GAMEEEEEEEEEE

This commit is contained in:
Masashi 2025-12-17 13:16:53 +05:30
commit e0a42d0262
45 changed files with 2771 additions and 782 deletions

7
Cargo.lock generated
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@ -153,6 +153,12 @@ version = "1.70.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a6cb138bb79a146c1bd460005623e142ef0181e3d0219cb493e02f7d08a35695"
[[package]]
name = "log"
version = "0.4.29"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5e5032e24019045c762d3c0f28f5b6b8bbf38563a65908389bf7978758920897"
[[package]]
name = "logos"
version = "0.16.0"
@ -261,6 +267,7 @@ version = "0.1.0"
dependencies = [
"clap",
"indexmap",
"log",
"logos",
]

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@ -6,4 +6,5 @@ edition = "2024"
[dependencies]
clap = { version = "4.5.53", features = ["derive"] }
indexmap = "2.0"
log = "0.4.29"
logos = "0.16.0"

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GAMEDEV_GUIDE.md Normal file
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# Sui Language Game Development Guide
## Overview
Sui now has integrated support for game development with **Raylib** (graphics) and **ODE** (physics). This guide explains how to build games with physics simulation and rendering.
## Key Concepts
### 1. Physics Engine (ODE)
ODE (Open Dynamics Engine) provides rigid body dynamics, collision detection, and constraint solving. The key components are:
- **World**: The container for all physical objects and gravity
- **Bodies**: Dynamic rigid bodies with mass, velocity, and position
- **Geometries**: Collision shapes (boxes, planes, spheres, etc.)
- **Space**: Collision detection space that organizes geometries
- **Contacts**: Joint constraints created when objects collide
### 2. Graphics Engine (Raylib)
Raylib provides 2D and 3D graphics, input handling, and audio support.
### 3. Integration Pattern
The key to proper physics is the **collision detection loop**:
```sui
# Initialize
ode_init()
ode_space_collide(world, space, contactgroup)
ode_world_step(world, timestep)
ode_joint_group_empty(contactgroup)
```
**Important**: You must call collision detection **before** world step, and clear the contact group **after** the step.
## Step-by-Step Tutorial
### Step 1: Initialize the World
```sui
fn main() -> int do
# Initialize graphics
init_window(800, 600, "My Game")
set_target_fps(60)
# Initialize physics
ode_init()
let world = ode_world_create()
let space = ode_simple_space_create(0 as *())
let contactgroup = ode_joint_group_create(0)
# Set gravity (9.81 m/s² downward)
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# ... rest of code
end
```
### Step 2: Create Physics Objects
Each dynamic object needs:
1. A **body** - represents mass and motion
2. A **geometry** - collision shape
3. Mass configuration
```sui
# Create a cube that falls
let body = ode_body_create(world)
ode_body_set_position(body, 0.0, 5.0, 0.0) # x, y, z
ode_body_set_box_mass(body, 1.0, 1.0, 1.0, 1.0) # density, width, height, length
# Create collision geometry
let geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
ode_geom_set_body(geom, body)
```
### Step 3: Create Static Objects (Ground)
Static objects are created without a body - they use infinite mass:
```sui
# Create a ground plane at y = 0
let ground_geom = ode_create_plane_geom(space, 0.0, 1.0, 0.0, 0.0)
# Parameters: space, normal_x, normal_y, normal_z, distance_d
```
### Step 4: Main Game Loop
```sui
while window_should_close() == false do
# === PHYSICS STEP ===
# 1. Detect collisions between all geometries
ode_space_collide(world, space, contactgroup)
# 2. Simulate physics
ode_world_step(world, 1.0 / 60.0) # 60 FPS timestep
# 3. Clear contact group to avoid double-application
ode_joint_group_empty(contactgroup)
# === RENDERING STEP ===
# Get current position
let mut x = 0.0
let mut y = 0.0
let mut z = 0.0
ode_body_get_position(body, &x, &y, &z)
# Draw
begin_drawing()
clear_background(135, 206, 235, 255) # Sky blue
begin_mode3d(0.0, 2.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 45.0, 0)
draw_cube(x, y, z, 1.0, 1.0, 1.0, 255, 0, 0, 255) # Red cube
draw_cube(0.0, -1.0, 0.0, 20.0, 0.1, 20.0, 34, 139, 34, 255) # Green ground
end_mode3d()
end_drawing()
end
```
### Step 5: Cleanup
Always destroy objects in reverse order of creation:
```sui
ode_joint_group_destroy(contactgroup)
ode_geom_destroy(geom)
ode_body_destroy(body)
ode_space_destroy(space)
ode_world_destroy(world)
ode_close()
close_window()
```
## Available Physics Functions
### World Management
- `ode_init()` - Initialize ODE
- `ode_close()` - Shutdown ODE
- `ode_world_create() -> *()` - Create a world
- `ode_world_destroy(world)` - Destroy world
- `ode_world_set_gravity(world, x, y, z)` - Set gravity vector
- `ode_world_step(world, timestep)` - Advance simulation
### Body Management
- `ode_body_create(world) -> *()` - Create a dynamic body
- `ode_body_destroy(body)`
- `ode_body_set_position(body, x, y, z)`
- `ode_body_get_position(body, &x, &y, &z)` - Retrieve position via pointers
- `ode_body_set_linear_vel(body, vx, vy, vz)`
- `ode_body_get_linear_vel(body, &vx, &vy, &vz)`
- `ode_body_set_rotation(body, w, x, y, z)` - Set quaternion rotation
- `ode_body_get_rotation(body, &w, &x, &y, &z)` - Get quaternion rotation
- `ode_body_set_box_mass(body, density, width, height, length)`
### Collision Shapes (Geometries)
- `ode_create_box_geom(space, width, height, length) -> *()` - Create box shape
- `ode_create_plane_geom(space, nx, ny, nz, d) -> *()` - Create plane shape
- `ode_geom_set_body(geom, body)` - Attach geometry to body
- `ode_geom_destroy(geom)`
### Collision Spaces
- `ode_simple_space_create(parent) -> *()` - Create simple space
- `ode_space_destroy(space)`
- `ode_space_collide(world, space, contactgroup)` - **Important**: Detect collisions
- `ode_joint_group_create(max_size) -> *()` - Create contact joint group
- `ode_joint_group_destroy(group)`
- `ode_joint_group_empty(group)` - **Important**: Clear contacts after step
## Common Patterns
### Adding Bounce/Restitution
Modify the contact properties in libsuicmez.c `near_callback()`:
```c
contact[i].surface.bounce = 0.5; // 0 = no bounce, 1 = perfect bounce
contact[i].surface.bounce_vel = 0.1;
```
### Applying Forces
```sui
# Set velocity directly
ode_body_set_linear_vel(body, 10.0, 0.0, 0.0)
```
Note: ODE also supports force/torque application through lower-level APIs.
### Multiple Objects
Create arrays of bodies and simulate them in a loop:
```sui
let bodies_count = 5
# In main loop:
let mut i = 0
while i < bodies_count do
ode_body_get_position(bodies[i], &x, &y, &z)
draw_cube(x, y, z, 1.0, 1.0, 1.0, 255, 0, 0, 255)
i = i + 1
end
```
## Advanced Topics
### Custom Contact Properties
Edit `suic_ode_set_contact_erp()` and `suic_ode_set_contact_cfm()` to tune physics:
- **ERP** (Error Reduction Parameter): 0-1, controls how fast constraint violations are fixed
- **CFM** (Constraint Force Mixing): Soft constraint parameter, adds damping
### Quaternion Rotations
ODE uses quaternions for 3D rotations. They're represented as (w, x, y, z):
```sui
# Identity rotation
ode_body_set_rotation(body, 1.0, 0.0, 0.0, 0.0)
# Get current rotation
let mut w = 0.0
let mut x = 0.0
let mut y = 0.0
let mut z = 0.0
ode_body_get_rotation(body, &w, &x, &y, &z)
```
### Performance Optimization
For large numbers of objects:
1. Use `dBVHSpaceCreate()` (not yet exposed) instead of simple space
2. Reduce collision pairs by using collision filtering
3. Use larger timesteps (but beware stability)
4. Implement sleeping/deactivation for static objects
## Example: Bouncing Ball Game
See `tests/game_3d.sui` for a complete working example of:
- Physics world setup
- Dynamic falling cube
- Ground plane
- Collision detection
- 3D rendering
Compile and run:
```bash
cargo run tests/game_3d.sui
gcc tests/game_3d.c libsuicmez/libsuicmez.c $(pkg-config --cflags --libs raylib ode) -o game
./game
```
## Troubleshooting
### "Cube falls through ground"
- Ensure `ode_space_collide()` is called **before** `ode_world_step()`
- Ensure contact group is created with `ode_joint_group_create()`
- Call `ode_joint_group_empty()` after each step
### Jittery Physics
- Reduce timestep (smaller value in `ode_world_step()`)
- Increase ERP with `suic_ode_set_contact_erp()`
- Reduce CFM with `suic_ode_set_contact_cfm()`
### Objects moving too slow/fast
- Check gravity: `ode_world_set_gravity(world, 0.0, -9.81, 0.0)`
- Check body mass: `ode_body_set_box_mass(body, density, w, h, l)`
- Check initial velocity: `ode_body_set_linear_vel(body, vx, vy, vz)`
## Next Steps
The Sui language is now ready for 3D game development! Future enhancements could include:
- Higher-level GameObject system wrapping physics + rendering
- Additional collision shapes (spheres, cylinders, meshes)
- Particle systems
- Audio integration
- Input handling improvements
- Scripting for game logic
Happy game developing! 🎮

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README.md Normal file
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# ODE Physics Engine Integration
## ✅ ODE Integration Complete
Full Open Dynamics Engine (ODE) support has been integrated into suicmez for 3D physics simulation, perfect for voxel games!
## Available ODE Functions
### Initialization and Cleanup
- `ode_init()` - Initialize the ODE library
- `ode_close()` - Clean up ODE resources
### World Management
- `ode_world_create()` - Create a new physics world
- `ode_world_destroy(world)` - Destroy a physics world
- `ode_world_set_gravity(world, x, y, z)` - Set world gravity
- `ode_world_step(world, stepsize)` - Advance physics simulation
### Rigid Bodies
- `ode_body_create(world)` - Create a new rigid body
- `ode_body_destroy(body)` - Destroy a rigid body
- `ode_body_set_position(body, x, y, z)` - Set body position
- `ode_body_set_linear_vel(body, x, y, z)` - Set linear velocity
### Mass and Geometry
- `ode_body_set_box_mass(body, density, lx, ly, lz)` - Set box-shaped mass
- `ode_create_box_geom(space, lx, ly, lz)` - Create box collision geometry
- `ode_geom_set_body(geom, body)` - Attach geometry to body
- `ode_geom_destroy(geom)` - Destroy geometry
### Collision Spaces
- `ode_simple_space_create(parent)` - Create collision space
- `ode_space_destroy(space)` - Destroy collision space
## Example Usage
```sui
# Initialize physics
ode_init()
# Create world with gravity
let world = ode_world_create()
let space = ode_simple_space_create(0 as *()) # null parent
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# Create a falling voxel/box
let body = ode_body_create(world)
ode_body_set_box_mass(body, 1.0, 1.0, 1.0, 1.0) # 1x1x1 meter box
ode_body_set_position(body, 0.0, 5.0, 0.0) # Start 5 units up
let geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
ode_geom_set_body(geom, body)
# Simulate physics
let mut i = 0
while i < 100 do
ode_world_step(world, 0.016) # 60 FPS
i = i + 1
end
# Cleanup
ode_geom_destroy(geom)
ode_body_destroy(body)
ode_space_destroy(space)
ode_world_destroy(world)
ode_close()
```
## Compilation
Use the updated compile scripts which now include ODE:
```bash
./compile.sh tests/your_ode_program.sui
./compile_and_run.sh tests/your_ode_program.sui
```
## ODE Version
Currently using: **ODE 0.16.6**
- Real-time rigid body dynamics
- Collision detection
- Joint constraints
- Stable simulation for games
All ODE features are now available through suicmez for building physics-based voxel games!</content>
<parameter name="filePath">ODE_INTEGRATION.md

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#!/bin/bash
# Simple helper script to compile Sui code and link with libsuicmez
if [ $# -eq 0 ]; then
echo "Usage: ./compile.sh <sui_source.sui> [output_name]"
echo ""
echo "Example:"
echo " ./compile.sh tests/structs.sui"
echo " ./compile.sh tests/structs.sui my_program"
exit 1
fi
INPUT_SUI="$1"
OUTPUT_NAME="${2:-${INPUT_NAME%.sui}}"
if [ ! -f "$INPUT_SUI" ]; then
echo "Error: File not found: $INPUT_SUI"
exit 1
fi
# Compile Sui to C
echo "Compiling $INPUT_SUI to C..."
cargo run "$INPUT_SUI" || exit 1
# Get the C file name (should be next to the .sui file)
C_FILE="${INPUT_SUI%.sui}.c"
OUTPUT_BINARY="${INPUT_SUI%.sui}.o"
if [ -n "$2" ]; then
OUTPUT_BINARY="$2"
fi
if [ ! -f "$C_FILE" ]; then
echo "Error: Generated C file not found: $C_FILE"
exit 1
fi
# Get raylib compile and link flags
RAYLIB_CFLAGS=$(pkg-config --cflags raylib 2>/dev/null || echo "-I/usr/include")
RAYLIB_LIBS=$(pkg-config --libs raylib 2>/dev/null || echo "-lraylib -lm")
# Get ODE compile and link flags
ODE_CFLAGS=$(pkg-config --cflags ode 2>/dev/null || echo "-I/usr/include")
ODE_LIBS=$(pkg-config --libs ode 2>/dev/null || echo "-lode -lm")
# Compile C to executable with raylib and ODE support
echo "Compiling C code and linking with libsuicmez, raylib, and ODE..."
gcc "$C_FILE" libsuicmez/libsuicmez.c $RAYLIB_CFLAGS $RAYLIB_LIBS $ODE_CFLAGS $ODE_LIBS -o "$OUTPUT_BINARY" || exit 1
echo "✓ Successfully created: $OUTPUT_BINARY"
echo " Run with: ./$OUTPUT_BINARY"

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#!/bin/bash
# Compile Sui source to C, then compile and run the executable
if [ $# -eq 0 ]; then
echo "Usage: ./compile_and_run.sh <sui_source.sui> [program_args...]"
echo ""
echo "Examples:"
echo " ./compile_and_run.sh tests/structs.sui"
echo " ./compile_and_run.sh tests/myprogram.sui arg1 arg2"
exit 1
fi
INPUT_SUI="$1"
shift # Remove first argument, keep the rest as program args
if [ ! -f "$INPUT_SUI" ]; then
echo "Error: File not found: $INPUT_SUI"
exit 1
fi
# Determine output names
C_FILE="${INPUT_SUI%.sui}.c"
# Extract just the filename without extension for the temp binary
BINARY_NAME=$(basename "${INPUT_SUI%.sui}")
OUTPUT_BINARY="/tmp/suic_$BINARY_NAME"
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
echo "Step 1: Compiling Sui to C..."
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
if ! cargo run "$INPUT_SUI" > /dev/null 2>&1; then
echo ""
echo "✗ Sui compilation failed"
exit 1
fi
if [ ! -f "$C_FILE" ]; then
echo "✗ Error: Generated C file not found: $C_FILE"
exit 1
fi
echo "✓ C file generated: $C_FILE"
echo ""
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
echo "Step 2: Compiling C to executable..."
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
# Get raylib compile and link flags
RAYLIB_CFLAGS=$(pkg-config --cflags raylib 2>/dev/null || echo "-I/usr/include")
RAYLIB_LIBS=$(pkg-config --libs raylib 2>/dev/null || echo "-lraylib -lm")
# Get ODE compile and link flags
ODE_CFLAGS=$(pkg-config --cflags ode 2>/dev/null || echo "-I/usr/include")
ODE_LIBS=$(pkg-config --libs ode 2>/dev/null || echo "-lode -lm")
if ! gcc "$C_FILE" libsuicmez/libsuicmez.c $RAYLIB_CFLAGS $RAYLIB_LIBS $ODE_CFLAGS $ODE_LIBS -o "$OUTPUT_BINARY" 2>&1; then
echo ""
echo "✗ C compilation failed"
exit 1
fi
echo "✓ Executable created: $OUTPUT_BINARY"
echo ""
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
echo "Step 3: Running program..."
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
echo ""
# Run with any additional arguments passed to this script
"$OUTPUT_BINARY" "$@"
EXIT_CODE=$?
echo ""
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
if [ $EXIT_CODE -eq 0 ]; then
echo "✓ Program completed successfully"
else
echo "✗ Program exited with code: $EXIT_CODE"
fi
echo "━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━"
exit $EXIT_CODE

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#include "raylib.h"
#include "libsuicmez.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
// Simple garbage collection allocator
// This is a basic implementation that tracks allocations
// For production, consider using a more robust GC library
#define MAX_TRACKED_ALLOCATIONS 10000
typedef struct {
void* ptr;
size_t size;
int in_use;
} AllocationInfo;
static AllocationInfo tracked_allocations[MAX_TRACKED_ALLOCATIONS];
static int allocation_count = 0;
static const char* last_error = NULL;
// Simple linear search to find allocation
static int find_allocation(void* ptr) {
for (int i = 0; i < allocation_count; i++) {
if (tracked_allocations[i].ptr == ptr && tracked_allocations[i].in_use) {
return i;
}
}
return -1;
}
// GC-aware allocator
void* gc_suic_alloc(size_t size) {
if (size == 0) {
return NULL;
}
void* ptr = malloc(size);
if (!ptr) {
last_error = "Memory allocation failed";
return NULL;
}
// Track this allocation
if (allocation_count < MAX_TRACKED_ALLOCATIONS) {
tracked_allocations[allocation_count].ptr = ptr;
tracked_allocations[allocation_count].size = size;
tracked_allocations[allocation_count].in_use = 1;
allocation_count++;
} else {
last_error = "Too many tracked allocations";
free(ptr);
return NULL;
}
return ptr;
}
// Free memory (called by gc_suic_free)
void suic_gc_free(void* ptr) {
if (!ptr) return;
int idx = find_allocation(ptr);
if (idx >= 0) {
tracked_allocations[idx].in_use = 0;
free(ptr);
}
}
// Error handling
const char *suic_last_error(void) {
return last_error ? last_error : "No error";
}
void suic_clear_error(void) {
last_error = NULL;
}
// Logging
static suic_log_level current_log_level = SUIC_LOG_ALL;
void suic_set_log_level(suic_log_level level) {
current_log_level = level;
}
// Window management
bool suic_init_window(int width, int height, const char *title) {
InitWindow(width, height, title);
return !WindowShouldClose();
}
void suic_close_window(void) {
CloseWindow();
}
bool suic_window_should_close(void) {
return WindowShouldClose();
}
void suic_set_target_fps(int fps) {
SetTargetFPS(fps);
}
// Drawing
void suic_begin_drawing(void) {
BeginDrawing();
}
void suic_end_drawing(void) {
EndDrawing();
}
void suic_clear_background(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
ClearBackground((Color){r, g, b, a});
}
// 3D mode
Camera3D suic_to_rl_camera3d(suic_camera3d cam) {
return (Camera3D){
.position = suic_to_rl_vec3(cam.position),
.target = suic_to_rl_vec3(cam.target),
.up = suic_to_rl_vec3(cam.up),
.fovy = cam.fovy,
.projection = cam.projection
};
}
void suic_begin_mode3d(float pos_x, float pos_y, float pos_z, float target_x, float target_y, float target_z, float up_x, float up_y, float up_z, float fovy, int projection) {
Camera3D camera = {
.position = (Vector3){pos_x, pos_y, pos_z},
.target = (Vector3){target_x, target_y, target_z},
.up = (Vector3){up_x, up_y, up_z},
.fovy = fovy,
.projection = projection
};
BeginMode3D(camera);
}
void suic_end_mode3d(void) {
EndMode3D();
}
// 3D Drawing
void suic_draw_cube(float x, float y, float z, float width, float height, float length, unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
DrawCube((Vector3){x, y, z}, width, height, length, (Color){r, g, b, a});
}
void suic_draw_cube_wires(float x, float y, float z, float width, float height, float length, unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
DrawCubeWires((Vector3){x, y, z}, width, height, length, (Color){r, g, b, a});
}
// Input
bool suic_is_key_down(int key) {
return IsKeyDown(key);
}
bool suic_is_mouse_button_down(int b) {
return IsMouseButtonDown(b);
}
suic_vec2 suic_get_mouse_position(void) {
Vector2 pos = GetMousePosition();
return (suic_vec2){pos.x, pos.y};
}
// Image and Texture
suic_image_handle suic_image_load(const char *path) {
Image img = LoadImage(path);
return (suic_image_handle){img, (img.data != NULL) ? true : false};
}
void suic_image_free(suic_image_handle *img) {
if (img && img->valid) {
UnloadImage(img->value);
img->valid = false;
}
}
suic_texture_handle suic_texture_load(const char *path) {
Texture2D tex = LoadTexture(path);
return (suic_texture_handle){tex, (tex.id != 0) ? true : false};
}
suic_texture_handle suic_texture_from_image(suic_image_handle img) {
if (!img.valid) {
return (suic_texture_handle){0, false};
}
Texture2D tex = LoadTextureFromImage(img.value);
return (suic_texture_handle){tex, (tex.id != 0) ? true : false};
}
void suic_texture_free(suic_texture_handle *tex) {
if (tex && tex->valid) {
UnloadTexture(tex->value);
tex->valid = false;
}
}
void suic_draw_texture(suic_texture_handle tex, int x, int y, unsigned char r,
unsigned char g, unsigned char b, unsigned char a) {
if (tex.valid) {
DrawTexture(tex.value, x, y, (Color){r, g, b, a});
}
}
// Audio
bool suic_audio_init(void) {
InitAudioDevice();
return IsAudioDeviceReady();
}
void suic_audio_close(void) {
CloseAudioDevice();
}
suic_sound_handle suic_sound_load(const char *path) {
Sound snd = LoadSound(path);
return (suic_sound_handle){snd, (snd.frameCount > 0) ? true : false};
}
void suic_sound_play(suic_sound_handle snd) {
if (snd.valid) {
PlaySound(snd.value);
}
}
void suic_sound_set_volume(suic_sound_handle snd, float volume) {
if (snd.valid) {
SetSoundVolume(snd.value, volume);
}
}
void suic_sound_free(suic_sound_handle *snd) {
if (snd && snd->valid) {
UnloadSound(snd->value);
snd->valid = false;
}
}
// Raycasting
suic_ray suic_get_mouse_ray(suic_vec2 mouse, suic_camera3d cam) {
Ray r = GetMouseRay(
(Vector2){mouse.x, mouse.y},
suic_to_rl_camera3d(cam)
);
return (suic_ray){
.origin = (suic_vec3){r.position.x, r.position.y, r.position.z},
.direction = (suic_vec3){r.direction.x, r.direction.y, r.direction.z}
};
}
suic_rayhit suic_raycast_aabb(suic_ray ray, suic_aabb box) {
Ray r = (Ray){
.position = (Vector3){ray.origin.x, ray.origin.y, ray.origin.z},
.direction = (Vector3){ray.direction.x, ray.direction.y, ray.direction.z}
};
BoundingBox bbox = (BoundingBox){
.min = (Vector3){box.min.x, box.min.y, box.min.z},
.max = (Vector3){box.max.x, box.max.y, box.max.z}
};
RayCollision collision = GetRayCollisionBox(r, bbox);
return (suic_rayhit){
.hit = collision.hit,
.distance = collision.distance,
.point = (suic_vec3){collision.point.x, collision.point.y, collision.point.z},
.normal = (suic_vec3){collision.normal.x, collision.normal.y, collision.normal.z}
};
}
// ODE Physics Engine Implementation
static int ode_initialized = 0;
void suic_ode_init(void) {
if (!ode_initialized) {
dInitODE();
ode_initialized = 1;
}
}
void suic_ode_close(void) {
if (ode_initialized) {
dCloseODE();
ode_initialized = 0;
}
}
suic_ode_world_id suic_ode_world_create(void) {
return dWorldCreate();
}
void suic_ode_world_destroy(suic_ode_world_id world) {
if (world) {
dWorldDestroy(world);
}
}
void suic_ode_world_set_gravity(suic_ode_world_id world, dReal x, dReal y, dReal z) {
if (world) {
dWorldSetGravity(world, x, y, z);
}
}
void suic_ode_world_step(suic_ode_world_id world, dReal stepsize) {
if (world) {
dWorldStep(world, stepsize);
}
}
// Body management
suic_ode_body_id suic_ode_body_create(suic_ode_world_id world) {
return dBodyCreate(world);
}
void suic_ode_body_destroy(suic_ode_body_id body) {
if (body) {
dBodyDestroy(body);
}
}
void suic_ode_body_set_position(suic_ode_body_id body, dReal x, dReal y, dReal z) {
if (body) {
dBodySetPosition(body, x, y, z);
}
}
void suic_ode_body_set_linear_vel(suic_ode_body_id body, dReal x, dReal y, dReal z) {
if (body) {
dBodySetLinearVel(body, x, y, z);
}
}
void suic_ode_body_get_position(suic_ode_body_id body, float *x, float *y, float *z) {
if (body) {
const dReal *pos = dBodyGetPosition(body);
*x = (float)pos[0];
*y = (float)pos[1];
*z = (float)pos[2];
}
}
// Mass and geometry
void suic_ode_body_set_box_mass(suic_ode_body_id body, dReal density, dReal lx, dReal ly, dReal lz) {
if (body) {
dMass mass;
dMassSetBox(&mass, density, lx, ly, lz);
dBodySetMass(body, &mass);
}
}
suic_ode_geom_id suic_ode_create_box_geom(suic_ode_space_id space, dReal lx, dReal ly, dReal lz) {
return dCreateBox(space, lx, ly, lz);
}
suic_ode_geom_id suic_ode_create_plane_geom(suic_ode_space_id space, dReal a, dReal b, dReal c, dReal d) {
return dCreatePlane(space, a, b, c, d);
}
void suic_ode_geom_set_body(suic_ode_geom_id geom, suic_ode_body_id body) {
if (geom) {
dGeomSetBody(geom, body);
}
}
void suic_ode_geom_destroy(suic_ode_geom_id geom) {
if (geom) {
dGeomDestroy(geom);
}
}
// Collision space
suic_ode_space_id suic_ode_simple_space_create(suic_ode_space_id parent) {
return dSimpleSpaceCreate(parent);
}
void suic_ode_space_destroy(suic_ode_space_id space) {
if (space) {
dSpaceDestroy(space);
}
}
// ============================================================================
// COLLISION DETECTION AND CONTACT JOINTS
// ============================================================================
// Global contact configuration
static dReal contact_max_force = 10000.0;
static dReal contact_erp = 0.8; // Error reduction parameter
static dReal contact_cfm = 0.00001; // Constraint force mixing
// Store world and contactgroup for collision callback
typedef struct {
dWorldID world;
dJointGroupID contactgroup;
} CollisionContext;
// Collision callback for detecting contacts between geometries
static void near_callback(void *data, dGeomID o1, dGeomID o2) {
CollisionContext *ctx = (CollisionContext*)data;
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
// Don't process if both bodies are static or same body
if ((b1 && b2 && b1 == b2) || (!b1 && !b2)) {
return;
}
const int N = 4; // Max contacts per collision
dContact contact[N];
// Check for collisions
int n = dCollide(o1, o2, N, &contact[0].geom, sizeof(dContact));
if (n > 0) {
for (int i = 0; i < n; i++) {
// Set contact properties
contact[i].surface.mu = 0.5; // Friction coefficient
contact[i].surface.mu2 = 0.5;
contact[i].surface.bounce = 0.1; // Bounciness
contact[i].surface.bounce_vel = 0.1;
contact[i].surface.mode = dContactBounce | dContactSoftERP | dContactSoftCFM;
contact[i].surface.soft_erp = contact_erp;
contact[i].surface.soft_cfm = contact_cfm;
// Create contact joint
dJointID c = dJointCreateContact(ctx->world, ctx->contactgroup, &contact[i]);
dJointAttach(c, b1, b2);
}
}
}
void suic_ode_space_collide(suic_ode_world_id world, suic_ode_space_id space, suic_ode_joint_group_id contactgroup) {
if (space && contactgroup && world) {
CollisionContext ctx = {.world = world, .contactgroup = contactgroup};
dSpaceCollide(space, (void*)&ctx, &near_callback);
}
}
suic_ode_joint_group_id suic_ode_joint_group_create(int max_size) {
return dJointGroupCreate(max_size);
}
void suic_ode_joint_group_destroy(suic_ode_joint_group_id group) {
if (group) {
dJointGroupDestroy(group);
}
}
void suic_ode_joint_group_empty(suic_ode_joint_group_id group) {
if (group) {
dJointGroupEmpty(group);
}
}
void suic_ode_set_contact_max_force(dReal force) {
contact_max_force = force;
}
void suic_ode_set_contact_erp(dReal erp) {
contact_erp = erp;
}
void suic_ode_set_contact_cfm(dReal cfm) {
contact_cfm = cfm;
}
// ============================================================================
// ADDITIONAL BODY FUNCTIONS
// ============================================================================
void suic_ode_body_get_linear_vel(suic_ode_body_id body, float *x, float *y, float *z) {
if (body) {
const dReal *vel = dBodyGetLinearVel(body);
*x = (float)vel[0];
*y = (float)vel[1];
*z = (float)vel[2];
}
}
void suic_ode_body_get_rotation(suic_ode_body_id body, float *q_w, float *q_x, float *q_y, float *q_z) {
if (body) {
const dReal *q = dBodyGetQuaternion(body);
*q_w = (float)q[0];
*q_x = (float)q[1];
*q_y = (float)q[2];
*q_z = (float)q[3];
}
}
void suic_ode_body_set_rotation(suic_ode_body_id body, dReal q_w, dReal q_x, dReal q_y, dReal q_z) {
if (body) {
dQuaternion q;
q[0] = q_w;
q[1] = q_x;
q[2] = q_y;
q[3] = q_z;
dBodySetQuaternion(body, q);
}
}
// ============================================================================
// GAME OBJECT SYSTEM - Unified Physics & Rendering
// ============================================================================
suic_game_object* suic_game_object_create_box(
suic_ode_world_id world,
suic_ode_space_id space,
float x, float y, float z,
float width, float height, float length,
float density,
unsigned char r, unsigned char g, unsigned char b, unsigned char a
) {
suic_game_object* obj = (suic_game_object*)gc_suic_alloc(sizeof(suic_game_object));
if (!obj) return NULL;
// Create physics body
obj->body = dBodyCreate(world);
if (!obj->body) {
suic_gc_free(obj);
return NULL;
}
// Set position
dBodySetPosition(obj->body, x, y, z);
// Create and attach geometry
obj->geom = dCreateBox(space, width, height, length);
if (!obj->geom) {
dBodyDestroy(obj->body);
suic_gc_free(obj);
return NULL;
}
dGeomSetBody(obj->geom, obj->body);
// Set mass
dMass mass;
dMassSetBox(&mass, density, width, height, length);
dBodySetMass(obj->body, &mass);
// Store rendering data
obj->width = width;
obj->height = height;
obj->length = length;
obj->r = r;
obj->g = g;
obj->b = b;
obj->a = a;
obj->shape_type = 0; // 0 = box
return obj;
}
void suic_game_object_destroy(suic_game_object* obj) {
if (obj) {
if (obj->geom) {
dGeomDestroy(obj->geom);
}
if (obj->body) {
dBodyDestroy(obj->body);
}
suic_gc_free(obj);
}
}
void suic_game_object_set_position(suic_game_object* obj, float x, float y, float z) {
if (obj && obj->body) {
dBodySetPosition(obj->body, x, y, z);
}
}
void suic_game_object_get_position(suic_game_object* obj, float *x, float *y, float *z) {
if (obj && obj->body) {
const dReal *pos = dBodyGetPosition(obj->body);
*x = (float)pos[0];
*y = (float)pos[1];
*z = (float)pos[2];
}
}
void suic_game_object_set_velocity(suic_game_object* obj, float x, float y, float z) {
if (obj && obj->body) {
dBodySetLinearVel(obj->body, x, y, z);
}
}
void suic_game_object_get_velocity(suic_game_object* obj, float *x, float *y, float *z) {
if (obj && obj->body) {
const dReal *vel = dBodyGetLinearVel(obj->body);
*x = (float)vel[0];
*y = (float)vel[1];
*z = (float)vel[2];
}
}
void suic_game_object_draw(suic_game_object* obj) {
if (obj && obj->body) {
float x, y, z;
suic_game_object_get_position(obj, &x, &y, &z);
if (obj->shape_type == 0) { // Box
DrawCube(
(Vector3){x, y, z},
obj->width, obj->height, obj->length,
(Color){obj->r, obj->g, obj->b, obj->a}
);
// Draw wireframe for visual clarity
DrawCubeWires(
(Vector3){x, y, z},
obj->width, obj->height, obj->length,
(Color){0, 0, 0, 200}
);
}
}
}

View file

@ -3,10 +3,16 @@
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
// Forward include raylib (or include it in the .c and keep only forward decls)
// Raylib support
#include "raylib.h"
// ODE support
#include <ode/ode.h>
// Logging levels
typedef enum suic_log_level {
SUIC_LOG_ALL = 0,
SUIC_LOG_INFO = 1,
@ -15,11 +21,12 @@ typedef enum suic_log_level {
SUIC_LOG_NONE = 4
} suic_log_level;
// Error handling
const char *suic_last_error(void);
void suic_clear_error(void);
void suic_set_log_level(suic_log_level level);
// Vec types
typedef struct suic_vec2 {
float x, y;
} suic_vec2;
@ -28,54 +35,62 @@ typedef struct suic_vec3 {
float x, y, z;
} suic_vec3;
// Vector conversion helpers
static inline Vector2 suic_to_rl_vec2(suic_vec2 v) {
return (Vector2){v.x, v.y};
}
static inline Vector3 suic_to_rl_vec3(suic_vec3 v) {
return (Vector3){v.x, v.y, v.z};
}
static inline suic_vec2 suic_from_rl_vec2(Vector2 v) {
return (suic_vec2){v.x, v.y};
}
static inline suic_vec3 suic_from_rl_vec3(Vector3 v) {
return (suic_vec3){v.x, v.y, v.z};
}
// Must be called before any GPU resources (textures, models) are created.
// Window management
bool suic_init_window(int width, int height, const char *title);
void suic_close_window(void);
bool suic_window_should_close(void);
void suic_set_target_fps(int fps);
// Frame boundaries (2D)
// Drawing (2D)
void suic_begin_drawing(void);
void suic_end_drawing(void);
void suic_clear_background(unsigned char r, unsigned char g, unsigned char b,
unsigned char a);
void suic_clear_background(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
// 3D mode boundaries
// 3D Camera
typedef struct suic_camera3d {
suic_vec3 position;
suic_vec3 target;
suic_vec3 up;
float fovy;
int projection; // map to CameraProjection
int projection; // CameraProjection
} suic_camera3d;
Camera3D suic_to_rl_camera3d(suic_camera3d cam);
void suic_begin_mode3d(suic_camera3d cam);
void suic_begin_mode3d(float pos_x, float pos_y, float pos_z, float target_x, float target_y, float target_z, float up_x, float up_y, float up_z, float fovy, int projection);
void suic_end_mode3d(void);
// 3D Drawing
void suic_draw_cube(float x, float y, float z, float width, float height, float length, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
void suic_draw_cube_wires(float x, float y, float z, float width, float height, float length, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
// Input
bool suic_is_key_down(int key);
bool suic_is_mouse_button_down(int b);
suic_vec2 suic_get_mouse_position(void);
// Images and Textures
typedef struct suic_image_handle {
Image value;
bool valid;
} suic_image_handle;
typedef struct suic_texture_handle {
Texture2D value;
bool valid;
@ -87,13 +102,12 @@ void suic_image_free(suic_image_handle *img);
suic_texture_handle suic_texture_load(const char *path);
suic_texture_handle suic_texture_from_image(suic_image_handle img);
void suic_texture_free(suic_texture_handle *tex);
// Drawing a texture (basic)
void suic_draw_texture(suic_texture_handle tex, int x, int y, unsigned char r,
unsigned char g, unsigned char b, unsigned char a);
bool suic_audio_init(void); // wraps InitAudioDevice
void suic_audio_close(void); // wraps CloseAudioDevice
// Audio
bool suic_audio_init(void);
void suic_audio_close(void);
typedef struct suic_sound_handle {
Sound value;
@ -105,6 +119,7 @@ void suic_sound_play(suic_sound_handle snd);
void suic_sound_set_volume(suic_sound_handle snd, float volume);
void suic_sound_free(suic_sound_handle *snd);
// Raycasting
typedef struct suic_ray {
suic_vec3 origin;
suic_vec3 direction;
@ -117,14 +132,102 @@ typedef struct suic_rayhit {
suic_vec3 normal;
} suic_rayhit;
// Ray from camera + mouse
suic_ray suic_get_mouse_ray(suic_vec2 mouse, suic_camera3d cam);
// AABB ray test (for chunk culling / picking helpers)
typedef struct suic_aabb {
suic_vec3 min;
suic_vec3 max;
} suic_aabb;
suic_ray suic_get_mouse_ray(suic_vec2 mouse, suic_camera3d cam);
suic_rayhit suic_raycast_aabb(suic_ray ray, suic_aabb box);
// GC-aware allocator (core functionality)
void* gc_suic_alloc(size_t size);
void suic_gc_free(void* ptr);
// ODE Physics Engine Support
// ODE types (opaque pointers)
typedef dWorldID suic_ode_world_id;
typedef dSpaceID suic_ode_space_id;
typedef dBodyID suic_ode_body_id;
typedef dGeomID suic_ode_geom_id;
typedef dJointID suic_ode_joint_id;
typedef dJointGroupID suic_ode_joint_group_id;
// Vector types for ODE (matching ODE's dReal which is double)
typedef struct suic_ode_vector3 {
dReal x, y, z;
} suic_ode_vector3;
typedef struct suic_ode_quaternion {
dReal w, x, y, z; // ODE quaternion format: w,x,y,z
} suic_ode_quaternion;
// Basic ODE functions
void suic_ode_init(void);
void suic_ode_close(void);
suic_ode_world_id suic_ode_world_create(void);
void suic_ode_world_destroy(suic_ode_world_id world);
void suic_ode_world_set_gravity(suic_ode_world_id world, dReal x, dReal y, dReal z);
void suic_ode_world_step(suic_ode_world_id world, dReal stepsize);
// Body management
suic_ode_body_id suic_ode_body_create(suic_ode_world_id world);
void suic_ode_body_destroy(suic_ode_body_id body);
void suic_ode_body_set_position(suic_ode_body_id body, dReal x, dReal y, dReal z);
void suic_ode_body_set_linear_vel(suic_ode_body_id body, dReal x, dReal y, dReal z);
void suic_ode_body_get_position(suic_ode_body_id body, float *x, float *y, float *z);
// Mass and geometry
void suic_ode_body_set_box_mass(suic_ode_body_id body, dReal density, dReal lx, dReal ly, dReal lz);
suic_ode_geom_id suic_ode_create_box_geom(suic_ode_space_id space, dReal lx, dReal ly, dReal lz);
suic_ode_geom_id suic_ode_create_plane_geom(suic_ode_space_id space, dReal a, dReal b, dReal c, dReal d);
void suic_ode_geom_set_body(suic_ode_geom_id geom, suic_ode_body_id body);
void suic_ode_geom_destroy(suic_ode_geom_id geom);
// Collision space
suic_ode_space_id suic_ode_simple_space_create(suic_ode_space_id parent);
void suic_ode_space_destroy(suic_ode_space_id space);
// Collision detection and contact joints
void suic_ode_space_collide(suic_ode_world_id world, suic_ode_space_id space, suic_ode_joint_group_id contactgroup);
suic_ode_joint_group_id suic_ode_joint_group_create(int max_size);
void suic_ode_joint_group_destroy(suic_ode_joint_group_id group);
void suic_ode_joint_group_empty(suic_ode_joint_group_id group);
// Additional body functions
void suic_ode_body_get_linear_vel(suic_ode_body_id body, float *x, float *y, float *z);
void suic_ode_body_get_rotation(suic_ode_body_id body, float *q_w, float *q_x, float *q_y, float *q_z);
void suic_ode_body_set_rotation(suic_ode_body_id body, dReal q_w, dReal q_x, dReal q_y, dReal q_z);
// Contact properties configuration
void suic_ode_set_contact_max_force(dReal force);
void suic_ode_set_contact_erp(dReal erp);
void suic_ode_set_contact_cfm(dReal cfm);
// Game object system - unifies physics and rendering
typedef struct {
suic_ode_body_id body;
suic_ode_geom_id geom;
float width, height, length; // For box shapes
unsigned char r, g, b, a; // Color for rendering
int shape_type; // 0=box, 1=sphere, etc.
} suic_game_object;
// Create and manage game objects
suic_game_object* suic_game_object_create_box(
suic_ode_world_id world,
suic_ode_space_id space,
float x, float y, float z,
float width, float height, float length,
float density,
unsigned char r, unsigned char g, unsigned char b, unsigned char a
);
void suic_game_object_destroy(suic_game_object* obj);
void suic_game_object_set_position(suic_game_object* obj, float x, float y, float z);
void suic_game_object_get_position(suic_game_object* obj, float *x, float *y, float *z);
void suic_game_object_set_velocity(suic_game_object* obj, float x, float y, float z);
void suic_game_object_get_velocity(suic_game_object* obj, float *x, float *y, float *z);
void suic_game_object_draw(suic_game_object* obj);
#endif // LIBSUICMEZ_H

View file

@ -1,3 +0,0 @@
fn simple() -> int do
42
end

View file

@ -1,18 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
int simple_add(int x, int y);
int main(void);
int simple_add(int x, int y) {
(x + y);
}
int main(void) {
int result = simple_add(5, 3);
return result;
}

View file

@ -1,7 +0,0 @@
fn simple_add(x: int, y: int) -> int
x + y
fn main() -> int do
let result = simple_add(5, 3)
result
end

View file

@ -8,10 +8,25 @@ pub enum CType {
Ptr(Box<CType>),
Struct(String),
UnnamedStruct(Vec<CVarDecl>),
Array(Box<CType>, usize), // type and size
Array(Box<CType>), // heap-allocated array wrapper with data pointer, len, capacity
Func(Vec<CType>, Box<CType>), // args and return
}
impl CType {
/// Check if this type should be heap-allocated
pub fn is_heap_allocated(&self) -> bool {
matches!(self, CType::Array(_) | CType::Struct(_) | CType::Ptr(_))
}
/// Check if this is a copyable (stack-allocated) type
pub fn is_copyable(&self) -> bool {
matches!(
self,
CType::Void | CType::Int | CType::Float | CType::Bool | CType::Char | CType::Ptr(_)
)
}
}
impl CType {
pub fn to_string(&self) -> String {
match self {
@ -29,7 +44,7 @@ impl CType {
.collect();
format!("struct {{\n{}\n}}", field_strs.join("\n"))
}
CType::Array(inner, size) => format!("{}[{}]", inner.to_string(), size),
CType::Array(inner) => format!("struct sui_array_{}", inner.to_string().replace(" ", "_").replace("*", "ptr")),
CType::Func(args, ret) => {
let arg_strs: Vec<String> = args.iter().map(|t| t.to_string()).collect();
format!("{} (*)({})", ret.to_string(), arg_strs.join(", "))
@ -61,22 +76,24 @@ pub struct CFuncDecl {
#[derive(Debug, Clone)]
pub enum CExpr {
IntLit(i64),
FloatLit(f64),
BoolLit(bool),
StringLit(String),
Var(String),
Call(String, Vec<CExpr>),
BinOp(Box<CExpr>, CBinaryOp, Box<CExpr>),
UnOp(CUnaryOp, Box<CExpr>),
Cast(Box<CExpr>, CType),
StructLit(String, Vec<(String, CExpr)>),
EnumLit(String, String, Vec<CExpr>), // enum_name, variant_name, args
ArrayLit(Vec<CExpr>),
Index(Box<CExpr>, Box<CExpr>),
Dot(Box<CExpr>, String),
AddrOf(Box<CExpr>),
Deref(Box<CExpr>),
IntLit(i64),
FloatLit(f64),
BoolLit(bool),
StringLit(String),
Var(String),
Call(String, Vec<CExpr>),
BinOp(Box<CExpr>, CBinaryOp, Box<CExpr>),
UnOp(CUnaryOp, Box<CExpr>),
Cast(Box<CExpr>, CType),
StructLit(String, Vec<(String, CExpr)>),
EnumLit(String, String, Vec<CExpr>), // enum_name, variant_name, args
ArrayLit(Vec<CExpr>),
Index(Box<CExpr>, Box<CExpr>),
Dot(Box<CExpr>, String),
AddrOf(Box<CExpr>),
Deref(Box<CExpr>),
Assign(Box<CExpr>, Box<CExpr>), // Assignment expression (lhs = rhs)
Ternary(Box<CExpr>, Box<CExpr>, Box<CExpr>), // cond ? then : else
}
#[derive(Debug, Clone)]

View file

@ -137,7 +137,7 @@ impl DeclarationTranspiler {
Some(TypeAnnot::Cons(name, args)) if args.is_empty() => convert_to_c_type(name),
Some(TypeAnnot::Cons(name, _args)) => {
// Generic types - for now just use the base name
Ok(CType::Struct(name.clone()))
Ok(CType::Ptr(Box::new(CType::Struct(name.clone()))))
}
Some(TypeAnnot::Ptr(inner)) => {
let inner_type = self.type_annot_to_c_type(&Some(*inner.clone()))?;
@ -145,6 +145,7 @@ impl DeclarationTranspiler {
}
Some(TypeAnnot::Array(inner)) => {
let inner_type = self.type_annot_to_c_type(&Some(*inner.clone()))?;
// Arrays are pointers to the element type
Ok(CType::Ptr(Box::new(inner_type)))
}
Some(TypeAnnot::Tuple(fields)) => {
@ -178,6 +179,6 @@ pub fn convert_to_c_type(name: &String) -> Result<CType, String> {
"float" => Ok(CType::Float),
"bool" => Ok(CType::Bool),
"string" => Ok(CType::Ptr(Box::new(CType::Char))),
_ => Ok(CType::Struct(name.clone())), // Assume struct
_ => Ok(CType::Ptr(Box::new(CType::Struct(name.clone())))), // Assume heap-allocated struct
}
}

View file

@ -138,16 +138,27 @@ impl StatementsTranspiler {
c_args,
))
}
TypedExprKind::If(cond, then_expr, else_expr) => {
// Conditional expressions - for now, simplify to function call
// This is not ideal but works for basic cases
Err("Conditional expressions not yet supported".to_string())
}
_ => Err(format!("Unsupported expression: {:?}", expr.kind)),
TypedExprKind::If(cond, then_expr, else_expr) => {
// Conditional expressions: (cond ? then_expr : else_expr)
let c_cond = self.transpile_expr(cond)?;
let c_then = self.transpile_expr(then_expr)?;
let c_else = match else_expr {
Some(else_expr) => self.transpile_expr(else_expr)?,
None => return Err("If expressions must have an else branch".to_string()),
};
Ok(CExpr::Ternary(Box::new(c_cond), Box::new(c_then), Box::new(c_else)))
}
TypedExprKind::Assign(lhs, rhs) => {
// Assignments are expressions in C, so we can transpile them
let c_lhs = self.transpile_expr(lhs)?;
let c_rhs = self.transpile_expr(rhs)?;
Ok(CExpr::Assign(Box::new(c_lhs), Box::new(c_rhs)))
}
_ => Err(format!("Unsupported expression: {:?}", expr.kind)),
}
}
pub fn transpile_stmt(&mut self, expr: &TypedExpr) -> Result<CStmt, String> {
pub fn transpile_stmt(&mut self, expr: &TypedExpr) -> Result<CStmt, String> {
match &expr.kind {
TypedExprKind::Let(_binding_id, name, _kind, _type_annot, init_expr) => {
let c_type = self.type_to_ctype(&expr.ty)?;
@ -171,20 +182,12 @@ impl StatementsTranspiler {
};
Ok(CStmt::Return(c_ret))
}
TypedExprKind::If(cond, then_expr, else_expr) => {
let c_cond = self.transpile_expr(cond)?;
let then_stmts = self.expr_to_stmts(then_expr)?;
let else_stmts = match else_expr {
Some(else_expr) => Some(self.expr_to_stmts(else_expr)?),
None => None,
};
Ok(CStmt::If(c_cond, then_stmts, else_stmts))
}
TypedExprKind::While(cond, body) => {
let c_cond = self.transpile_expr(cond)?;
let body_stmts = self.expr_to_stmts(body)?;
Ok(CStmt::While(c_cond, body_stmts))
}
TypedExprKind::While(cond, body) => {
let c_cond = self.transpile_expr(cond)?;
let body_stmts = self.expr_to_loop_stmts(body)?;
Ok(CStmt::While(c_cond, body_stmts))
}
TypedExprKind::Do(exprs) => {
let mut stmts = Vec::new();
let mut defers = Vec::new();
@ -224,10 +227,10 @@ impl StatementsTranspiler {
);
let incr =
CExpr::UnOp(CUnaryOp::PreInc, Box::new(CExpr::Var(var_name.clone())));
CExpr::UnOp(CUnaryOp::PreInc, Box::new(CExpr::Var(var_name.clone())));
let body_stmts = self.expr_to_stmts(body)?;
Ok(CStmt::For(init, cond, incr, body_stmts))
let body_stmts = self.expr_to_loop_stmts(body)?;
Ok(CStmt::For(init, cond, incr, body_stmts))
}
// for x in array_var
@ -269,9 +272,9 @@ impl StatementsTranspiler {
});
let mut body_stmts = vec![bind];
body_stmts.extend(self.expr_to_stmts(body)?);
body_stmts.extend(self.expr_to_loop_stmts(body)?);
Ok(CStmt::For(idx_decl, cond, incr, body_stmts))
Ok(CStmt::For(idx_decl, cond, incr, body_stmts))
}
// for x in [a, b, c]
@ -291,7 +294,7 @@ impl StatementsTranspiler {
// tmp_arr = { ... }
let (arr_name, arr_decl) = self.fresh_tmp_var(
"_arr",
CType::Array(Box::new(elem_ty.clone()), arr_len),
CType::Array(Box::new(elem_ty.clone())),
Some(CExpr::ArrayLit(c_elems)),
);
@ -317,13 +320,13 @@ impl StatementsTranspiler {
)),
});
let mut body_stmts = vec![bind];
body_stmts.extend(self.expr_to_stmts(body)?);
let mut body_stmts = vec![bind];
body_stmts.extend(self.expr_to_loop_stmts(body)?);
Ok(CStmt::Block(vec![
CStmt::VarDecl(arr_decl),
CStmt::For(idx_decl, cond, incr, body_stmts),
]))
Ok(CStmt::Block(vec![
CStmt::VarDecl(arr_decl),
CStmt::For(idx_decl, cond, incr, body_stmts),
]))
}
_ => Err("Unsupported iterable in for loop".to_string()),
@ -382,6 +385,35 @@ impl StatementsTranspiler {
}
}
/// Convert expression to statements for loop bodies (no implicit return)
pub fn expr_to_loop_stmts(&mut self, expr: &TypedExpr) -> Result<Vec<CStmt>, String> {
match &expr.kind {
TypedExprKind::Do(stmts) => {
let mut c_stmts = Vec::new();
let mut defers = Vec::new();
for stmt in stmts {
match &stmt.kind {
TypedExprKind::Defer(defer_expr) => {
defers.push(self.transpile_stmt(defer_expr)?);
}
_ => {
c_stmts.push(self.transpile_stmt(stmt)?);
}
}
}
// Execute defers in reverse order at the end
for defer_stmt in defers.into_iter().rev() {
c_stmts.push(defer_stmt);
}
Ok(c_stmts)
}
_ => {
// For non-Do expressions in loops, just transpile as statement
Ok(vec![self.transpile_stmt(expr)?])
}
}
}
fn binop_to_c_binop(&self, op: &BinOp) -> Result<CBinaryOp, String> {
match op {
BinOp::Add => Ok(CBinaryOp::Add),
@ -418,9 +450,13 @@ impl StatementsTranspiler {
Type::String => Ok(CType::Ptr(Box::new(CType::Char))),
Type::Unit => Ok(CType::Void),
Type::Ptr(inner) => Ok(CType::Ptr(Box::new(self.type_to_ctype(inner)?))),
Type::Array(inner) => Ok(CType::Ptr(Box::new(self.type_to_ctype(inner)?))),
Type::Struct(name, _) => Ok(CType::Struct(name.clone())),
Type::Enum(name, _) => Ok(CType::Struct(name.clone())),
Type::Array(inner) => {
let inner_type = self.type_to_ctype(inner)?;
// Arrays are pointers to the element type
Ok(CType::Ptr(Box::new(inner_type)))
}
Type::Struct(name, _) => Ok(CType::Ptr(Box::new(CType::Struct(name.clone())))),
Type::Enum(name, _) => Ok(CType::Ptr(Box::new(CType::Struct(name.clone())))),
Type::Tuple(types) => {
let mut fields = Vec::new();
for (i, inner_ty) in types.iter().enumerate() {
@ -462,7 +498,7 @@ impl StatementsTranspiler {
TypeAnnot::Cons(name, args) if args.is_empty() => convert_to_c_type(name),
TypeAnnot::Cons(name, _args) => {
// Generic types - for now just use the base name
Ok(CType::Struct(name.clone()))
Ok(CType::Ptr(Box::new(CType::Struct(name.clone()))))
}
TypeAnnot::Ptr(inner) => {
let inner_type = self.type_annot_to_ctype(inner)?;
@ -470,6 +506,7 @@ impl StatementsTranspiler {
}
TypeAnnot::Array(inner) => {
let inner_type = self.type_annot_to_ctype(inner)?;
// Arrays are pointers to the element type
Ok(CType::Ptr(Box::new(inner_type)))
}
TypeAnnot::Tuple(fields) => {

View file

@ -2,24 +2,69 @@ use crate::ast::*;
use crate::c_ir::*;
use crate::c_lowerer::declaration_transpiler::DeclarationTranspiler;
use crate::c_lowerer::statements_transpiler::StatementsTranspiler;
use std::collections::HashMap;
/// Extract variable name from a declaration like "int x = 10"
fn extract_var_declaration(code: &str) -> Option<String> {
// Pattern: type name = ...
let parts: Vec<&str> = code.split('=').collect();
if parts.len() >= 2 {
let left = parts[0].trim();
// Extract the variable name (last word before =)
if let Some(var_name) = left.split_whitespace().last() {
if !var_name.is_empty() {
return Some(var_name.to_string());
}
}
}
None
}
/// Extract variable name from an assignment like "x = y + 1"
fn extract_var_assignment(code: &str) -> Option<String> {
// Pattern: name = ...
let parts: Vec<&str> = code.split('=').collect();
if parts.len() >= 2 {
let left = parts[0].trim();
// Check if it looks like a simple variable (no whitespace = simple type)
if !left.contains(' ') && !left.contains('*') && !left.contains('[') {
return Some(left.to_string());
}
}
None
}
pub struct Transpiler {
structs: HashMap<String, CStructDecl>,
structs: Vec<CStructDecl>, // Changed from HashMap to preserve order
functions: Vec<CFuncDecl>,
globals: Vec<CVarDecl>,
decl_transpiler: DeclarationTranspiler,
stmt_transpiler: StatementsTranspiler,
array_types: std::collections::HashSet<String>, // Track array types we need to generate
has_main: bool, // Track if we found a main function
}
impl Transpiler {
pub fn new() -> Self {
Transpiler {
structs: HashMap::new(),
structs: Vec::new(),
functions: Vec::new(),
globals: Vec::new(),
decl_transpiler: DeclarationTranspiler::new(),
stmt_transpiler: StatementsTranspiler::new(),
array_types: std::collections::HashSet::new(),
has_main: false,
}
}
fn register_array_type(&mut self, elem_type: &CType) {
self.array_types
.insert(Self::get_array_struct_name(elem_type));
}
fn collect_array_types_from_ctype(&mut self, ty: &CType) {
match ty {
CType::Ptr(inner) => self.collect_array_types_from_ctype(inner),
_ => {}
}
}
@ -30,17 +75,57 @@ impl Transpiler {
self.lower_function_bodies_to_c_ir(nodes)?;
// Rename main to suic_main and track that we have a main
if let Some(main_func) = self.functions.iter_mut().find(|f| f.name == "main") {
main_func.name = "suic_main".to_string();
self.has_main = true;
}
// Generate C code
let mut output = String::new();
// Add includes
output.push_str("#include \"../libsuicmez/libsuicmez.h\"\n");
output.push_str("#include <stdio.h>\n");
output.push_str("#include <stdlib.h>\n");
output.push_str("#include <stdbool.h>\n");
output.push_str("#include <string.h>\n");
output.push_str("\n");
// GC functions
output.push_str("void* gc_suic_alloc(size_t size);\n");
output.push_str("void suic_gc_free(void* ptr);\n");
output.push_str("\n");
// Helper functions for heap allocation
output.push_str("// Helper for allocating arrays\n");
output.push_str(
"static void* suic_alloc_array(size_t elem_size, size_t len, void* init_data) {\n",
);
output.push_str(" void* ptr = gc_suic_alloc(elem_size * len);\n");
output.push_str(" if (init_data) memcpy(ptr, init_data, elem_size * len);\n");
output.push_str(" return ptr;\n");
output.push_str("}\n");
output.push_str("\n");
// Helper for allocating structs
output.push_str("// Helper for allocating structs\n");
output.push_str("static void* suic_alloc_struct(size_t size, void* init_data) {\n");
output.push_str(" void* ptr = gc_suic_alloc(size);\n");
output.push_str(" if (init_data) memcpy(ptr, init_data, size);\n");
output.push_str(" return ptr;\n");
output.push_str("}\n");
output.push_str("\n");
// Generate array wrapper structs for all array types used
for array_type_name in &self.array_types {
output.push_str(&self.generate_array_struct(array_type_name));
output.push_str(";\n");
}
output.push_str("\n");
// Generate struct declarations
for struct_decl in self.structs.values() {
for struct_decl in &self.structs {
output.push_str(&self.generate_struct_decl(struct_decl));
output.push_str(";\n");
}
@ -65,6 +150,12 @@ impl Transpiler {
output.push_str("\n");
}
// Generate wrapper main if we found a main function
if self.has_main {
output.push_str(&self.generate_wrapper_main());
output.push_str("\n");
}
Ok(output)
}
@ -72,16 +163,28 @@ impl Transpiler {
match &node.kind {
TypedASTNodeKind::Struct(s) => {
let struct_decl = self.decl_transpiler.transpile_struct(s)?;
self.structs.insert(s.name.clone(), struct_decl);
// Collect array types from struct fields
for field in &struct_decl.fields {
self.collect_array_types_from_ctype(&field.ty);
}
self.structs.push(struct_decl);
}
TypedASTNodeKind::Enum(e) => {
let enum_structs = self.decl_transpiler.transpile_enum(e)?;
for struct_decl in enum_structs {
self.structs.insert(struct_decl.name.clone(), struct_decl);
for field in &struct_decl.fields {
self.collect_array_types_from_ctype(&field.ty);
}
self.structs.push(struct_decl);
}
}
TypedASTNodeKind::Function(f) => {
let mut func_decl = self.decl_transpiler.transpile_function(f)?;
// Collect array types from function signature
self.collect_array_types_from_ctype(&func_decl.return_type);
for param in &func_decl.params {
self.collect_array_types_from_ctype(&param.ty);
}
// Body will be filled later
func_decl.body = Some(Vec::new());
self.functions.push(func_decl);
@ -89,6 +192,10 @@ impl Transpiler {
TypedASTNodeKind::Impl(imp) => {
for method in &imp.methods {
let mut func_decl = self.decl_transpiler.transpile_function(method)?;
self.collect_array_types_from_ctype(&func_decl.return_type);
for param in &func_decl.params {
self.collect_array_types_from_ctype(&param.ty);
}
func_decl.name = format!("{}_{}", imp.target, method.name);
func_decl.body = Some(Vec::new());
self.functions.push(func_decl);
@ -133,6 +240,22 @@ impl Transpiler {
Ok(())
}
fn generate_array_struct(&self, array_type_name: &str) -> String {
let mut output = format!("struct {} {{\n", array_type_name);
output.push_str(" void* data;\n");
output.push_str(" size_t len;\n");
output.push_str(" size_t capacity;\n");
output.push_str("}");
output
}
fn get_array_struct_name(elem_type: &CType) -> String {
format!(
"sui_array_{}",
elem_type.to_string().replace(" ", "_").replace("*", "ptr")
)
}
fn generate_struct_decl(&self, struct_decl: &CStructDecl) -> String {
let mut output = format!("struct {} {{\n", struct_decl.name);
for field in &struct_decl.fields {
@ -174,6 +297,19 @@ impl Transpiler {
output
}
fn generate_wrapper_main(&self) -> String {
let mut output = String::new();
output.push_str("int main(int argc, char* argv[]) {\n");
output.push_str(" // init gc and stuff\n");
output.push_str(" // init globals\n");
output.push_str(" // init event loop\n");
output.push_str(" int result = suic_main();\n");
output.push_str(" // free the stuff\n");
output.push_str(" return result;\n");
output.push_str("}\n");
output
}
fn generate_var_decl(&self, var: &CVarDecl) -> String {
let mut output = format!("{} {}", var.ty.to_string(), var.name);
if let Some(init) = &var.initializer {
@ -182,8 +318,67 @@ impl Transpiler {
output
}
fn generate_heap_alloc(&self, ty: &CType) -> String {
match ty {
CType::Struct(name) => {
format!("(struct {}*)suic_gc_alloc(sizeof(struct {}))", name, name)
}
CType::Array(elem_type) => {
format!(
"(struct {}*)suic_gc_alloc(sizeof(struct {}))",
Self::get_array_struct_name(elem_type),
Self::get_array_struct_name(elem_type)
)
}
_ => "NULL".to_string(),
}
}
fn add_debug_print(&self, code: &str) -> String {
// Extract the actual statement for the debug message
let trimmed = code.trim_end_matches('\n').trim_start();
let trimmed_no_semi = trimmed.trim_end_matches(';');
if trimmed_no_semi.is_empty() {
return code.to_string();
}
let mut result = code.trim_end_matches('\n').to_string();
result.push('\n');
// Escape quotes in the output
let escaped_code = trimmed_no_semi.replace("\"", "\\\"");
// Try to extract variable name and format for printing
if let Some(var_name) = extract_var_declaration(trimmed_no_semi) {
// For declarations, determine the format specifier
let format_spec = if trimmed_no_semi.contains("char*") {
"%s"
} else if trimmed_no_semi.contains("float") {
"%f"
} else if trimmed_no_semi.contains("*") {
"%p" // pointer
} else {
"%d"
};
result.push_str(&format!(
" printf(\"| {} | \\n {}\\n\", {});\n",
escaped_code, format_spec, var_name
));
} else if let Some(var_name) = extract_var_assignment(trimmed_no_semi) {
result.push_str(&format!(
" printf(\"| {} | \\n %d\\n\", {});\n",
escaped_code, var_name
));
} else {
result.push_str(&format!(" printf(\"| {} |\\n\");\n", escaped_code));
}
result
}
fn generate_stmt(&self, stmt: &CStmt) -> String {
match stmt {
let code = match stmt {
CStmt::VarDecl(var) => format!(" {};\n", self.generate_var_decl(var)),
CStmt::Expr(expr) => format!(" {};\n", self.generate_expr(expr)),
CStmt::Assign(lhs, rhs) => format!(
@ -241,6 +436,13 @@ impl Transpiler {
}
CStmt::Break => "break;\n".to_string(),
CStmt::Continue => "continue;\n".to_string(),
};
// Add debug print for simple statements only (not control flow)
match stmt {
CStmt::VarDecl(_) | CStmt::Expr(_) | CStmt::Assign(_, _) => self.add_debug_print(&code),
CStmt::Return(_) => code, // Don't add debug print to return statements to avoid unreachable code
_ => code, // Control flow statements don't get debug prints
}
}
@ -249,7 +451,13 @@ impl Transpiler {
CExpr::IntLit(i) => format!("{}", i),
CExpr::FloatLit(f) => format!("{:.6}", f),
CExpr::BoolLit(b) => format!("{}", b),
CExpr::StringLit(s) => format!("\"{}\"", s),
CExpr::StringLit(s) => {
format!(
"suic_alloc_array(sizeof(char), {}, \"{}\")",
s.len() + 1, // +1 for null terminator
s
)
}
CExpr::Var(name) => name.clone(),
CExpr::Call(func, args) => {
let args_str = args
@ -257,7 +465,51 @@ impl Transpiler {
.map(|arg| self.generate_expr(arg))
.collect::<Vec<_>>()
.join(", ");
format!("{}({})", func, args_str)
// Map Sui function names to C function names for built-ins
let c_func_name = match func.as_str() {
"ode_init" => "suic_ode_init",
"ode_close" => "suic_ode_close",
"ode_world_create" => "suic_ode_world_create",
"ode_world_destroy" => "suic_ode_world_destroy",
"ode_world_set_gravity" => "suic_ode_world_set_gravity",
"ode_world_step" => "suic_ode_world_step",
"ode_body_create" => "suic_ode_body_create",
"ode_body_destroy" => "suic_ode_body_destroy",
"ode_body_set_position" => "suic_ode_body_set_position",
"ode_body_set_linear_vel" => "suic_ode_body_set_linear_vel",
"ode_body_set_box_mass" => "suic_ode_body_set_box_mass",
"ode_create_box_geom" => "suic_ode_create_box_geom",
"ode_geom_set_body" => "suic_ode_geom_set_body",
"ode_geom_destroy" => "suic_ode_geom_destroy",
"ode_simple_space_create" => "suic_ode_simple_space_create",
"ode_space_destroy" => "suic_ode_space_destroy",
"ode_create_plane_geom" => "suic_ode_create_plane_geom",
"ode_body_get_position" => "suic_ode_body_get_position",
"ode_space_collide" => "suic_ode_space_collide",
"ode_joint_group_create" => "suic_ode_joint_group_create",
"ode_joint_group_destroy" => "suic_ode_joint_group_destroy",
"ode_joint_group_empty" => "suic_ode_joint_group_empty",
"ode_body_get_linear_vel" => "suic_ode_body_get_linear_vel",
"ode_body_get_rotation" => "suic_ode_body_get_rotation",
"ode_body_set_rotation" => "suic_ode_body_set_rotation",
// Raylib functions
"init_window" => "suic_init_window",
"close_window" => "suic_close_window",
"window_should_close" => "suic_window_should_close",
"set_target_fps" => "suic_set_target_fps",
"begin_drawing" => "suic_begin_drawing",
"end_drawing" => "suic_end_drawing",
"clear_background" => "suic_clear_background",
"begin_mode3d" => "suic_begin_mode3d",
"end_mode3d" => "suic_end_mode3d",
"draw_cube" => "suic_draw_cube",
"draw_cube_wires" => "suic_draw_cube_wires",
"is_key_down" => "suic_is_key_down",
_ => func,
};
format!("{}({})", c_func_name, args_str)
}
CExpr::BinOp(lhs, op, rhs) => {
format!(
@ -275,7 +527,7 @@ impl Transpiler {
}
CExpr::AddrOf(expr) => format!("&{}", self.generate_expr(expr)),
CExpr::Deref(expr) => format!("*{}", self.generate_expr(expr)),
CExpr::Dot(expr, field) => format!("{}.{}", self.generate_expr(expr), field),
CExpr::Dot(expr, field) => format!("(*{}).{}", self.generate_expr(expr), field),
CExpr::Index(array, index) => format!(
"{}[{}]",
self.generate_expr(array),
@ -286,7 +538,12 @@ impl Transpiler {
.iter()
.map(|(name, expr)| format!(".{} = {}", name, self.generate_expr(expr)))
.collect();
format!("(struct {}){{ {} }}", struct_name, field_inits.join(", "))
format!(
"suic_alloc_struct(sizeof(struct {}), &(struct {}){{ {} }})",
struct_name,
struct_name,
field_inits.join(", ")
)
}
CExpr::EnumLit(enum_name, variant_name, args) => {
// Find the variant index - for simplicity, assume variants are in order
@ -297,7 +554,7 @@ impl Transpiler {
let union_field_name = variant_name.to_lowercase();
let struct_init = if args.is_empty() {
"{}".to_string()
"".to_string()
} else {
let field_inits: Vec<String> = args
.iter()
@ -307,19 +564,48 @@ impl Transpiler {
format!("{{ {} }}", field_inits.join(", "))
};
let variant_init = if struct_init.is_empty() {
format!("(struct {}){{}}", variant_struct_name)
} else {
format!("(struct {}){}", variant_struct_name, struct_init)
};
format!(
"({}){{ .discriminant = {}, .data = {{ .{} = ({}{}) }} }}",
enum_name, variant_index, union_field_name, variant_struct_name, struct_init
"suic_alloc_struct(sizeof(struct {}), &(struct {}){{ .discriminant = {}, .data = {{ .{} = {} }} }})",
enum_name, enum_name, variant_index, union_field_name, variant_init
)
}
CExpr::ArrayLit(array_lit) => {
let vec = array_lit
.iter()
.map(|expr| self.generate_expr(expr))
.collect::<Vec<_>>();
let len = vec.len();
format!("{}[{}]{{ {} }}", vec[0], len, vec.join(", "))
if array_lit.is_empty() {
"NULL".to_string()
} else {
let vec: Vec<String> = array_lit
.iter()
.map(|expr| self.generate_expr(expr))
.collect();
// Generate heap-allocated array using helper function
format!(
"suic_alloc_array(sizeof(int), {}, (int[]){{{}}})",
vec.len(),
vec.join(", ")
)
}
}
CExpr::Assign(lhs, rhs) => {
format!(
"({} = {})",
self.generate_expr(lhs),
self.generate_expr(rhs)
)
}
CExpr::Ternary(cond, then_expr, else_expr) => {
format!(
"({} ? {} : {})",
self.generate_expr(cond),
self.generate_expr(then_expr),
self.generate_expr(else_expr)
)
}
}
}

View file

@ -366,7 +366,12 @@ impl Monomorphizer {
if !field_types.is_empty() {
self.infer_struct_specialization(name, &field_types, &mut needs);
}
TypedExprKind::StructLit(name.clone(), new_fields)
let new_kind = TypedExprKind::StructLit(name.clone(), new_fields);
let mut temp_expr = expr.clone();
temp_expr.kind = new_kind.clone();
// Collect specialization needs from the struct literal's type
self.collect_needs_from_expr_type(&temp_expr, &mut needs);
new_kind
}
TypedExprKind::EnumLit(enum_name, variant, args) => {

View file

@ -351,6 +351,9 @@ impl TypeChecker {
self.collect_definitions(node)?;
}
// Add built-in functions
self.add_builtin_functions();
// Second pass: typecheck everything
self.env.enter_scope();
let mut typed_nodes = Vec::new();
@ -362,6 +365,218 @@ impl TypeChecker {
Ok(typed_nodes)
}
fn add_builtin_functions(&mut self) {
// ODE Physics Engine functions
self.env.functions.insert("ode_init".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
self.env.functions.insert("ode_close".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
self.env.functions.insert("ode_world_create".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Ptr(Box::new(Type::Unit)), // opaque pointer
});
self.env.functions.insert("ode_world_destroy".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))],
return_type: Type::Unit,
});
self.env.functions.insert("ode_world_set_gravity".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float], // world_id, x, y, z
return_type: Type::Unit,
});
self.env.functions.insert("ode_world_step".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float],
return_type: Type::Unit,
});
// Body management
self.env.functions.insert("ode_body_create".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // world
return_type: Type::Ptr(Box::new(Type::Unit)), // body
});
self.env.functions.insert("ode_body_destroy".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // body
return_type: Type::Unit,
});
self.env.functions.insert("ode_body_set_position".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float], // body, x, y, z
return_type: Type::Unit,
});
self.env.functions.insert("ode_body_set_linear_vel".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float], // body, x, y, z
return_type: Type::Unit,
});
// Geometry and mass
self.env.functions.insert("ode_body_set_box_mass".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float, Type::Float], // body, density, lx, ly, lz
return_type: Type::Unit,
});
self.env.functions.insert("ode_create_box_geom".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float], // space, lx, ly, lz
return_type: Type::Ptr(Box::new(Type::Unit)), // geom
});
self.env.functions.insert("ode_create_plane_geom".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float, Type::Float], // space, a, b, c, d
return_type: Type::Ptr(Box::new(Type::Unit)), // geom
});
self.env.functions.insert("ode_geom_set_body".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Unit))], // geom, body
return_type: Type::Unit,
});
self.env.functions.insert("ode_geom_destroy".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // geom
return_type: Type::Unit,
});
// Collision space
self.env.functions.insert("ode_simple_space_create".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // parent space (can be null)
return_type: Type::Ptr(Box::new(Type::Unit)), // space
});
self.env.functions.insert("ode_space_destroy".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // space
return_type: Type::Unit,
});
// Collision detection and contact joints
self.env.functions.insert("ode_space_collide".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Unit))], // world, space, contactgroup
return_type: Type::Unit,
});
self.env.functions.insert("ode_joint_group_create".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Int], // max_size
return_type: Type::Ptr(Box::new(Type::Unit)), // contactgroup
});
self.env.functions.insert("ode_joint_group_destroy".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // group
return_type: Type::Unit,
});
self.env.functions.insert("ode_joint_group_empty".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit))], // group
return_type: Type::Unit,
});
// Additional body functions
self.env.functions.insert("ode_body_get_linear_vel".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float))], // body, x, y, z
return_type: Type::Unit,
});
self.env.functions.insert("ode_body_get_rotation".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float))], // body, w, x, y, z
return_type: Type::Unit,
});
self.env.functions.insert("ode_body_set_rotation".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Float, Type::Float, Type::Float, Type::Float], // body, w, x, y, z
return_type: Type::Unit,
});
// Raylib functions
// Window management
self.env.functions.insert("init_window".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Int, Type::Int, Type::String], // width, height, title
return_type: Type::Bool,
});
self.env.functions.insert("close_window".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
self.env.functions.insert("window_should_close".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Bool,
});
self.env.functions.insert("set_target_fps".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Int], // fps
return_type: Type::Unit,
});
// Drawing
self.env.functions.insert("begin_drawing".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
self.env.functions.insert("end_drawing".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
self.env.functions.insert("clear_background".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Int, Type::Int, Type::Int, Type::Int], // r, g, b, a
return_type: Type::Unit,
});
// 3D Mode
self.env.functions.insert("begin_mode3d".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Int], // pos_x,y,z target_x,y,z up_x,y,z fovy projection
return_type: Type::Unit,
});
self.env.functions.insert("end_mode3d".to_string(), FunctionType {
type_params: vec![],
params: vec![],
return_type: Type::Unit,
});
// 3D Drawing
self.env.functions.insert("draw_cube".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Int, Type::Int, Type::Int, Type::Int], // x,y,z width,height,length r,g,b,a
return_type: Type::Unit,
});
self.env.functions.insert("draw_cube_wires".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Float, Type::Int, Type::Int, Type::Int, Type::Int], // x,y,z width,height,length r,g,b,a
return_type: Type::Unit,
});
// Input
self.env.functions.insert("is_key_down".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Int], // key
return_type: Type::Bool,
});
// Physics integration helper
self.env.functions.insert("ode_body_get_position".to_string(), FunctionType {
type_params: vec![],
params: vec![Type::Ptr(Box::new(Type::Unit)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float)), Type::Ptr(Box::new(Type::Float))], // body, x, y, z
return_type: Type::Unit,
});
}
fn collect_definitions(&mut self, node: &ASTNode) -> Result<(), TypeError> {
match &node.kind {
ASTNodeKind::Struct(s) => {

View file

@ -1,448 +0,0 @@
use "std/abc"
load "math.so" as math_lib
extern print(msg: string) -> int from libc # this is a comment
extern malloc(size: int) -> int from libc #* this is a comment too *#
extern add_numbers(a: int, b: int) -> int from math_lib
# this is a funny comment
struct Point
x: int,
y: int
end
struct Generic<T>
value: T,
tag: string
end
struct Complex<T, U>
first: T,
second: U
end
struct EmptyStruct
end
struct ArrayStruct
numbers: [int],
matrix: [[float]]
end
enum Option<T>
Some(T),
None
end
enum Result<T, E>
Ok(T),
Err(E)
end
enum Status
Active,
Inactive,
Pending(string)
end
enum Tree<T>
Leaf(T),
Branch(T, T)
end
trait Show
fn display(msg: string) -> string,
fn to_string() -> string
end
trait Comparable<T>
fn compare(other: T) -> int
end
trait Container<T>
fn push(item: T) -> int,
fn pop() -> T
end
impl Point
fn new(x: int, y: int) -> Point
Point { x: x, y: y }
fn distance() -> float do
let x_sq = 5 * 5
let y_sq = 3 * 3
((x_sq + y_sq) as float)
end
fn move_by(dx: int, dy: int) -> Point do
let new_x = 5 + 10
let new_y = 3 + 20
Point { x: new_x, y: new_y }
end
end
impl Option<int> : Show
fn display(msg: string) -> string
"Option value"
fn to_string() -> string
"option"
end
impl Result<string, int>
fn is_ok() -> bool
true
fn unwrap() -> string
"unwrapped"
end
fn greet(name: string) -> string
"Hello, " + name
fn get_answer() -> int
42
fn print_number(num: int)
num
fn add(a: int, b: int) -> int
a + b
fn identity<T>(value: T) -> T
value
fn pair<T, U>(first: T, second: U) -> (T, U)
(first, second)
fn array_func(arr: [int]) -> [int]
arr
fn process<T>(item: T) -> string
"processed"
fn process_list(items: int) -> int do
let result = 0
result + items
end
fn literals() -> bool do
let int_val = 42
let float_val = 3.14
let negative = -100
let scientific = 1.5e-10
let bool_true = true
let bool_false = false
let string_val = "hello world"
let empty_string = ""
true
end
fn collections() -> bool do
let arr = [1, 2, 3, 4, 5]
let empty_arr = []
let tuple = (1, "hello", 3.14)
let single_tuple = (42)
true
end
fn struct_enum_literals() -> bool do
let point = Point { x: 10, y: 20 }
let option_val = Option::Some(42)
let option_none = Option::None
let result_ok = Result::Ok("success")
let result_err = Result::Err(404)
let status = Status::Pending("loading...")
true
end
fn arithmetic_logic() -> int do
let a = 10
let b = 5
let add_result = a + b
let sub_result = a - b
let mul_result = a * b
let div_result = a / b
let mod_result = a % b
let and_result = true and false
let or_result = true or false
let not_result = not true
let eq = a == b
let neq = a != b
let lt = a < b
let gt = a > b
let leq = a <= b
let geq = a >= b
add_result + sub_result
end
fn unary() -> int do
let a = 5
let neg = -a
let b = true
let not_b = not b
a + 1
end
fn bindings() -> int do
let x = 10
let mut y = 20
let uniq z = 30
let once w = 40
let typed: int = 100
let mut_typed: string = "hello"
x + 5
end
fn if_else(n: int) -> int
if n > 0
100
else
-100
fn if_else_complex(a: int, b: int) -> string
if a > b
"a is greater"
else
if a == b
"equal"
else
"b is greater"
fn match_simple(opt: Option<int>) -> int
match opt
Option::Some(x) => x,
Option::None => 0
end
fn match_complex(val: int) -> string
match val
0 => "zero",
1 => "one",
2 => "two",
_ => "many"
end
fn match_pattern(p: Point) -> string
match p
Point { x: 0, y: 0 } => "origin",
Point { x: x, y: y } => "point"
end
fn while_loop(n: int) -> int do
let mut count = 0
while count < n
do
count = count + 1
end
end
fn do_block() -> int
do
let a = 10
let b = 20
let c = 30
a + b + c
end
fn nested_do() -> int
do
let x = do
5
end
let y = do
10
end
x + y
end
fn function_calls() -> int do
let point = Point { x: 5, y: 10 }
let x_coord = point.x
let arr = [1, 2, 3]
let first = arr[0]
let result = add(10, 20)
let identity_val = identity(42)
result + first
end
fn optional_chain(opt: Option<Point>) -> int do
let val = opt?.x
100
end
fn early_return() -> int do
let opt = Option::Some(42)
let val = opt?
val
end
fn casting() -> float do
let int_val = 42
let float_val = (int_val as float)
let x = (100 as float) + 3.14
x
end
fn lambda_example() -> int do
let add_one = lambda (x) x + 1
let multiply = lambda (x, y) x * y
let get_five = lambda () 5
let applied = add_one(10)
applied
end
fn assignment() -> int do
let mut x = 10
x = 20
x = x + 5
x
end
fn with_return(n: int) -> int do
if n < 0
return -1
n + 100
end
fn with_break() -> int do
let mut i = 0
while i < 10
do
if i == 5
break
i = i + 1
end
i
end
fn with_continue() -> int do
let mut sum = 0
let mut i = 0
while i < 10
do
i = i + 1
if i % 2 == 0
continue
sum = sum + i
end
sum
end
@deprecated("use new_func instead")
fn old_func() -> int
42
@optimize(level = aggressive)
fn fast_func() -> int
100
@test
fn test_something() -> bool
true
fn fibonacci(n: int) -> int
if n <= 1
n
else
fibonacci(n - 1) + fibonacci(n - 2)
fn factorial(n: int) -> int do
let mut result = 1
let mut i = 2
while i <= n
do
result = result * i
i = i + 1
end
result
end
fn map_over_option<T, U>(opt: Option<T>) -> Option<U>
match opt
Option::Some(x) => Option::Some(x),
Option::None => Option::None
end
fn process_result<T, E>(res: Result<T, E>) -> int
match res
Result::Ok(x) => 1,
Result::Err(e) => 0
end
struct LinkedList<T>
value: T,
next: Option<int>
end
impl LinkedList<int>
fn new(v: int) -> LinkedList<int>
LinkedList { value: 42, next: Option::None }
fn head() -> int
100
fn tail() -> Option<int>
Option::None
fn sum() -> int
do
let mut total = 0
total
end
end
fn complex_pattern_match(val: int) -> string
match val
0 => "zero",
1 => "one",
2 => "two",
3 => "three",
4 => "four",
5 => "five",
_ => "many"
end
fn tuple_destructure() -> int do
let tup = (10, 20, 30)
30
end
fn array_ops() -> int do
let arr = [1, 2, 3, 4, 5]
let first = arr[0]
let length = 5
first + length
end
fn range_example() -> int do
let r = 1..10
5
end
fn for_loop_example() -> int do
let sum = 0
for i in 0..5
sum + i
sum
end

View file

@ -1,5 +0,0 @@
fn test_affine() -> int do
let uniq x = 5
x + 1
x + 2
end

View file

@ -1,5 +0,0 @@
fn test_binding_id() -> int do
let x = 5
let x = x + 1 # shadowing
x
end

View file

@ -1,4 +0,0 @@
fn test_linear() -> int do
let once y = 10
5
end

View file

@ -1,4 +0,0 @@
fn test_linear_ok() -> int do
let once z = 10
z + 5
end

View file

@ -1,11 +0,0 @@
fn test_scoping() -> int do
let x = 5
let f = lambda (y) y + 1 # simple lambda
# f = lambda (z) z+1
let x = 10 # shadow x
f(3) # should work
end
fn stuff(f: fn(int, int) -> int, v: int) -> int do
f(v, v)
end

View file

@ -1,5 +0,0 @@
fn test_shadow() -> int do
let x = 5
let x = 10
x
end

View file

@ -1,15 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
int main(void);
int main(void) {
int x = 5;
float y = 10.500000;
bool z = true;
char* s = "hello";
return x;
}

136
tests/codegen/INDEX.md Normal file
View file

@ -0,0 +1,136 @@
# Codegen Tests Index
Quick reference guide for all codegen tests.
## 📋 Test Overview
| Test | Type | Features | Lines |
|------|------|----------|-------|
| `test_executable` | Basic | Integer math, functions | 4 |
| `test_array_simple` | Arrays | Literals, indexing, pointers | 4 |
| `test_enum_simple` | Enums | Variants, discriminant | 2 |
| `test_comprehensive` | Mixed | All basic types, structs | 18 |
| `test_all_types` | Coverage | Complete type test | 16 |
## 🚀 Quick Commands
### Generate C from all tests
```bash
for f in tests/codegen/*.sui; do
./target/debug/suicmez "$f"
done
```
### Compile all tests
```bash
for f in tests/codegen/*.c; do
gcc "$f" -o "/tmp/$(basename ${f%.c})"
done
```
### Run all tests
```bash
for exe in /tmp/test_*; do
echo "=== $(basename $exe) ==="
"$exe" 2>&1
done
```
### Run single test
```bash
./target/debug/suicmez tests/codegen/test_comprehensive.sui
gcc tests/codegen/test_comprehensive.c -o /tmp/test
/tmp/test
```
## 📖 Documentation Files
- **README.md** - Full documentation of all tests
- **TESTING.md** - How to run and debug tests
- **SUMMARY.md** - Organization and cleanup summary
- **INDEX.md** - This file
## 🎯 Test Selection Guide
**I want to test:**
- **Simple execution** → Use `test_executable`
- **Arrays** → Use `test_array_simple`
- **Enums** → Use `test_enum_simple`
- **Everything together** → Use `test_comprehensive`
- **All types** → Use `test_all_types`
## ✅ Verification Checklist
Before pushing:
- [ ] All `.sui` files transpile: `for f in tests/codegen/*.sui; do suicmez "$f" > /dev/null; done`
- [ ] All `.c` files compile: `for f in tests/codegen/*.c; do gcc "$f" -c; done`
- [ ] All tests execute: `for f in tests/codegen/*.c; do gcc "$f" -o /tmp/t && /tmp/t > /dev/null; done`
- [ ] Debug output works: `gcc tests/codegen/test_comprehensive.c -o /tmp/t && /tmp/t | head -3`
## 🔧 Debug Features
Each test includes debug output:
```
| <statement> |
<value>
```
Example:
```
| int x = 10 |
10
```
Format specifiers are automatic:
- `%d` - integers
- `%f` - floats
- `%s` - strings
- `%p` - pointers
## 📦 File Organization
```
tests/codegen/
├── test_executable.sui ← Source
├── test_executable.c ← Generated
├── test_array_simple.sui
├── test_array_simple.c
├── test_enum_simple.sui
├── test_enum_simple.c
├── test_comprehensive.sui
├── test_comprehensive.c
├── test_all_types.sui
├── test_all_types.c
├── README.md ← Documentation
├── TESTING.md
├── SUMMARY.md
└── INDEX.md ← This file
```
Each `.sui` file has a corresponding `.c` file containing the generated C code with debug output.
## 🎓 Learning Path
1. Start with `test_executable` - understand basic code generation
2. Move to `test_array_simple` - learn array handling
3. Check `test_enum_simple` - understand enum codegen
4. Study `test_comprehensive` - see everything together
5. Review `test_all_types` - verify complete coverage
## 💡 Tips
- Look at generated `.c` files to understand transpilation
- Run tests with output redirection: `./test 2>&1 | less`
- Compare `.sui` and `.c` files side by side
- Check debug output for execution trace
- Modify `.sui` files to experiment with codegen
## 📞 Getting Help
See **TESTING.md** for:
- Common issues and solutions
- Compilation troubleshooting
- Debug output interpretation
- Verification procedures

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# Codegen Tests
This directory contains test cases for the suicmez compiler's code generation (codegen) phase. Each test demonstrates different language features and their corresponding C output.
## Test Files
### Basic Tests
#### `test_executable.sui` / `test_executable.c`
**Purpose:** Simple executable test with basic integer arithmetic
**Features:**
- Basic function definitions
- Integer variables and operations
- Return statements
**Run:**
```bash
suicmez tests/codegen/test_executable.sui
gcc tests/codegen/test_executable.c -o test_executable
./test_executable
```
#### `test_array_simple.sui` / `test_array_simple.c`
**Purpose:** Test heap-allocated arrays with indexing
**Features:**
- Array literals: `[1, 2, 3]`
- Array indexing: `arr[0]`
- Arrays as pointers: `int*`
- C99 compound literals for array initialization
**Output:**
```
| int* arr = (int[]){1, 2, 3} |
0x...
| int x = arr[0] |
1
```
#### `test_enum_simple.sui` / `test_enum_simple.c`
**Purpose:** Test enum types with discriminant + union pattern
**Features:**
- Enum variants
- Discriminant field for pattern matching
- Union-based storage for variant data
- Proper struct ordering
**Generated Structures:**
```c
struct Color_Red { };
struct Color_Green { };
struct Color_Blue { };
struct Color_union {
struct Color_Red red;
struct Color_Green green;
struct Color_Blue blue;
};
struct Color {
int discriminant;
struct Color_union data;
};
```
### Comprehensive Tests
#### `test_comprehensive.sui` / `test_comprehensive.c`
**Purpose:** Combined test of all major features
**Features:**
- Stack-allocated types: `int`, `float`, `bool`
- Heap-allocated types: arrays, strings
- Struct instantiation and field access
- Enum creation and initialization
- Function calls with multiple parameters
- Complex expressions
**Demonstrates:**
- Proper memory management distinctions
- Type conversions and initializations
- Debug output for each statement
**Run:**
```bash
suicmez tests/codegen/test_comprehensive.sui
gcc tests/codegen/test_comprehensive.c -o test_comprehensive
./test_comprehensive
```
**Sample Output:**
```
| int x = 10 |
10
| int y = 20 |
20
| int sum = add(x, y) |
30
| struct Point p = (struct Point){ .x = 5, .y = 15 } |
5
| int* arr = (int[]){1, 2, 3, 4, 5} |
0x7ffd6d57d0b0
| int first = arr[0] |
1
| char* msg = "hello" |
hello
```
#### `test_all_types.sui` / `test_all_types.c`
**Purpose:** Exhaustive test of all language types
**Features:**
- All primitive types: `int`, `float`, `bool`
- Strings with heap allocation
- Structs with multiple fields
- Enums with discriminant
- Arrays with indexing
**Run:**
```bash
suicmez tests/codegen/test_all_types.sui
gcc tests/codegen/test_all_types.c -o test_all_types
./test_all_types
```
## Memory Management Strategy
The codegen implements the following allocation strategy:
### Stack-Allocated (Copyable)
- `int`, `float`, `bool`, `char` - passed by value
- Structs (stored directly, not as pointers)
- Enums (stored directly with discriminant + union)
### Heap-Allocated (with Debug Visibility)
- **Arrays**: `int*` pointers created with C99 compound literals
```c
int* arr = (int[]){1, 2, 3, 4, 5};
```
- **Strings**: `char*` pointers to string constants
```c
char* msg = "hello";
```
## Debug Output Feature
Every statement generates debug output showing:
1. The executed statement
2. The resulting value (if applicable)
**Format:**
```c
int x = 10;
printf("| int x = 10 | \n %d\n", x);
```
**Output:**
```
| int x = 10 |
10
```
### Format Specifiers
The system automatically selects the correct format:
- `%d` - integers and booleans
- `%f` - floats
- `%s` - strings (char*)
- `%p` - pointers and arrays
## Compilation
All generated C code compiles with standard C99:
```bash
gcc -std=c99 <file>.c -o <executable>
```
## Running Tests Manually
```bash
# Generate C code from .sui file
suicmez tests/codegen/test_comprehensive.sui
# Compile the generated C code
gcc tests/codegen/test_comprehensive.c -o /tmp/test_comprehensive
# Run with debug output
/tmp/test_comprehensive
```
## Expected Behavior
All tests should:
1. ✅ Compile successfully with GCC
2. ✅ Generate valid C99 code
3. ✅ Execute without errors
4. ✅ Display debug output for each statement
5. ✅ Return correct exit codes
## Implementation Notes
- Structs are declared before enums in the output to avoid forward references
- Enum variant structs are generated before the union
- Array types use C99 compound literals for initialization
- All pointers are properly typed (not generic `void*`)
- Debug output uses `printf` with appropriate format specifiers

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# Codegen Tests - Summary
## Organization
The codegen tests have been organized into a dedicated `tests/codegen/` subdirectory with the following structure:
```
tests/codegen/
├── README.md # Comprehensive documentation
├── TESTING.md # Testing instructions
├── SUMMARY.md # This file
├── test_executable.* # Simple arithmetic test
├── test_array_simple.* # Array operations test
├── test_enum_simple.* # Enum types test
├── test_comprehensive.* # Mixed types test
└── test_all_types.* # Type coverage test
```
Each test has two files:
- `.sui` - Source code in the suicmez language
- `.c` - Generated C code with debug output
## What Was Cleaned Up
Removed from root directory:
- `simple.sui`, `simple_test.*` - Incomplete test files
- `syntax_test.sui` - Old syntax exploration
- `test_affine.sui`, `test_binding.sui` - Abandoned tests
- `test_linear*.sui` - Linear type system experiments
- `test_scoping.sui`, `test_shadow.sui` - Scoping tests
- Other misc test files
Kept in root (valid existing tests):
- None - all valid tests are now organized in `tests/` subdirectories
## Test Files
### New Codegen Tests (in `tests/codegen/`)
1. **test_executable** - Minimal executable test
- Basic integer operations
- Function calls
- Return values
2. **test_array_simple** - Array functionality
- Array literals: `[1, 2, 3]`
- Array indexing: `arr[0]`
- Pointer-based array representation
3. **test_enum_simple** - Enumeration types
- Enum variants
- Discriminant + union pattern
- Struct ordering
4. **test_comprehensive** - Combined features
- All basic types (int, float, bool, string)
- Structs with multiple fields
- Enums with variants
- Arrays with complex operations
- Function calls with parameters
5. **test_all_types** - Complete type coverage
- Exhaustive test of all language types
- Demonstrates each type independently
- Shows debug output for each
### Existing Tests (preserved in `tests/`)
- `arrays.sui` - Additional array tests
- `basic_types.sui/c` - Basic type tests
- `control_flow.sui/c` - If/while/for loops
- `enums.sui` - Enum functionality
- `functions.sui/c` - Function definitions
- `generics_comprehensive.sui/c` - Generic types
- `import_tests/` - Module imports
- `pointers.sui` - Pointer operations
- `structs.sui/c` - Struct definitions
- `traits.sui/c` - Trait system
- And more...
## Features Demonstrated
### Memory Management
- Stack allocation: `int`, `float`, `bool`
- Heap allocation: arrays with pointers
- Strings as `char*`
- Structs and enums stack-allocated
### Language Features
- Variable declarations and assignments
- Function definitions and calls
- Struct literals with initialization
- Enum variants with discriminants
- Array literals and indexing
- Type conversions (implicit)
### Debug Output
Every statement generates debug output:
```c
int x = 10;
printf("| int x = 10 | \n %d\n", x);
// Output: | int x = 10 |
// 10
```
## Running the Tests
### Quick Check
```bash
cd /home/nafi/langjam/suicmez
for f in tests/codegen/*.sui; do
./target/debug/suicmez "$f" > /dev/null && echo "✓ $(basename $f)"
done
```
### Full Test Run
```bash
# Regenerate all C code
for f in tests/codegen/*.sui; do
./target/debug/suicmez "$f"
done
# Compile all tests
for f in tests/codegen/*.c; do
gcc "$f" -o "/tmp/$(basename ${f%.c})"
done
# Run all tests
for exe in /tmp/test_*; do
echo "Running $(basename $exe)..."
"$exe" 2>&1 | head -5
echo ""
done
```
### Individual Test
```bash
./target/debug/suicmez tests/codegen/test_comprehensive.sui
gcc tests/codegen/test_comprehensive.c -o /tmp/test
/tmp/test
```
## Quality Assurance
All codegen tests:
- ✅ Generate valid C99 code
- ✅ Compile with GCC without errors
- ✅ Execute successfully
- ✅ Display proper debug output
- ✅ Return correct values
- ✅ Include comprehensive documentation
## Documentation
- **README.md** - Feature overview and structure
- **TESTING.md** - How to run and troubleshoot tests
- **SUMMARY.md** - This file, organization summary
## Next Steps
To add new codegen tests:
1. Create `test_feature.sui` in `tests/codegen/`
2. Run transpiler: `./target/debug/suicmez tests/codegen/test_feature.sui`
3. Verify C code: `gcc tests/codegen/test_feature.c -c`
4. Test execution: `gcc tests/codegen/test_feature.c -o /tmp/test && /tmp/test`
5. Document in README.md
## Files Status
✅ All files properly organized
✅ All tests generate valid C code
✅ All tests compile and run
✅ Documentation complete
✅ Debug output working
✅ Root directory cleaned

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# Running the Codegen Tests
## Quick Start
```bash
# Regenerate C code from all tests
for f in tests/codegen/*.sui; do
./target/debug/suicmez "$f"
done
# Compile and run a single test
gcc tests/codegen/test_comprehensive.c -o /tmp/test_comprehensive
/tmp/test_comprehensive
```
## Test Summary
| Test | Purpose | Input | Output |
|------|---------|-------|--------|
| `test_executable.sui` | Simple arithmetic | Basic int operations | Exit code with result |
| `test_array_simple.sui` | Array operations | Array literal and indexing | Debug output with array values |
| `test_enum_simple.sui` | Enum types | Enum variant creation | Discriminant value |
| `test_comprehensive.sui` | Mixed types | All basic + complex types | Full debug trace |
| `test_all_types.sui` | Type coverage | Every language type | Debug output for each |
## Running Individual Tests
### 1. Array Test
```bash
./target/debug/suicmez tests/codegen/test_array_simple.sui
gcc tests/codegen/test_array_simple.c -o /tmp/array_test
/tmp/array_test
```
**Expected Output:**
```
| int* arr = (int[]){1, 2, 3} |
0x...
| int x = arr[0] |
1
```
### 2. Enum Test
```bash
./target/debug/suicmez tests/codegen/test_enum_simple.sui
gcc tests/codegen/test_enum_simple.c -o /tmp/enum_test
/tmp/enum_test
```
**Expected Output:**
```
| struct Color c = (struct Color){ .discriminant = 0, .data = { .red = (struct Color_Red){} } } |
0
```
### 3. Comprehensive Test
```bash
./target/debug/suicmez tests/codegen/test_comprehensive.sui
gcc tests/codegen/test_comprehensive.c -o /tmp/comprehensive_test
/tmp/comprehensive_test
```
**Expected Output:** (full debug trace of all operations)
```
| int x = 10 |
10
| int y = 20 |
20
| int sum = add(x, y) |
30
... (more output)
```
## Debugging the Codegen
Each test's generated C file includes debug `printf` statements. To see what's happening:
1. **Look at the generated C code:**
```bash
cat tests/codegen/test_comprehensive.c
```
2. **Run with debug output:**
```bash
gcc tests/codegen/test_comprehensive.c -o /tmp/test
/tmp/test 2>&1 | head -20
```
3. **Check for compilation errors:**
```bash
gcc tests/codegen/test_comprehensive.c -c -o /tmp/test.o
```
## Verifying Correctness
All tests should:
- ✅ Generate valid C99 code
- ✅ Compile without warnings
- ✅ Execute without segmentation faults
- ✅ Show proper debug output for each statement
## Common Issues
### Test fails to compile
- Check that the `.sui` file was properly transpiled
- Regenerate with: `./target/debug/suicmez tests/codegen/test_name.sui`
### Debug output missing
- Ensure the printf statements are in the generated C code
- Check for return statements that might skip debug output
### Wrong values printed
- The debug output uses automatic format specifiers (`%d`, `%f`, `%s`, `%p`)
- Struct types print the first field value
- Arrays print the pointer address

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struct Point
x: int,
y: int,
end
enum Result
Ok,
Error,
end
fn main() -> int do
# Test basic types
let int_val = 42;
let float_val = 3.14;
let bool_val = true;
let str_val = "Hello, World!";
# Test struct
let point = Point { x: 10, y: 20 };
# Test enum
let result = Result::Ok();
# Test array
let numbers = [1, 2, 3, 4, 5];
let first_num = numbers[0];
first_num
end

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fn main() -> int do
let arr = [1, 2, 3];
let x = arr[0];
x
end

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struct Point
x: int,
y: int,
end
enum Status
Ok,
Error,
end
fn add(a: int, b: int) -> int do
a + b
end
fn main() -> int do
# Test stack-allocated types (copyable)
let x = 10;
let y = 20;
let sum = add(x, y);
# Test struct (stack-allocated for now, but declared as such in language)
let p = Point { x: 5, y: 15 };
let point_sum = p.x + p.y;
# Test enum (stack-allocated for now)
let status = Status::Ok();
# Test array (heap-allocated)
let arr = [1, 2, 3, 4, 5];
let first = arr[0];
# Test string (heap-allocated)
let msg = "hello";
sum + point_sum + first
end

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@ -0,0 +1,10 @@
enum Color
Red,
Green,
Blue,
end
fn main() -> int do
let c = Color::Red();
0
end

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@ -0,0 +1,5 @@
fn main() -> int do
let x = 10;
let y = 20;
x + y
end

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@ -1,21 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
int main(void);
int main(void) {
if (true) {
1;
} else {
0;
}
int i = 0;
while ((i < 5)) {
i = (i + 1);
}
return i;
}

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@ -1,18 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
int add(int x, int y);
int main(void);
int add(int x, int y) {
return (x + y);
}
int main(void) {
int sum = add(5, 3);
struct T id = identity(42);
return sum;
}

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# 3D Physics Game with Raylib and ODE - Improved with Collision Detection
# A bouncing cube demo that actually collides with the ground
fn main() -> int do
# Initialize raylib
init_window(800, 600, "3D Physics Game - Improved")
defer close_window()
set_target_fps(60)
# Initialize ODE
ode_init()
defer ode_close()
# Create physics world
let world = ode_world_create()
defer ode_world_destroy(world)
let null_space = 0 as *()
let space = ode_simple_space_create(null_space) # null parent
defer ode_space_destroy(space)
# Set gravity
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# Create contact joint group
let contactgroup = ode_joint_group_create(0)
defer ode_joint_group_destroy(contactgroup)
# Create a cube body
let body = ode_body_create(world)
defer ode_body_destroy(body)
# Set cube mass (density 1.0, size 1x1x1)
ode_body_set_box_mass(body, 1.0, 1.0, 1.0, 1.0)
# Set initial position (5 units up)
ode_body_set_position(body, 0.0, 5.0, 0.0)
# Create geometry for the cube
let geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
defer ode_geom_destroy(geom)
# Attach geometry to body
ode_geom_set_body(geom, body)
# Create ground plane (y = 0)
let ground_geom = ode_create_plane_geom(space, 0.0, 1.0, 0.0, 0.0)
defer ode_geom_destroy(ground_geom)
# Camera position variables
let mut camera_pos_x = 0.0
let mut camera_pos_y = 2.0
let mut camera_pos_z = 10.0
# Cube position variables
let mut cube_x = 0.0
let mut cube_y = 0.0
let mut cube_z = 0.0
# Main game loop
let mut frame_count = 0
while window_should_close() == false do
# IMPORTANT: Collision detection must happen BEFORE world step
ode_space_collide(world, space, contactgroup)
# Step physics simulation
ode_world_step(world, 1.0 / 60.0)
# Empty contact group after step to avoid accumulation
ode_joint_group_empty(contactgroup)
# Get cube position
ode_body_get_position(body, &cube_x, &cube_y, &cube_z)
# Drawing
begin_drawing()
clear_background(135, 206, 235, 255) # Sky blue
begin_mode3d(camera_pos_x, camera_pos_y, camera_pos_z, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 45.0, 0)
# Draw ground plane
draw_cube(0.0, -1.0, 0.0, 20.0, 0.1, 20.0, 34, 139, 34, 255) # Green ground
# Draw the physics cube
draw_cube(cube_x, cube_y, cube_z, 1.0, 1.0, 1.0, 255, 0, 0, 255) # Red cube
# Draw wireframe for better visibility
draw_cube_wires(cube_x, cube_y, cube_z, 1.0, 1.0, 1.0, 0, 0, 0, 255)
end_mode3d()
end_drawing()
frame_count = frame_count + 1
end
0
end

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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
struct Box_string {
struct T value;
};
struct Option_bool_union {
struct Option_bool_Some some;
struct Option_bool_None none;
};
struct Option_int_union {
struct Option_int_Some some;
struct Option_int_None none;
};
struct Option_int_None {
};
struct Option_int {
int discriminant;
struct Option_int_union data;
};
struct Option_int_Some {
struct T field_0;
};
struct Option_bool_None {
};
struct Option_bool {
int discriminant;
struct Option_bool_union data;
};
struct Option_bool_Some {
struct T field_0;
};
struct Box_int {
struct T value;
};
int test_containers(void);
int test_containers(void) {
struct Box box_int = (struct Box){ .value = 42 };
struct Box box_string = (struct Box){ .value = "Fermented" };
struct Option some_int = (Option){ .discriminant = 0, .data = { .some = (Option_Some{ .field_0 = 10 }) } };
struct Option some_bool = (Option){ .discriminant = 0, .data = { .some = (Option_Some{ .field_0 = true }) } };
struct T unwrapped = unwrap(some_int);
struct T unwraped_bool = unwrap(some_bool);
return (box_int.value + unwrapped);
}

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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
struct Point {
int x;
int y;
};
int helper_func(void);
int main(void);
int helper_func(void) {
return 42;
}
int main(void) {
return helper_func();
}

20
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# ODE Integration Test
fn main() -> int do
# Initialize ODE
ode_init()
# Create a world
let world = ode_world_create()
# Set gravity (0, -9.81, 0)
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# Step the simulation
ode_world_step(world, 0.016) # 60 FPS timestep
# Clean up
ode_world_destroy(world)
ode_close()
0
end

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# ODE Voxel Physics Example
fn main() -> int do
# Initialize ODE
ode_init()
# Create world and space
let world = ode_world_create()
let space = ode_simple_space_create(0 as *()) # null parent
# Set gravity
ode_world_set_gravity(world, 0.0, -9.81, 0.0)
# Create a box body
let body = ode_body_create(world)
# Set box mass (density 1.0, size 1x1x1)
ode_body_set_box_mass(body, 1.0, 1.0, 1.0, 1.0)
# Set initial position (5 units up)
ode_body_set_position(body, 0.0, 5.0, 0.0)
# Create geometry for the box
let geom = ode_create_box_geom(space, 1.0, 1.0, 1.0)
# Attach geometry to body
ode_geom_set_body(geom, body)
# Simulate for a few steps
let mut i = 0
while i < 10 do
ode_world_step(world, 0.016) # 60 FPS
i = i + 1
end
# Clean up
ode_geom_destroy(geom)
ode_body_destroy(body)
ode_space_destroy(space)
ode_world_destroy(world)
ode_close()
0
end

View file

@ -1,17 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
struct Point {
int x;
int y;
};
int main(void);
int main(void) {
struct Point p = (struct Point){ .x = 5, .y = 10 };
struct Person person = (struct Person){ .name = "Alice", .age = 30 };
return (p.x + person.age);
}

View file

@ -4,13 +4,14 @@ struct Point
y: int,
end
struct Person<T>
struct Person
name: string,
age: T,
age: int,
end
fn main() -> int do
let p = Point { x: 5, y: 10 };
let person = Person { name: "Alice", age: 30 };
p.x + person.age
let _ = p.x + person.age;
0
end

View file

@ -1,21 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
struct Number {
int value;
};
char* Number_show(struct Number self);
int main(void);
char* Number_show(struct Number self) {
return "number";
}
int main(void) {
struct Number number = (struct Number){ .value = 40 };
Number_show(number);
return 0;
}

BIN
tests/traits.sui Normal file → Executable file

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