Fixed the naming inconsistencies the cohesion audit flagged, converging on the domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*, font_load, image_load): - load_png -> png_load (asset loaders were split: font_load/image_load - load_sprites -> sprites_load were domain-first, load_* were verb-first) - setreg -> set_reg (missing underscore vs ui_set_int/ui_set_text) Game builtins resolve to their `rt_` runtime function, so the renames are in runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a surface rename — every renamed call maps to the same runtime symbol, so behavior and golden renders are byte-identical. Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md, README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical; 17/17; vocab clean. Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and consistent with each other; renaming would need a bootstrap dance for little gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int already use. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
41 lines
1.6 KiB
Text
41 lines
1.6 KiB
Text
# menu.ludic — a retained-UI title screen. The UI is declared as DATA (the `ui`
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# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
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# it (background, TrueType labels, focusable buttons), and routes keyboard focus
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# and activation. The game only loads a font, opens the UI, and reads clicks.
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program Menu {
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const R_FONT: int = 0
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const R_MSG: int = 1
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ui MainMenu {
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panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c border: 0x4a4a72 skin: "assets/ui/panel.png" inset: 10 align: center {
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label text: "CHRONO RIFT" font: reg(R_FONT) size: 26 fg: 0xffe060 align: center
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label text: "a Ludic retained-UI demo" font: reg(R_FONT) size: 14 fg: 0x9aa0c8 align: center
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spacer h: 4
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button id: NewGame text: "New Game" font: reg(R_FONT) size: 16 w: 236
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button id: Continue text: "Continue" font: reg(R_FONT) size: 16 w: 236
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button id: Options text: "Options" font: reg(R_FONT) size: 16 w: 236
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button id: Quit text: "Quit" font: reg(R_FONT) size: 16 w: 236
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}
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}
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handler Boot phase Start {
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set_reg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
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ui_build()
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ui_open(UI_MainMenu)
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}
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handler Nav phase Update {
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ui_tick(key())
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if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
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if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
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if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
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if ui_clicked(UI_Quit) { quit() }
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}
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handler Draw phase Render {
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clear(0x0e0e16)
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ui_render()
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present()
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}
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}
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