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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89
packages/ludic.ui/anim.ludic
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packages/ludic.ui/anim.ludic
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# anim.ludic - CSS animation: `@keyframes fade { from { opacity: 0 } to { opacity: 1 } }` and
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# `animation: fade 0.25s [infinite] [alternate]` interpolate numeric properties from when the
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# element first appeared; `transition: opacity 0.2s` eases a property that changed. Wall-clock time.
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export property UiKeyframes {
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name: string = ""
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stops: []float = null
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rules: []UiRule = null
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}
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var an_frames: []UiKeyframes = new []UiKeyframes
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var an_keys: []string = new []string
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var an_start: []float = new []float
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var an_frame: int = 0
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# the renderer's clock in seconds, or the frames shown at sixty a second (a test, a still picture)
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function an_now() -> float {
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if ui_be != null and ui_be.now != null { return ui_be.now() }
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return float(an_frame) / 60.0
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}
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# @keyframes NAME { from {...} 50% {...} to {...} }
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function an_read(name: string, body: string, err: []string) -> void {
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let k = new UiKeyframes
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k.name = tpl_words(name)
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k.stops = new []float
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k.rules = new []UiRule
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let r = new UiRd
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r.s = body
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while r.err == "" {
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rd_ws(r)
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if r.i >= len(r.s) { break }
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let stop = tpl_words(lss_upto(r, 123))
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let decls = lss_decls(lss_upto(r, 125), err)
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var at = el_num(stop) / 100.0
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if stop == "from" { at = 0.0 }
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if stop == "to" { at = 1.0 }
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push(k.stops, at)
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push(k.rules, decls)
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}
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push(an_frames, k)
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}
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function an_find(name: string) -> UiKeyframes {
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for i in 0 .. len(an_frames) {
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if an_frames[i].name == name { return an_frames[i] }
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}
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return null
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}
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# when this element's animation began: the first frame it was seen with it
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function an_began(key: string) -> float {
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for i in 0 .. len(an_keys) {
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if an_keys[i] == key { return an_start[i] }
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}
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push(an_keys, key)
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push(an_start, an_now())
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return an_now()
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}
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# the element's animation at this moment: each property between the stops around it
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function an_apply(n: UiNode) -> void {
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if n.anim == "" or n.anim_dur <= 0.0 { return }
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let k = an_find(n.anim)
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if k == null {
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ui_err(`animation {n.anim}: there is no @keyframes of that name`)
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return
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}
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var t = (an_now() - an_began(`{n.key}@{n.anim}`)) / n.anim_dur
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if n.anim_loop {
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let lap = int(t)
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t = t - float(lap)
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if n.anim_alt and lap % 2 == 1 { t = 1.0 - t }
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} else { t = Math.clamp(t, 0.0, 1.0) }
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an_at(n, k, t)
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}
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function an_at(n: UiNode, k: UiKeyframes, t: float) -> void {
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var lo = 0
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var hi = len(k.stops) - 1
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for i in 0 .. len(k.stops) {
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if k.stops[i] <= t and k.stops[i] >= k.stops[lo] { lo = i }
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if k.stops[i] >= t and k.stops[i] <= k.stops[hi] { hi = i }
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}
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var f = 0.0
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if k.stops[hi] > k.stops[lo] { f = (t - k.stops[lo]) / (k.stops[hi] - k.stops[lo]) }
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let a = k.rules[lo]
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let b = k.rules[hi]
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for i in 0 .. len(a.keys) {
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let va = el_num(vl_text(ui_eval(a.vals[i], n.env)))
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var vb = va
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for j in 0 .. len(b.keys) {
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if b.keys[j] == a.keys[i] { vb = el_num(vl_text(ui_eval(b.vals[j], n.env))) }
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}
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el_apply(n, a.keys[i], Value.float(va + (vb - va) * f))
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}
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}
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