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Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
36 lines
1.5 KiB
Markdown
36 lines
1.5 KiB
Markdown
---
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id: annot-ondetach
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name: @OnDetach
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category: annotations
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kind: annotation
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tokens: @OnDetach
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sig: @OnDetach(Property) handler Name { … }
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tip: Run a handler when a property is structurally detached from a live instance.
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order: 50
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---
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<code>@OnDetach(Property)</code> is the teardown counterpart to <code>@OnAttach</code>: it fires when the named property is structurally removed from a live instance with <code>detach P on e</code>. The hook runs <b>before</b> the property's presence flag clears, so its body can still read the outgoing field values one last time — useful for releasing whatever the property was tracking or logging its final state. It is distinct from <code>@OnDisable</code>, which pauses a property while keeping its data; detach actually destroys the property's presence on the instance. Add <code>@Public</code> to also emit a <code>prop_<Property>_detach</code> event.
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```ludic
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program DetachHook {
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property Tag { value: int = 0 }
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property Shield { amount: int = 0 }
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model Unit { Tag }
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@OnDetach(Shield) handler DropShield { # fires as Shield is removed
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print(Shield.amount + 20) # 25 — reads the outgoing amount
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}
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handler Seed phase Start {
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spawn Unit { Tag { value: 1 } }
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for (unit) in query [Unit] { attach Shield on self() { amount: 5 } }
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}
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handler RemoveShield phase Render {
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for (shield) in query [Shield] {
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detach Shield on self() # triggers @OnDetach
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}
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quit()
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}
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}
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```
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