- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
1.4 KiB
1.4 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-ui_build | ui_build | builtins | builtin | ui_build | ui_build() | Build the declared UI tree so it can be opened and rendered. | 50 |
Constructs the retained-UI tree you declared in a ui block, laying out its panels, labels, and buttons and loading any skins or images they reference. Call it once during a Start-phase handler, after loading any fonts the UI needs, and before you open a screen with ui_open or draw it with ui_render. Because the UI is declared as data and built in one step, the game code only has to build it, open it, and read clicks. It takes no arguments.
program TitleMenu {
var title_font: int = 0
ui MainMenu {
panel id: Root w: 240 pad: 16 gap: 6 bg: 0x1a1a2c align: center {
label text: "CHRONORIFT" font: title_font size: 24 fg: 0xffe060 align: center
button id: NewGame text: "New Game" font: title_font size: 16 w: 200
button id: Quit text: "Quit" font: title_font size: 16 w: 200
}
}
handler Boot phase Start {
title_font = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
ui_build()
Ui.open(UI_MainMenu)
}
handler Navigate phase Update {
Ui.tick(Input.key())
if Ui.clicked(UI_Quit) { quit() }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Ui.render()
Screen.show()
}
}