
}
code = saved
emit("define void @ui_build() {\nentry:\n")
emit(buf_str(falloc))
emit(buf_str(fbody))
emit(" ret void\n}\n\n")
}