Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.
Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.
Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.
Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).
Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.
Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.
Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.
VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.
Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.
7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
157 lines
2.0 KiB
Go
157 lines
2.0 KiB
Go
package langsvc
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import "aego/script/source"
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type ItemKind uint8
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const (
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ItemKeyword ItemKind = iota
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ItemVariable
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ItemParam
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ItemField
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ItemProperty
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ItemMethod
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ItemFunction
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ItemConstant
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ItemType
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ItemEnum
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ItemEnumMember
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ItemModule
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ItemComponent
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ItemScript
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ItemAttribute
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ItemSnippet
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ItemSignal
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)
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type TokenKind uint8
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const (
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TokNamespace TokenKind = iota
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TokType
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TokStruct
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TokEnum
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TokEnumMember
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TokFunction
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TokMethod
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TokParameter
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TokVariable
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TokField
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TokProperty
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TokConstant
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TokBuiltin
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TokScript
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TokAttribute
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TokSignal
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TokCoroutine
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)
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type SymbolKind uint8
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const (
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SymConst SymbolKind = iota
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SymStruct
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SymField
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SymEnum
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SymEnumMember
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SymFunc
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SymScript
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SymMethod
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SymSignal
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)
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func (k SymbolKind) String() string {
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switch k {
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case SymConst:
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return "const"
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case SymStruct:
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return "struct"
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case SymField:
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return "field"
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case SymEnum:
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return "enum"
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case SymEnumMember:
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return "member"
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case SymFunc:
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return "func"
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case SymScript:
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return "script"
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case SymSignal:
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return "signal"
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}
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return "method"
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}
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type Completion struct {
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Prefix source.Span
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Items []Item
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}
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type Item struct {
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Label string
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Detail string
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Doc string
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Kind ItemKind
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Insert string
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rank int
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}
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type Hover struct {
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Signature string
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Doc string
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Ref string
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Span source.Span
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}
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type Location struct {
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File source.FileID
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Path string
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Span source.Span
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Native bool
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Stub string
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Symbol string
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}
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type Token struct {
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Span source.Span
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Kind TokenKind
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}
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type Symbol struct {
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Name string
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Kind SymbolKind
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Detail string
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Span source.Span
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Selection source.Span
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Children []Symbol
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}
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type SymbolRef struct {
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Name string
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Container string
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Detail string
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Kind SymbolKind
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Path string
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Line int
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Col int
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}
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type Hint struct {
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Off uint32
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Label string
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}
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type Signature struct {
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Label string
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Params [][2]int
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Active int
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Doc string
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}
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type Stub struct {
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Path string
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Text string
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Lines map[string]int
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Locs map[string]string
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}
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