Updated attr grammar

This commit is contained in:
2026-05-05 02:46:32 +02:00
parent 0af357df97
commit d9c20467a4
2 changed files with 21 additions and 95 deletions
+17 -10
View File
@@ -19,18 +19,25 @@ var_decl = { type_expr ~ mutable? ~ identifier }
// ================= TOP LEVEL ================= // ================= TOP LEVEL =================
attribute_list = { sharp ~ "[" ~ attribute ~ ("," ~ attribute)* ~ "]" } attribute = {
"#" ~ "[" ~ (structured_style | list_style | key_value_style | simple_style) ~ "]"
attribute = { static_path ~ attribute_args? }
attribute_args = { "(" ~ (attr_expr ~ ("," ~ attr_expr)*)? ~ ")" }
attr_expr = {
(identifier ~ "=" ~ primary)
| primary
} }
top_level = _{ attribute_list* ~ (import | function_decl | struct_decl) } // Simple: #[test]
simple_style = { identifier }
// Key-Value: #[crate_type = "lib"]
key_value_style = { identifier ~ "=" ~ primary }
// #[derive(PartialEq, PartialOrd)]
list_style = { identifier ~ "(" ~ identifier ~ ("," ~ identifier)* ~ ","? ~ ")" }
// #[link(name = "readline")]
structured_style = { identifier ~ "(" ~ pair ~ ("," ~ pair)* ~ ","? ~ ")" }
pair = { identifier ~ "=" ~ primary }
top_level = _{ attribute* ~ (import | function_decl | struct_decl) }
import = { sharp ~ "include" ~ "<" ~ static_path ~ ">" } import = { sharp ~ "include" ~ "<" ~ static_path ~ ">" }
+4 -85
View File
@@ -1,86 +1,5 @@
public struct Vec2 { #[test]
f32 x, public struct ApiCall {
f32 y, i32 x,
} i32 y,
public struct Body {
Vec2 pos,
Vec2 vel,
f32 mass,
}
public struct World {
Body bodies,
}
// ---------- Utility Functions ----------
public Vec2 add(Vec2 a, Vec2 b) {
return Vec2{ x: a.x + b.x, y: a.y + b.y };
}
public Vec2 scale(Vec2 v, f32 s) {
return Vec2{ x: v.x * s, y: v.y * s };
}
public f32 length(Vec2 v) {
return (v.x * v.x + v.y * v.y).sqrt();
}
// ---------- Physics Step ----------
public void integrate(Body mut* body, f32 dt) {
body.pos = add(body.pos, scale(body.vel, dt));
}
public void apply_gravity(Body mut* body) {
// simple constant gravity
body.vel.y = body.vel.y - 9.81;
}
// ---------- Simulation ----------
public void simulate(World mut* world, i32 steps, f32 dt) {
i32 i = 0;
while (i < steps) {
i = i + 1;
// pretend we have an array-like world.bodies
i32 j = 0;
while (j < 10) {
Body b = world.bodies[j];
apply_gravity(&mut b);
integrate(&mut b, dt);
world.bodies[j] = b;
j = j + 1;
}
}
}
// ---------- Debug / Logging ----------
public void debug_body(Body b) {
println!("Body -> pos(", b.pos.x, ", ", b.pos.y, ")");
}
// ---------- Entry Point ----------
public void main() {
Body player = Body{
pos: Vec2{ x: 0.0, y: 10.0 },
vel: Vec2{ x: 1.0, y: 0.0 },
mass: 1.0,
};
World world = World{
bodies: player
};
simulate(&mut world, 60, 0.016);
debug_body(world.bodies[0]);
} }