ludic/examples/events/layer_events.ludic
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
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>
2026-08-30 18:54:21 +03:00

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# layer_events.ludic — EV1 for layers + SCENES E2 (layer toggle). A `public` layer
# promotes its show/hide to events; `enable layer L` / `disable layer L` flips the
# layer on and off (its handlers stop running while hidden) and fires
# layer_<L>_show / layer_<L>_hide. This closes the last scope of "events across the
# whole architecture" — properties, models, scenes, program, and now layers.
#
# Running it prints: 50 2 1 50
program LayerEvents {
var step: int = 0
@On(layer_Hud_show) handler Shown { print(1) } # a mod reacts when the HUD returns
@On(layer_Hud_hide) handler Hidden { print(2) } # ...and when it's hidden
scene Main start {
layer Hud public {
handler Draw phase Update { print(50) } # only runs while Hud is enabled
}
layer Ctrl {
handler Drive phase LateUpdate {
step = step + 1
if step == 1 { disable layer Hud } # frame 1: hide -> Hidden 2, Draw stops
if step == 2 { enable layer Hud } # frame 2: show -> Shown 1, Draw resumes
if step == 3 { quit() } # frame 3: after Draw ran again
}
}
}
}