ludic/selfhost/main.ludic
Orkuncakilkaya effb3f637f refactor(lang): rename the ptr/ptrs types to pointer/pointers
Expand the abbreviated pointer types to full words on the language surface:
  ptr   ->  pointer     (a raw address / FFI handle)
  ptrs  ->  pointers    (a buffer of pointers)

The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 01:58:54 +03:00

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# main.ludic — the self-hosted Ludic front-end.
#
# ludicc lexes, parses, checks and lowers a .ludic file to LLVM IR, then drives
# clang (the IR assembler + system linker, the same role rustc/swiftc give it)
# to produce a native binary. No C is compiled: the emitted IR is Ludic's, and
# clang only assembles and links it.
#
# ludicc app.ludic -o bin/app # native binary (windowed if a game)
# ludicc app.ludic -o bin/app --headless # force headless
# ludicc app.ludic --emit-llvm -o app.ll # stop at the IR
# ludic app.ludic # compile to a temp binary and run it
#
# The multi-call twist: when argv[0] is "ludic" it defaults to compile-and-run.
# With no -o and no run, IR still goes to stdout — the contract build.sh and
# reseed.sh rely on, so the bootstrap is untouched.
# basename: the part of a path after the last '/'.
function base_name(path: pointer) -> pointer {
var last = 0 - 1
var i = 0
while path[i] != 0 { if path[i] == 47 { last = i }; i = i + 1 }
return path[last + 1..i]
}
# drop a trailing ".ludic" if present
function strip_ludic(name: pointer) -> pointer {
let n = len(name)
if n > 6 {
if (name[n - 6..n] == ".ludic") { return name[0..n - 6] }
}
return name
}
# env var with a fallback when unset
function getenv_or(name: pointer, dflt: pointer) -> pointer {
let v = getenv(name)
if (v == null) { return dflt }
return v
}
# guarantee a directory string ends in '/' so path_join concatenates cleanly
function ensure_slash(d: pointer) -> pointer {
let n = len(d)
if n == 0 { return d }
if d[n - 1] == 47 { return d }
return (d + ("/"))
}
function die(msg: pointer) -> void {
file_write(file_stderr(), msg, len(msg))
exit(1)
}
entry {
var path = null
var out = null
var want = 0 # 0 = auto, 1 = windowed, 2 = headless
var emit_ir = false # --emit-llvm: stop after writing IR
var fmt = false # --fmt: lex + parse only, then exit (the doc-check gate)
var save = false # --save-temps: keep the intermediate .ll
var run = false # compile then execute the result
# multi-call: invoked as `ludic` -> run mode by default
if (base_name(arg(0)) == "ludic") { run = true }
var ai = 1
while ai < arg_count() {
let a = arg(ai)
if (a == ("--windowed")) { want = 1 }
else { if (a == ("--headless")) { want = 2 }
else { if (a == ("--emit-llvm")) { emit_ir = true }
else { if (a == ("--fmt")) { fmt = true }
else { if (a == ("--save-temps")) { save = true }
else { if (a == ("--run")) { run = true }
else { if (a == ("-o")) { ai = ai + 1; if ai < arg_count() { out = arg(ai) } }
else {
# an unknown flag is ignored (with a note) rather than mistaken for the
# input file — '-' is ASCII 45
if a[0] == 45 {
let m = `ludicc: ignoring unknown flag {a}\n`
file_write(file_stderr(), m, len(m))
} else { path = a }
} } } } } } }
ai = ai + 1
}
if (path == null) {
die("usage: ludicc <file.ludic> [-o out] [--windowed|--headless] [--emit-llvm] [--save-temps]\n")
}
let src = read_file(path)
if (src == null) { die("ludicc: cannot open input\n") }
cur_dir = dir_of(path)
lex(src)
parse_program()
# --fmt is the doc-check gate: reaching here means it lexed and parsed. A parse
# error would already have exited nonzero, so a clean parse exits 0. (Canonical
# formatting output is not yet reimplemented on the self-hosted toolchain.)
if fmt { exit(0) }
maybe_splice_runtime()
# a game gets a window by default; a plain program stays headless. An explicit
# flag always wins. The stdout-IR path (no target) also stays headless, which
# is what reseed.sh compiles the compiler itself with.
let has_target = run or ((out != null))
if want == 1 { g_windowed = true }
else { if want == 2 { g_windowed = false }
else { g_windowed = has_target and has_systems() } }
emit_program()
# --emit-llvm, or no binary target: emit IR and stop (stdout when out is null).
if emit_ir { ir_flush(out); return }
if not has_target { ir_flush(null); return }
# a run with no explicit -o lands in a temp file
if run and (out == null) {
out = `/tmp/ludic-run-{strip_ludic(base_name(path))}`
}
# make the output directory if the user asked for e.g. bin/app
let odir = dir_of(out)
if len(odir) > 0 { run(`mkdir -p {odir}`) }
let ll = `{out}.ll`
if not ir_flush(ll) { die("ludicc: cannot write IR\n") }
let cc = getenv_or("LUDIC_CC", "clang")
let home = ensure_slash(getenv_or("LUDIC_HOME", dir_of(arg(0))))
# clang twice: assemble the IR, then link. A windowed build adds the macOS
# platform layer and the Cocoa framework.
# -Wno-override-module: our IR carries an explicit target triple, which clang
# would otherwise warn about on every build.
var cmd = `{cc} -O2 -Wno-override-module {ll}`
if g_windowed {
let cocoa = path_join(home, "runtime/native/cocoa.ll")
cmd = `{cmd} {cocoa} -framework Cocoa -Wl,-rpath,@loader_path`
}
cmd = `{cmd} -o {out}`
let rc = run(cmd)
if not save { run(`rm -f {ll}`) }
if rc != 0 { die("ludicc: link failed\n") }
# run mode: execute the binary we just built and forward its exit code
if run {
let st = run(out)
exit(((st >> 8) & 255))
}
}