Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
148 lines
7.2 KiB
Markdown
148 lines
7.2 KiB
Markdown
# Ludic in your editor
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Everything here is built on one idea: **write the language knowledge once, in C,
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and let every editor talk to it.** There is one lexer, one vocabulary, one
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formatter and one language server. VS Code and JetBrains get first-class plugins
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because those are the two that were asked for; every other editor gets the same
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capabilities by pointing at the same binary.
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```
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tools/ludic-tools/ the actual language knowledge, in C, no dependencies
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ludic_syntax.h lexer + the vocabulary — the source of truth
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ludic_fmt.h comment-preserving formatter
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ludic_index.h error-tolerant reader: declarations, bindings, scopes
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ludic_workspace.h multi-file model: imports, compilation units, Markdown
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ludic_json.h just enough JSON for LSP
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ludic_fmt_main.c -> build/ludic-fmt
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ludic_lsp.c -> build/ludic-lsp
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tools/editors/
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shared/ TextMate grammar + Markdown injection + language config
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vscode/ VS Code extension
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jetbrains/ IntelliJ Platform plugin (Community editions included)
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neovim/ helix/ emacs/ sublime/ zed/ configuration, no plugin needed
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```
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## Build it
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```bash
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./tools/build-tools.sh
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```
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Produces `build/ludic-fmt` and `build/ludic-lsp`. Add `--install` to symlink both
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into `~/.local/bin`, `--test` to run `tools/test-tools.sh` afterwards.
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## What you get, in any editor
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| Feature | How |
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|---|---|
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| Syntax highlighting | LSP semantic tokens, or the TextMate grammar with no server at all |
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| Diagnostics | structural errors as you type; `ludicc`'s own errors on save |
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| Completion | context-aware — see below |
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| Hover | signature + docs for builtins, intrinsics, and everything you declared |
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| Go to definition, find usages, rename | across the whole compilation unit, following `import` — by resolving each occurrence, not by matching text, so renaming a component's `x` leaves every other `x` alone |
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| Formatting | whole-file, comment-preserving, idempotent |
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| Outline, folding, inlay hints, signature help, document links | |
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| ` ```ludic ` in Markdown | highlighted, checked and formatted |
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Completion knows where the caret is: fields after `.`, components inside
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`query [...]` and after `spawn`, phase names after `phase`, scene names after
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`enter`, widget types and props inside a `ui` block, types after `:` and `->`,
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and otherwise keywords, builtins, and everything in scope.
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## Per-editor setup
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- **VS Code** — [`vscode/`](vscode/). `npm install && npx @vscode/vsce package`, then
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install the `.vsix`. Finds the binaries under `build/` on its own.
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- **JetBrains** — [`jetbrains/`](jetbrains/). `./gradlew buildPlugin`, then install the
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zip from disk. Uses LSP4IJ rather than the paid-IDE LSP API, so it works in
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Community editions too.
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- **Neovim** — `require('ludic').setup()` from [`neovim/`](neovim/lua/ludic.lua).
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- **Helix** — merge [`helix/languages.toml`](helix/languages.toml) into your config.
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- **Emacs** — [`emacs/ludic-mode.el`](emacs/ludic-mode.el); eglot is wired up in one line.
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- **Sublime** — [`sublime/README.md`](sublime/README.md); the TextMate grammar loads as-is.
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- **Zed** — [`zed/README.md`](zed/README.md); LSP-only, no grammar to build.
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- **Anything else** that speaks LSP:
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```
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command: build/ludic-lsp --stdio
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languages: ludic, markdown
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initializationOptions: { "compilerPath": "build/ludicc", "compilerDiagnostics": true, "indentSize": 2 }
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```
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## Markdown
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Markdown fenced-code highlighting is not one standard — it is three mechanisms,
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and this ships all three so that a ` ```ludic ` block works wherever you write
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prose:
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1. **TextMate injection** (`shared/ludic.markdown-injection.json`) — what VS Code,
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Sublime and other TextMate-based editors use. It is a plain grammar file with
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an `injectionSelector`, so it is portable rather than VS Code-specific.
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2. **Language-ID resolution** — JetBrains' Markdown support matches a fence's
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info string against registered language IDs, so the plugin registering as
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`Ludic` is all that is needed; no Markdown-specific code exists in the plugin.
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3. **The language server** — `ludic-lsp` accepts Markdown documents directly. It
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copies the buffer, blanks every byte outside a ` ```ludic ` fence, and
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analyses the result; offsets still line up with the real file, so semantic
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highlighting, hover, completion and go-to-definition all work inside fences
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with no editor-side support at all. This is the fallback that works even
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where the other two do not.
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It reports **no diagnostics** in Markdown, deliberately. A fence is a
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snippet — an elision mark, or a body shown without its enclosing `game`
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block — so nearly every error found there would be the documentation doing
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its job. `ludic-fmt --check` still keeps the fences formatted, which is the
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part of "is this doc correct" that can be answered without guessing.
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The formatter handles Markdown too, which keeps documentation honest:
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```bash
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build/ludic-fmt --check LANGUAGE.md README.md # CI: fail if a fence is unformatted
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build/ludic-fmt -w LANGUAGE.md # reformat the fences, leave the prose
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```
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## Keeping a tree formatted
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```bash
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ln -sf ../../tools/git-hooks/pre-commit .git/hooks/pre-commit
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```
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The hook runs `ludic-fmt --check` over the staged `.ludic` and `.md` files only,
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and does nothing at all when `build/ludic-fmt` has not been built — so it never
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blocks a commit on a machine that has not run `build-tools.sh`.
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## Why the formatter is not `ludicc --fmt`
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The compiler has a canonical printer, and it is the right tool for seeing what
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the compiler parsed. It is the wrong tool for an editor: it walks the AST *after*
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import splicing, so it drops every comment and inlines every imported file into
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whichever file you pointed it at. Running it as format-on-save on
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`chronorift/combat.ludic` would replace that file with the whole game.
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`ludic-fmt` works on the token stream instead. Nothing is dropped or reordered —
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every token is re-emitted in order, and the only freedom taken is the whitespace
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between them. Lines are re-indented and respaced but never joined or split, so
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you keep control of line structure.
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Two carve-outs keep the output idiomatic rather than merely uniform, because
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both spellings are what the language documents and uses:
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- runs of two or more spaces are preserved, so hand-aligned columns
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(`const R_DIR: int = 0 # 0 up`) survive a save;
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- `id=Root` inside a `ui` block and `{Enemy}` inside a query stay tight.
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`tools/test-tools.sh` checks the property that matters: formatting every file in
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the tree and re-running the *compiler's* canonical dump produces byte-identical
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output. The formatter cannot change what a program means.
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## Keeping it honest
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The vocabulary is written down in five places that cannot include each other —
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the compiler's two tables, `ludic_syntax.h`, the TextMate grammar (JSON), and the
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JetBrains lexer (Kotlin). Adding a builtin and forgetting the rest is silent
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failure, so `tools/check-vocabulary.py` compares all five and
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`tools/test-tools.sh` runs it.
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When you add a keyword or builtin: put it in `ludic_syntax.h`, then run
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`./tools/test-tools.sh` and let it tell you which copies still need it.
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