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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-24 17:26:09 +03:00
parent 20d011f8e9
commit 1dad96102a
45 changed files with 1386 additions and 218 deletions

View file

@ -25,8 +25,9 @@ function bd_elem(k: UiTpl, e: UiEnv, key: string) -> UiNode {
}
lc_note(key, k.on_keys, k.on_acts, e)
bd_kids(k.kids, e, key, n.children)
if k.text != null { el_text(n, ui_eval_text(k.text, e)) }
if k.text != null { el_text(n, ui_tr(ui_eval_text(k.text, e))) }
el_inline(n)
if k.tag == "input" or k.tag == "select" { ct_build(n) }
return n
}
function el_kind(n: UiNode, tag: string) -> void {
@ -34,7 +35,10 @@ function el_kind(n: UiNode, tag: string) -> void {
if nv != null {
n.kind = UI_NATIVE
n.native = nv
} else if lk_in(EL_TEXTS, tag) { n.kind = UI_TEXT } else if tag == "row" { n.dir = UI_ROW } else if tag == "button" { n.kind = UI_BUTTON } else if tag == "spacer" { n.kind = UI_SPACER } else if tag == "scroll" { n.kind = UI_SCROLL } else if tag == "img" { n.kind = UI_IMAGE } else if tag == "hr" { n.kind = UI_RULE } else if not lk_in(EL_BOXES, tag) { ui_err(`<{tag}>: there is no such element`) }
} else if lk_in(EL_TEXTS, tag) { n.kind = UI_TEXT } else if tag == "row" { n.dir = UI_ROW } else if tag == "button" {
n.dir = UI_ROW
n.focusable = true
} else if tag == "input" or tag == "select" { n.focusable = true } else if tag == "spacer" { n.kind = UI_SPACER } else if tag == "scroll" { n.kind = UI_SCROLL } else if tag == "img" { n.kind = UI_IMAGE } else if tag == "hr" { n.kind = UI_RULE } else if not lk_in(EL_BOXES, tag) { ui_err(`<{tag}>: there is no such element`) }
}
# a box with words in it holds them as a text of its own, as <div>words</div> does
function el_text(n: UiNode, s: string) -> void {
@ -57,27 +61,10 @@ function el_keep(n: UiNode, key: string, v: Val) -> void {
for i in 0 .. len(parts) {
if len(parts[i]) > 0 { push(n.classes, parts[i]) }
}
} else if key == "hidden" { n.hidden = vl_truthy(v) and s != "false" } else if key == "disabled" { n.enabled = not (vl_truthy(v) and s != "false") } else if key == "src" { n.src = s } else {
if key == "enabled" { n.enabled = vl_truthy(v) and s != "false" }
} else if key == "tabindex" { n.focusable = s != "-1" } else if key == "hidden" { n.hidden = el_flag(v) } else if key == "disabled" { n.enabled = not el_flag(v) } else if key == "src" { n.src = s } else {
if key == "enabled" { n.enabled = el_flag(v) }
push(n.akeys, key)
push(n.avals, s)
push(n.vals, v)
}
}
# a colour by the renderer's name for it, else #rrggbb (or #rgb)
function ui_color(name: string) -> int {
if name == "none" or name == "" or name == "transparent" { return UI_NONE }
if name[0] != 35 {
if ui_be != null and ui_be.color != null { return ui_be.color(name) }
return 15658734
}
var c = 0
for i in 1 .. len(name) {
var d = name[i] - 48
if name[i] >= 97 { d = name[i] - 87 }
if name[i] >= 65 and name[i] < 97 { d = name[i] - 55 }
c = c * 16 + d
if len(name) == 4 { c = c * 16 + d }
}
return c
}