ludic/tools/editors/emacs/ludic-mode.el
Orkuncakilkaya f87964c5f7 Phase 4b: enum types name magic-int value spaces
enum Name { A, B, C } declares named int constants; Enum.Variant is a
compile-time int (index by declaration order), usable in match patterns,
comparisons, setreg. New: parse_enum + dispatch, enum_ordinal resolver
(emit_core), Enum.Variant handling (emit_expr). Scoped to a naming layer over
int (no enum-typed variables), so register/save semantics are untouched.

combat.ludic battle menus dispatch on KnightAct/MageAct instead of 0..3;
chronorift golden byte-identical. Editor vocab (ludic_syntax.h, JetBrains,
TextMate, emacs) gained enum, dropped retired edge/export/pure decl keywords;
check-vocabulary + test-tools 28/0. when/if kept by choice; bitwise stays
functions. Reseeded, fixpoint holds, test.sh 14/14.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 16:29:02 +03:00

70 lines
2.8 KiB
EmacsLisp

;;; ludic-mode.el --- Major mode for the Ludic game language -*- lexical-binding: t; -*-
;; Highlighting here is a deliberate minimum: enough for a file to be readable
;; with nothing installed. Everything real -- completion, diagnostics, hover,
;; formatting -- comes from ludic-lsp via eglot (built into Emacs 29) or lsp-mode.
;;
;; Usage:
;; (add-to-list 'load-path "/path/to/gpp/tools/editors/emacs")
;; (require 'ludic-mode)
;;; Code:
(defconst ludic--declaration-keywords
'("game" "module" "import" "component" "struct" "archetype" "enum" "ui" "scene" "layer"
"const" "var" "fn" "extern" "system" "start" "on"))
(defconst ludic--clause-keywords
'("phase" "query" "reads" "writes" "needs" "uses"
"requires" "ensures" "invariant" "effects"))
(defconst ludic--statement-keywords
'("let" "return" "if" "else" "when" "while" "for" "in" "spawn" "despawn"
"match" "machine" "state" "become" "enter" "where" "and" "or"))
(defconst ludic--types '("int" "fixed" "bool" "entity" "str" "ptr" "void"))
(defconst ludic--phases '("Start" "Input" "FixedUpdate" "Update" "LateUpdate" "Render"))
(defconst ludic-font-lock-keywords
(list
(cons (regexp-opt ludic--declaration-keywords 'symbols) 'font-lock-keyword-face)
(cons (regexp-opt ludic--clause-keywords 'symbols) 'font-lock-preprocessor-face)
(cons (regexp-opt ludic--statement-keywords 'symbols) 'font-lock-keyword-face)
(cons (regexp-opt ludic--types 'symbols) 'font-lock-type-face)
(cons (regexp-opt ludic--phases 'symbols) 'font-lock-builtin-face)
(cons "\\_<\\(true\\|false\\)\\_>" 'font-lock-constant-face)
(cons "@[A-Za-z_][A-Za-z0-9_]*" 'font-lock-preprocessor-face)
;; components, archetypes, scenes and UI handles are Capitalised by convention
(cons "\\_<[A-Z][A-Za-z0-9_]*\\_>" 'font-lock-type-face)
(cons "\\_<\\([a-z_][A-Za-z0-9_]*\\)\\s-*(" '(1 font-lock-function-name-face))))
(defvar ludic-mode-syntax-table
(let ((table (make-syntax-table)))
(modify-syntax-entry ?# "<" table)
(modify-syntax-entry ?\n ">" table)
(modify-syntax-entry ?_ "_" table)
(modify-syntax-entry ?\" "\"" table)
table)
"Syntax table for `ludic-mode'.")
;;;###autoload
(define-derived-mode ludic-mode prog-mode "Ludic"
"Major mode for editing Ludic source."
:syntax-table ludic-mode-syntax-table
(setq-local font-lock-defaults '(ludic-font-lock-keywords))
(setq-local comment-start "# ")
(setq-local comment-end "")
(setq-local indent-tabs-mode nil)
(setq-local tab-width 2)
(setq-local standard-indent 2))
;;;###autoload
(add-to-list 'auto-mode-alist '("\\.ludic\\'" . ludic-mode))
;; eglot: one line, and the server does the rest. Markdown is registered too so
;; that ```ludic fences are analysed in prose files.
(with-eval-after-load 'eglot
(add-to-list 'eglot-server-programs '(ludic-mode . ("ludic-lsp" "--stdio"))))
(provide 'ludic-mode)
;;; ludic-mode.el ends here