feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
- colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
- border-radius and outline (following the radius), box-shadow, background-image and a tinted
border-image;
- group opacity, @keyframes / animation, transition;
- :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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45 changed files with 1386 additions and 218 deletions
27
examples/library/ui_anim.ludic
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27
examples/library/ui_anim.ludic
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@ -0,0 +1,27 @@
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# ui_anim.ludic — CSS animation and transition on ludic.ui's frame clock (sixty frames a second
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# when the renderer gives no clock of its own): a fade-in from @keyframes, a pulse that loops back
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# and forth, and a transition easing an opacity that changed.
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import "ludic.ui"
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program UiAnim {
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numbers float
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var dim: bool = false
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view Anim {
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dim = dim
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}
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const PAGE: string = "<ui><style>@keyframes fade { from { opacity: 0 } to { opacity: 1 } }\n@keyframes pulse { from { opacity: 1 } to { opacity: 0.5 } }\n.in { animation: fade 1s }\n.beat { animation: pulse 0.5s infinite alternate }\n.soft { transition: opacity 1s }\n.dim { opacity: 0.2 }</style><screen name='a'><p class='in'>a</p><p class='beat'>b</p><p class=\"soft {dim ? 'dim' : ''}\">c</p></screen></ui>"
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function at() -> string {
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ui_show("a", view_anim(), 0.0, 0.0, 200.0, 200.0)
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let r: UiNode = ui_nodes("a", view_anim())
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return `{int(r.children[0].alpha * 100.0)} {int(r.children[1].alpha * 100.0)} {int(r.children[2].alpha * 100.0)}`
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}
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entry {
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ui_load_text(PAGE, "a.xml")
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var out = at()
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for i in 0 .. 29 { at() }
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out = out + " | " + at()
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dim = true
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for i in 0 .. 29 { at() }
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out = out + " | " + at()
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print(out)
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}
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}
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71
examples/library/ui_controls.ludic
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71
examples/library/ui_controls.ludic
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@ -0,0 +1,71 @@
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# ui_controls.ludic — ludic.ui's own controls, driven as a player would drive them: Tab and the
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# arrows move the focus, Enter presses and flips, the arrows move a range and step a select, typing
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# fills a text field and Backspace takes a letter back, a key field takes the next key, the pointer
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# drags a range, and the wheel scrolls a box. Every change reaches the component as an event.
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import "ludic.ui"
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import "ui_controls_parts/Settings.ludic"
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program UiControls {
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numbers float
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function frame(i: UiInput) -> UiNode {
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ui_input(i)
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ui_show("Settings", null, 0.0, 0.0, 400.0, 400.0)
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let root: UiNode = ui_nodes("Settings", null)
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ui_place(root, 0.0, 0.0, 400.0, 400.0)
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return root
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}
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function press(tab: bool, down: bool, right: bool, enter: bool) -> UiInput {
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let i = new UiInput
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i.tab = tab
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i.down_key = down
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i.right = right
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i.enter = enter
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return i
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}
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function state(root: UiNode) -> string {
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let page = root.children[0]
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let last = page.children[len(page.children) - 1]
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return last.text
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}
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entry {
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ui_backend(new UiBackend)
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var root = frame(new UiInput)
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root = frame(press(true, false, false, false))
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root = frame(press(false, false, false, true))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, false, true))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, true, false, false))
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let typed = new UiInput
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typed.typed = "lovelace"
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root = frame(typed)
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let back = new UiInput
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back.backspace = true
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root = frame(back)
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, false, true))
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let k = new UiInput
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k.key = 70
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root = frame(k)
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print(state(root))
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let range = root.children[0].children[2]
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let track = range.children[1]
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let at = new UiInput
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at.x = track.x + track.cw * 0.8
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at.y = track.y + 2.0
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at.down = true
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root = frame(at)
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root = frame(new UiInput)
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let list = root.children[0].children[6]
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let w = new UiInput
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w.x = list.x + 5.0
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w.y = list.y + 5.0
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w.wheel = -1.0
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root = frame(w)
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root = frame(new UiInput)
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print(`{state(root)}; scrolled {int(root.children[0].children[6].scroll_y)}`)
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}
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}
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4
examples/library/ui_controls_parts/Settings.lss
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4
examples/library/ui_controls_parts/Settings.lss
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@ -0,0 +1,4 @@
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.page { width: 400px; gap: 4px }
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input, select { width: fill; height: 30px }
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.list { overflow: auto; height: 60px }
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p { height: 20px }
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10
examples/library/ui_controls_parts/Settings.ludic
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10
examples/library/ui_controls_parts/Settings.ludic
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# Settings.ludic - a screen of controls: every change comes back as an event with its value
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component Settings {
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state music: bool = true
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state volume: int = 5
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state quality: int = 1
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state name: string = "Ada"
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state jump: int = 32
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state pressed: int = 0
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on go() { pressed += 1 }
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}
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12
examples/library/ui_controls_parts/Settings.xml
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12
examples/library/ui_controls_parts/Settings.xml
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<div class="page">
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<button id="go" on-click="go()">Go</button>
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<input type="checkbox" label="Music" checked="{music}" on-change="set music = event.value"/>
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<input type="range" label="Volume" min="{0}" max="{10}" value="{volume}" on-change="set volume = event.value"/>
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<select label="Quality" value="{quality}" on-change="set quality = event.value">
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<option>Low</option><option>Medium</option><option>High</option>
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</select>
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<input type="text" label="Name" value="{name}" maxlength="{8}" on-change="set name = event.value"/>
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<input type="key" label="Jump" value="{jump}" on-change="set jump = event.value"/>
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<div class="list"><p>1</p><p>2</p><p>3</p><p>4</p><p>5</p><p>6</p><p>7</p><p>8</p></div>
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<p class="state">{pressed} {music} {volume} {quality} {name} {jump}</p>
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</div>
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@ -11,7 +11,9 @@ program UiReload {
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const V2: string = "<ui><screen name='note'><state n='{0}'/><h1>{title} again {n}</h1></screen></ui>"
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function shown() -> string {
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let root: UiNode = ui_nodes("note", view_note())
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return root.children[0].text
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let first = root.children[0]
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if len(first.children) > 0 { return first.children[0].text }
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return first.text
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}
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entry {
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Fs.write_text(PATH, V1)
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