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)
103 lines
2.7 KiB
Go
103 lines
2.7 KiB
Go
package langsvc
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import (
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"aego/script/checker"
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"aego/script/lexer"
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"aego/script/resolver"
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"aego/script/source"
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"aego/script/token"
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"aego/script/workspace"
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)
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var builtinOrder = []string{
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"bool", "int", "float", "string", "Vec2", "Vec3", "Color", "Quat", "Rect",
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"Transform2D", "Transform3D", "NodeRef", "AssetRef", "ComponentRef",
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"Coroutine", "Connection", "ScriptRef",
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}
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var builtinDecl = map[string]string{
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"Vec2": "type Vec2 struct { X, Y float }",
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"Vec3": "type Vec3 struct { X, Y, Z float }",
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"Color": "type Color struct { R, G, B, A float }",
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"Quat": "type Quat struct { X, Y, Z, W float }",
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"Rect": "type Rect struct { X, Y, W, H float }",
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"Transform2D": "type Transform2D struct { Position Vec2; Rotation float; Scale Vec2 }",
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"Transform3D": "type Transform3D struct { Position Vec3; Rotation Quat; Scale Vec3 }",
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"AssetRef": "type AssetRef<Texture | Scene | Prefab | Mesh>",
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"ComponentRef": "type ComponentRef<T>",
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"Coroutine": "type Coroutine",
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"Connection": "type Connection",
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"ScriptRef": "type ScriptRef<Script>",
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}
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func builtinText(snap *workspace.Snapshot, key string) string {
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return snap.Docs.Keyword(key)
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}
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const KeyRefPrefix = "key:"
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func KeyRef(key string) string {
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return KeyRefPrefix + key
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}
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func builtinKey(o *resolver.Object) string {
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switch o.Kind {
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case resolver.ObjType:
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if o.Ident == nil {
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return o.Name
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}
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case resolver.ObjGeneric, resolver.ObjBuiltin, resolver.ObjNode:
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return o.Name
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case resolver.ObjFunc:
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if f, ok := o.Data.(*checker.Func); ok && f.Script != nil {
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return f.Name
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}
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}
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return ""
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}
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func objectDoc(snap *workspace.Snapshot, o *resolver.Object) string {
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if d := docOf(o); d != "" {
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return d
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}
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if k := builtinKey(o); k != "" {
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return builtinText(snap, k)
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}
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return ""
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}
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func objectRef(snap *workspace.Snapshot, o *resolver.Object) string {
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if k := builtinKey(o); k != "" && builtinText(snap, k) != "" {
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return KeyRef(k)
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}
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return ""
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}
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func keywordHover(snap *workspace.Snapshot, file source.FileID, off uint32) (Hover, bool) {
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toks, _, _ := lexer.TokenizeAll(file, snap.Sources.Source(file), source.NewInterner())
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for i, t := range toks {
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if t.Start > off {
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break
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}
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if off > t.End {
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continue
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}
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key := ""
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switch {
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case t.Kind.IsKeyword():
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key = t.Text
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case t.Kind == token.Ident && t.Text == "start" && i+1 < len(toks) && toks[i+1].Kind == token.Ident:
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key = "start"
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case t.Kind == token.Ident && i > 0 && toks[i-1].Kind == token.Yield:
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key = "yield " + t.Text
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}
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if key == "" {
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continue
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}
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if d := builtinText(snap, key); d != "" {
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return Hover{Signature: key, Doc: d, Ref: KeyRef(key), Span: source.Span{File: file, Start: t.Start, End: t.End}}, true
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}
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}
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return Hover{}, false
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}
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